recursal/Fanatic-Fandom huggingface dataset:
Danio Smak Waniliowy (Kubek)

> Dla głodnego nic lepszego
>
> Pierwszy slogan serka homogenizowanego Danio po zmianie nazwy., 1999

Aktualny wygląd opakowań

**Danio o smaku waniliowym** to jeden z smaków serka homogenizowanego Danio. Jeden z bardziej znanych smaków Danio.

## Skład produktu

**twaróg odtłuszczony, śmietanka, woda, cukier, skrobia kukurydziana, naturalny aromat waniliowy z innymi naturalnymi aromatami, sok z cytryny zagęszczony.**

## Wersje

* **XXL**
* **XXL z maskotką**
* **4-pak**
* **4-pak z maskotką**
* **8-pak**
* **8-pak z maskotką**
* **240g**
* **240g z maskotką**
* **400g**
* **+20g więcej**
* **Z łyżeczką**
* **Z Łyżeczką w kształcie głoda**

## Galeria (wersje)

XXLXXL z maskotką4-pak4-pak z maskotką8-pak8-pak z maskotką240g240g z maskotką400g+10g więcej+20g więcejZ łyżeczkąZ łyżeczką w kształcie głoda
## Galeria (pudełka)

1996 - 199? (?)1998 (Promocja Skarb kibica)2001 - 20042004 (Promocja)2004 (z napisem "Codziennie lepiej")20042005-20072005 (Promocja limerykowa)2005 (Promocja Zestawy na Głoda)2006 (Daniobranie)2006 (Ze znakiem Podziel się posiłkiem)2007 (Loteria IKEA)2007-20122008 (Ze znakiem Podziel się posiłkiem)2008 (Promocja 1000zł za Danio w lodówce)2012-20132013-20172013 (Wersja z ceną 1)2013 (Wersja z ceną 2)2013 (Promocja Zbieraj kody)2017 - 20192019 (styczeń - kwiecień (?))2019 (kwiecień (?)) - 20202020-20212021 - teraz

## Przypisy

1. ↑ https://danio.com.pl/produkty/klasyczne/danio-o-smaku-klasycznej-wanilii/
Defensive Duelist

***Prerequisite:** 4th Level, Dexterity 13+*

**Repeatable:** No

You’ve learned to deftly parry attacks, granting you the following benefits:

* **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 20.
* **Parry.** If you are holding a Finesse Weapon and another creature hits you with a Melee Attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class for that attack, potentially causing the attack to miss you.
Znak przekreślonego Małego Głoda

**Znak Małego Głoda** - Znak używany od 2007 do 2013 na opakowaniach serków Danio.

## Opis

Przekreślony Mały Głód trzymający ręce do góry. Powstał na potrzeby nowych opakowań Danio w 2007 roku.

## Galeria

Znaczek na opakowaniu DanioDruga wersja znaku Małego GłodaTrzecia wersja znaku Małego Głoda (Danio intenso)Czwarta wersja znaku Małego Głoda (Danio z warzywami)
## Ciekawostki

* W 2013 roku Yogurisimo miało bardzo podobny znak na opakowaniach.
* W 2013 roku zastąpiono ten znak rysunkiem Małego Głoda
Kukiełki Małego Głoda

## 2005-2009

### Opis

Kukiełka ta po raz pierwszy pojawiła się w reklamie Jesienne smaki, a ostatni raz w Hipnoza (Nowsza wersja).

## 2009

### Opis

Kukiełka ta pojawiła się tylko w reklamie ,Danio w butelce i na moment w Wanna.

## 2009-2011

### Opis

Wydłużono nogi i głowa została zwężona. ta kukła po raz pierwszy pojawiła się w Wanna, a po raz ostatni w Poduszka.

## 2011-2014

### Opis

Kukła ta pojawiła się po raz pierwszy w reklamie Torba, a po raz ostatni w reklamie Urodziny.

