recursal/Fanatic-Fandom huggingface dataset:
Artificer: Transmuter

### Transmuter Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Transmuter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

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### Weaponbend

When you choose this subclass at 3rd level, you gain the ability to rapidly restructure your weapon's form, giving you a versatile fighting style. Once during your turn, you may alter the form of one weapon you are holding. The weapon transforms into another weapon of your choice that you are proficient with. The weapon retains any magical properties or spell effects that were affecting it. If you let go of a weapon you have shifted in this way, it retains its new shape for 1 minute before reverting to its original form.

### Weapon Proficiencies

Also at 3rd level, you gain proficiency in three martial weapons of your choice that lack the two-handed and special properties.

### Defensive Bending

Starting at 5th level, you can now use your Weaponbend feature to transmute a weapon you are holding into a shield, or to transmute a shield you are holding into a weapon you are proficient with. If the weapon has any magical modifiers (such as a +1 longsword), the modifiers are translated to the shield, and vice versa. As a reaction, when you are hit by an attack, you can transform one weapon you are holding into a shield. If the triggering attack does not hit your new AC, the attack instead misses.

### Swift Shifting

At 9th level