## 2014-2018

Poszerzono Małego Głoda. Oczy zostały bardziej wciśnięte. Usta bardziej odstają. Kukła ta zadebiutowała w ice bucket challenge Małego Głoda.
Mage Slayer

***Prerequisite:** 4th Level, Proficiency with Any Martial weapon*

**Repeatable:** No

You have practiced techniques useful in battling magic-users, gaining the following benefits:

* **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.
* **Concentration Breaker.** When you damage a creature that is concentrating, it has Disadvantage on the Saving Throw it makes to maintain Concentration.
* **Guarded Mind.** If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Long Rest.
Policjant (Viral)

Stopklatka z viralu

**Policjant** - Czwarty viral Danio.

## Opis

Viral zaczyna się tak samo jak reklama telewizyjna, na której jest oparty - mężczyzna wsiada do samochodu i go włącza. Po chwili słychać syrenę radiowozu, patrzy w lusterko i zatrzymuje samochód. Wysiada z samochodu i podchodzi do radiowozu z dokumentami. Okazuje się, że w radiowozie siedzi Mały Głód. Mężczyzna ucieka, a Mały Głód wyciąga radio i mówi "Baza? Baza? Natychmiast przyślijcie posiłki!!! Nie, psia noga! Co ja mówię...? Żadnych posiłków!!! Powtarzam: żadnych posiłków!

## Ciekawostki

* Na końcu viralu pojawia się efekt okrągłego zmniejszania się kadru (taki sam jak w jednym viralu Danio z warzywami)
Circle of the Moon

Back to Druid

Druids of the Circle of the Moon draw on the magic of the moon to transform themselves and to guard the wilds. Their order gathers under the full moon to share news and perform rituals. They wander the deepest parts of the wilderness, where they might go for weeks before crossing paths with another person, let alone another Druid. 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 as a bear to drive off a trespassing monster. The wild is in the Druid’s blood.

### LEVEL 3: CIRCLE SPELLS

Your connection to this circle ensures that you always have certain spells ready. When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared. In addition, you can cast the spells from this feature while you are in Wild Shape form.

CIRCLE OF THE MOON SPELLS
 5
 7
 9

### LEVEL 3: CIRCLE FORMS

You have learned ancient techniques that allow you to channel lunar magic when you assume a Wild Shape form, granting you the following benefits:

* **Challenge Rating.** The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).
* **Armor Class.** Your AC equals 13 plus your Wisdom modifier until you leave the form.
* **Temporary Hit Points.** You gain a number of Temporary Hit Points equal to three times your Druid level.

### LEVEL 6: IMPROVED CIRCLE FORMS

While in a Wild Shape form, you gain the following benefits:

* **Lunar Radiance.** Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.
* **Increased Toughness.** You can add your Wisdom modifier to your Constitution saving throws.

### LEVEL 10: MOONLIGHT STEP

You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a spell slot of 2nd level or higher for each use you want to restore (no action required).

### LEVEL 14: LUNAR FORM

The power of the moon suffuses you, granting you the following benefits:

* **Improved Lunar Radiance.** Each of your attacks in a Wild Shape form deals an extra 1d10 Radiant damage on a hit.
* **Shared Moonlight.** Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.
Illusionist

Back to Wizard

You focus your study on magic that dazzles the senses and tricks the mind. Your magic is subtle, but the illusions you craft make the impossible seem real. Some Illusionists—including many Gnome Wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

### LEVEL 3: ILLUSION SAVANT

Choose two Illusion spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Illusion spell from the Wizard spell list to your spellbook for free.

### LEVEL 3: IMPROVED MINOR ILLUSION

You know the Minor Illusion cantrip. If you already know this cantrip, you learn a different Wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast Minor Illusion, you can create both a sound and an image with a single casting of it.

### LEVEL 6: MALLEABLE ILLUSIONS

After you cast an Illusion spell that has a duration of 1 minute or longer, you can use a Bonus Action to change the nature of that illusion (using the spell’s normal parameters of the illusion), provided you can see it.

### LEVEL 10: ILLUSORY SELF

You can create an illusory duplicate of yourself in response to danger. When a creature makes an attack roll against you, you can use your Reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a Short Rest or Long Rest. You can also restore your use of it by expending a spell slot of level 2 or higher (no action required).

### LEVEL 14: ILLUSORY REALITY

You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a Bonus Action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or give any conditions.
Crossbow Expert

***Prerequisite:** 4th Level, Proficiency with Any Martial Weapon*

**Repeatable:** No

Thanks to extensive practice with crossbows, you gain the following benefits:

* **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 20.
* **Ignore Loading.** You ignore the Loading property of crossbows.
* **Firing in Melee.** Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with crossbows.
* **Dual Wielding.** When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property.
Power Word: Fortify

*Level 7 Enchantment (Bard, Cleric)*

**Casting Time:** Action

**Range:** 60 feet

**Component:** V

**Duration:** Instantaneous

You speak a word of power that fortifies up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which are divided equally among the spell’s recipients.
Conjure Fey

*Level 6 Conjuration (Druid)*

**Casting Time:** Action

**Range:** 60 feet

**Components:** V, S

**Duration:** Concentration, up to 10 minutes

You summon the awesome presence of a Medium Fey spirit in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can immediately make one melee spell attack against a creature within 5 feet of the spirit. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target must succeed on a Wisdom saving throw or have the Frightened condition until the start of your next turn. As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and repeat the attack against a creature within 5 feet of it.

**At Higher Levels.** When you cast this spell using a spell slot of level 7 or higher, the damage increases by 2d12 for each slot level above 6.
Searing Smite

*1st-Level Evocation Spell (Paladin)*

**Casting Time:** Bonus Action, which you take immediately after hitting a target with a melee weapon or an Unarmed Strike

**Range:** Self

**Component:** V

**Duration:** 1 minute

As you hit the target, your strike flares with white-hot intensity, and the target takes an extra 1d6 Fire damage from the attack and ignites with magical fire. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then must make a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, any damage dealt by the spell increases by 1d6 for each slot level above 1st.
Warrior of Shadow

BACK TO MONK

Warriors of Shadow practice stealth and subterfuge, channeling their reservoirs of power to harness the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, to leap from shadow to shadow, and even to take on a wraithlike form of living shadow.

### 3RD LEVEL: SHADOW ARTS

Through rigorous training, you have learned to draw on the power of the Shadowfell, gaining the following benefits:

* **Darkness.** You can spend 1 Discipline Point to cast the Darkness spell without any spell components. You can see within the spell’s area when you cast it with this feature. While the spell persists, you can move its area of darkness to a space within 60 feet of you at the start of each of your turns.
* **Darkvision.** You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
* **Shadowy Figments.** You know the Minor Illusion cantrip and use Wisdom as the spellcasting ability for it.

### 6TH LEVEL: SHADOW STEP

While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you take before the end of the turn.

### 11TH LEVEL: IMPROVED SHADOW STEP

You can draw on your connection to shadow to empower your teleportation. When you use your Shadow Step, you can spend 1 Discipline Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after the teleportation.

### 17TH LEVEL: CLOAK OF SHADOWS

As a Bonus Action while entirely within Dim Light or Darkness, you can spend 3 Discipline Points to shroud yourself with magical darkness for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded in darkness, you gain the following benefits:

* **Invisibility.** You have the Invisible condition.
* **Partially Incorporeal.** You can move through creatures and objects as if they were difficult terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
* **Shadow Flurry.** You can use your Flurry of Blows without spending any Discipline Points.
Weapon Master

***Prerequisite:** 4th+ Level*

You gain the following benefits:

* **Ability Score Increase.** Increase your Strength, or Dexterity score by 1, to a maximum of 20.
* **Mastery Property.** Your training with weapons allows you to use the Mastery property of one kind of Simple or Martial weapon of your choice, provided you are proficient with it. Whenever you finish a Long Rest, you can change the kind of weapon you chose to another eligible kind.
War Magic

Back to Wizard

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.

### 3RD LEVEL: ARCANE DEFLECTION

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.

### 3RD LEVEL: TACTICAL WIT

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.

### 6TH LEVEL: POWER SURGE

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.

### 10TH LEVEL: DURABLE MAGIC

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.

### 14TH LEVEL: DEFLECTING SHROUD

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.
Scout

Back to Rogue

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.

### LEVEL 3: SKIRMISHER

You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

### LEVEL 3: SURVIVALIST

You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. (Expertise)

### LEVEL 9: SUPERIOR MOBILITY

Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

### LEVEL 13: AMBUSH MASTER

You excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

### LEVEL 17: SUDDEN STRIKE

You can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
Celestial Patron

Back to Warlock

Your pact draws on the power of the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or some similar entity associated with those realms. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience the barest touch of the holy light that illuminates the multiverse.

### LEVEL 3: PATRON SPELLS

The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.

CELESTIAL SPELLS
 5th
 7th
 9th

### LEVEL 3: HEALING LIGHT

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 plus your Warlock level. As a Bonus Action, you can heal one creature that you can see within 60 feet of yourself, 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, and restore a number of Hit Points equal to the roll’s total. Your pool regains all expended dice when you finish a Long Rest.

### LEVEL 6: RADIANT SOUL

Your link to your patron 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 can add your Charisma modifier to one Radiant or Fire damage roll of that spell against one of its targets.

### LEVEL 10: CELESTIAL RESILIENCE

You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short Rest or Long Rest. These Temporary Hit Points equal your Warlock level plus 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 plus your Charisma modifier.

### LEVEL 14: SEARING VENGEANCE

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 to your feet with a burst of radiant energy. You regain Hit Points equal to half your Hit Point Maximum and then stand if you so choose. Each creature of your choice that is within 30 feet of you takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn. Once you use this feature, you can’t use it again until you finish a Long Rest.
Spiritual Weapon

*2nd-Level Evocation Spell (Cleric)*

**Casting Time:** Bonus Action

**Range:** 60 feet

**Components:** V, S

**Duration:** Concentration, up to 1 minute

You create a floating, spectral force that resembles a weapon of your choice and that lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against a creature within 5 feet of the force. On a hit, the target takes Force Damage equal to 1d8 + your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.

**At Higher Levels.** When you cast this Spell using a Spell Slot of 3rd level or higher, the damage increases by 1d8 for every slot level above 2nd.
Shining Smite

*2nd-Level Transmutation Spell (Paladin)*

**Casting Time:** Bonus Action, which you take immediately after hitting a creature with a melee weapon or an Unarmed Strike

**Range:** Self

**Component:** V

**Duration:** Concentration, up to 1 minute

As you hit the creature, your strike flares with divine light. The target hit by the strike takes an extra 2d6 Radiant damage from the attack. If the target has the Invisible condition, that condition ends on it. In addition, until the spell ends, the target sheds bright light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd
Halfling

Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings are blessed (some might say cursed) with a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—being not unlike that of a human child—helps them avoid unwanted entanglements and slip into and out of tight spaces.

Anyone who has spent time around halflings, and particularly halfling adventurers, has likely witnessed the storied “luck of the halflings” in action. When a halfling is in mortal danger, it seems as though an unseen force intervenes on the halfling’s behalf. Many halflings believe in the power of luck, and they attribute their unusual gift to one or more of their benevolent gods, including Yondalla, Brandobaris, and Charmalaine.

### HALFLING TRAITS

* **Creature Type:** Humanoid
* **Size:** Small (about 2–3 feet tall)
* **Speed:** 30 feet
* **Life Span:** 150 years on average

As a Halfling, you have these special traits:

* **Brave.** You have Advantage on saving throws you make to avoid or end the Frightened Condition on yourself.
* **Halfling Nimbleness.** You can move through the space of any creature that is of a Size larger than yours, but you can’t stop there.
* **Luck.** When you roll a 1 on the d20 of a d20 Test, you can reroll the die, and you must use the new roll.
* **Naturally Stealthy.** You have Proficiency in the Stealth Skill.

#### HALFLINGS OF MANY WORLDS

On many worlds, halflings are walking, talking contradictions: home, tradition, and pastoral pursuits collide with a gods-given love of adventure and a knack for getting into and out of trouble. Halfling communities come in all varieties. For every sequestered halfling shire tucked away in some unspoiled corner of the world, there’s a halfling crime syndicate like the Boromar Clan on the world of Eberron or a territorial mob of halflings like those found on the world of Athas.

Some halfling settlers, particularly ones who prefer to live underground, are thought to have a little bit of dwarven blood coursing through their veins and are sometimes called strongheart halflings or stouts. Nomadic halflings, as well as those who live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows
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Life Domain

Back to Cleric

The Life Domain focuses on the vibrant positive energy—one of the fundamental forces of the multiverse—that sustains all life. Clerics who tap into this domain are masters of healing, using that force of life to cure many hurts. Existence itself relies on the positive energy associated with this domain, so a Cleric of any religious tradition might choose it. This domain is associated with agricultural deities, sun gods, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the powers of this domain.

### 3RD LEVEL: DOMAIN SPELLS

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

LIFE DOMAIN SPELLS
 5th
 7th
 9th

### 3RD LEVEL: DISCIPLE OF LIFE

Your healing spells are empowered by life itself. When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit points equal 2 plus the spell slot’s level.

### 3RD LEVEL: PRESERVE LIFE

As part of casting a prepared Abjuration spell from the Divine spell list, you can expend uses of Channel Divinity to create a spell slot to use for the casting. You must expend a number of Channel Divinity uses equal to the spell’s level. For example, you can expend one use of Channel Divinity to create a 1st-level spell slot for a casting of Shield of Faith if you have that spell prepared.

### 6TH LEVEL: BLESSED HEALER

The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one creature other than you, you regain Hit Points equal to 2 plus the spell slot’s level.

### 17TH LEVEL: SUPREME HEALING

When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
Banishment

*4th-Level Abjuration Spell (Paladin, Cleric, Sorcerer, Warlock, Wizard)*

**Casting Time:** Action

**Range:** 30 feet

**Components:** V, S, M (an item distasteful to the target)

**Duration:** Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma Saving Throw or be transported to a harmless demiplane for the duration. The target can willingly fail the save. While in the demiplane, the target is Incapacitated. At the end of each of its turns, the target can repeat the save, ending the Spell on itself on a success. When the Spell ends on the target, it reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the Spell lasts on the target for 1 minute and the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn’t return. It is instead transported to a random location on a plane associated with its Creature Type.

**At Higher Levels.** When you cast this Spell using a Spell Slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Criminal

* **Ability Scores:** +2 Dexterity, +1 Intelligence
* **Skill Proficiencies:** Sleight of Hand, Stealth
* **Tool Proficiency:** Thieves’ Tools
* **Language:** Thieves’ Cant
* **Feat:** Alert

You learned to earn your coin in dark alleyways, cutting purses or burgling shops. Perhaps you were part of a small gang of like-minded wrongdoers, who looked out for each other. Or maybe you were a lone wolf, fending for yourself against the local thieves’ guild and older, more fearsome lawbreakers.

### Equipment

* Crowbar
* Dagger (x2)
* Pouch (x2)
* Thieves’ Tools
* Traveler’s Clothes
* 16 GP
Languages

## STARTING LANGUAGES

Your character begins play knowing at least three languages: Common, a language provided by the character’s Background, and a language that you choose from the Standard Languages table below. Knowledge of a language means your character can communicate in that language and can read and write it.

The Standard Languages table lists languages that are widespread on D&D worlds in the Material Plane, and the Rare Languages table lists languages that are more rarely known on those worlds. In each table, typical users of a language are mentioned.

STANDARD LANGUAGES
 Common Sign Language
 Dwarvish
 Elvish
 Giant
 Gnomish
 Goblin
 Halfling
 Orc

RARE LANGUAGES
 Celestial
 Deep Speech
 Draconic
 Druidic
 Infernal
 Primordial (includes the Aquan, Auran, Ignan, and Terran dialects)
 Sylvan
 Thieves’ Cant
 Undercommon
Athlete

***Prerequisite:** 4th Level, Strength, Dexterity, or Constitution 13+*

**Repeatable:** No

You have undergone extensive physical training to gain the following benefits:

* **Ability Score Increase.** Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
* **Climb Speed.** You gain a Climb Speed equal to your Speed.
* **Hop Up.** When you are Prone, you can right yourself with only 5 feet of movement.
* **Jumping.** You have Advantage on any Ability Check you make for the Jump Action.
Shocking Grasp

*Evocation Cantrip (Sorcerer, Wizard)*

**Casting Time:** Action

**Range:** Touch

**Components:** V, S

**Duration:** Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.

**Cantrip Upgrade.** This spell’s damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Twilight Domain

Back to Cleric

The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the Clerics of twilight guard against the horrors of the night. Clerics who serve these domains bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

### 3RD LEVEL: DOMAIN SPELLS

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Twilight Domain Spells table, you thereafter always have the listed spells prepared.

Twilight Domain Spells
 5th
 7th
 9th

### 3RD LEVEL: BONUS PROFICIENCIES

You gain proficiency with martial weapons and heavy armor.

### 3RD LEVEL: EYES OF NIGHT

You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

### 3RD LEVEL: VIGILANT BLESSING

The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

### 3RD LEVEL: TWILIGHT SANCTUARY

You can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

* You grant it temporary hit points equal to 1d6 plus your cleric level.
* You end one effect on it causing it to be charmed or frightened.

### 6TH LEVEL: STEPS OF NIGHT

You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### 17TH LEVEL: TWILIGHT SHROUD

The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
Lista reklam i virali Danio

Jeśli chcesz zobaczyć międzynarodowe reklamy to kilknij na ten link

* Mały Głód je Danio ("Pysznio, smacznio, Danio", trzecia wersja) (Link Do Reklamy)
* Pysznio, smacznio, Danio (Czwarta wersja)(Link Do Reklamy)
* Pysznio, smacznio, Danio (Piąta wersja) (Link Do Reklamy)
* Pysznio, smacznio, Danio (Wersja kinowa) (Link Do Reklamy)

## Virale

### 2007

* Romans (Viral) (Link Do Reklamy)
* Romans (Viral Wersja bez muzyki) (Link Do Reklamy)
* Romans (Viral Wersja z muzyką na krótki moment)

### 2008

* Wampir (Viral) (Link Do Reklamy)
* Wampir (Viral Wersja bez napisu) (Link Do Reklamy)
* Danio z warzywami (Viral) (Link Do Reklamy)
* Danio z warzywami (Viral Druga wersja) (Link Do Reklamy)
* Danio z warzywami (Viral Trzecia wersja) (Link Do Reklamy)
* Danio z warzywami (Viral Wersja bez napisów) (Link Do Reklamy)
* Policjant (Viral) (Link Do Reklamy)
* Policjant (Viral Surowa wersja) (Link Do Reklamy)

### 2009

* Wanna (Viral) (Link Do Reklamy)
* Wanna (Viral Krótka wersja) (Link Do Reklamy)

### 2013

* Zakochany do szaleństwa (Viral) (Link Do Reklamy)
* Extra weekend (Viral) (Link Do Reklamy)

### 2014

* Wielkie Porwanie Małego Głoda - Żądania (Link Do Reklamy)
* Wielkie Porwanie Małego Głoda - Rzecznik Danone (Link Do Reklamy)
* Wielkie Porwanie Małego Głoda - Wywiad (Link Do Reklamy)
* Wielkie Porwanie Małego Głoda - Wywiad (Wersja z lektorem) (Link Do Reklamy)
* Wielkie Porwanie Małego Głoda - Rozczarowany (Link Do Reklamy)
* Wielkie Porwanie Małego Głoda - Rozczarowany (Wersja z lektorem) (Link Do Reklamy)
* Wielkie Porwanie Małego Głoda - Wielkie odbicie Cajmel i Honey (Link Do Reklamy)
* Ice Bucket Challenge (Link Do Reklamy)
* Ice Bucket Challenge (Druga wersja) (Link Do Reklamy)

## Inne

### Animowane projekty, 2013

* Nieudany atak (Animowany projekt) (Link Do Reklamy)
* Zakochany do szaleństwa (Animowany projekt) (Link Do Reklamy)

### Filmy z Kanału YouTube Danio

#### 2017

* Montaż lornetka
* Danio Pozytywnie
* Danio Pozytywnie (Druga wersja)
Blinding Smite

*3rd-Level Evocation Spell (Paladin)*

**Casting Time:** Bonus Action, which you take immediately after hitting a creature with a melee weapon or an Unarmed Strike

**Range:** Self

**Component:** V

**Duration:** 1 minute

As you hit the target, your strike flares with light. The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target repeats the saving throw, ending the spell on itself on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.
Alert

***Prerequisite:** None*

**Repeatable:** No

Always on the lookout for danger, you gain thefollowing benefits:

* **Initiative Proficiency.** When you roll Initiative, you can add your Proficiency Bonus to the roll.
* **Initiative Swap.** Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Incapacitated.
Mastermind

Back to Rogue

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

### LEVEL 3: MASTER OF INTRIGUE

You gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

### LEVEL 3: MASTER OF TACTICS

You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

### LEVEL 9: INSIGHTFUL MANIPULATOR

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Intelligence score
* Wisdom score
* Charisma score
* Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

### LEVEL 13: MISDIRECTION

You can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

### LEVEL 17: SOUL OF DECEIT

Your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Entertainer

* **Ability Scores:** +2 Charisma, +1 Dexterity
* **Skill Proficiencies:** Acrobatics, Performance
* **Tool Proficiency:** Musical Instrument (one of your choice)
* **Language:** Elvish
* **Feat:** Musician

You spent much of your youth following roving fairs and carnivals, performing odd jobs for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to double pick a lute, or how to recite Elvish poetry with the impeccable trills of an elf poet. To this day, you thrive on applause and long for the stage.

### Equipment

* Costume (x2)
* Musical Instrument (same as above)
* Perfume
* Steel Mirror
* Traveler’s Clothes
* 8 GP
Inspiring Leader

***Prerequisite:** 4th Level, Wisdom or Charisma 13+*

**Repeatable:** No

You are adept at encouraging others, granting you the following benefits:

* **Ability Score Increase.** Increase your Wisdom or Charisma score by 1, to a maximum of 20.
* **Encouraging Performance.** At the end of a Short Rest or a Long Rest, you can give an inspiring performance: a speech, a song, or a dance. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who witness the performance. The chosen creatures each gain Temporary Hit Points equal to 2d4 + your Proficiency Bonus.
Conjure Volley

*5th-Level Conjuration Spell (Ranger)*

**Casting Time:** Action

**Range:** 150 feet

**Components**: V, S, M (a melee or ranged weapon worth at least 1 CP)

**Duration:** Instantaneous

You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley from above and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save, or half as much damage on a successful one.
Skulker

***Prerequisite:** 4th Level, Dexterity 13+*

**Repeatable:** No

You are expert at slinking through shadows, granting you the following benefits:

* **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 20.
* **Blindsight.** You have Blindsight with a range of 10 feet.
* **Fog of War.** Exploiting the distractions of battle, you have Advantage on any Dexterity Check (Stealth) you make as part of the Hide Action during combat.
* **Sniper.** If you make an Attack Roll while Hidden and the roll misses, making the Attack Roll doesn’t end the Hidden Condition on you.
Crafter

***Prerequisite:** None*

**Repeatable:** No

You are adept at crafting things and bargaining with merchants, granting you the following benefits:

* **Tool Proficiency.** You gain Tool Proficiency with three different Artisan’s Tools of your choice.
* **Discount.** Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
* **Faster Crafting.** When you craft an item using a tool with which you have Tool Proficiency, the required crafting time is reduced by 20 percent.
True Strike

*Divination Cantrip (Bard, Sorcerer, Warlock, Wizard)*

**Casting Time:** Action

**Range:** Self

**Components:** S, M (a weapon with which you have proficiency)

**Duration:** Instantaneous

Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).

**Cantrip Upgrade.** Whether you choose to deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Sorcerous Burst

*Cantrip Evocation (Sorcerer)*

**Casting Time:** Action

**Range:** 120 feet

**Component:** V, S

**Duration:** Instantaneous

You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. Whenever you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier. You choose the damage type each time you cast this spell: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.

**Cantrip Upgrade.** This spell’s damage increases by 1d8 when you reach level 5 (2d8), 11 (3d8), and 17 (4d8).
Musician

***Prerequisite:** None*

**Repeatable:** No

You are a practiced musician, granting you the following benefits:

* **Instrument Training.** You gain Tool Proficiency with three Musical Instruments of your choice.
* **Inspiring Song.** As you finish a Short Rest or a Long Rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.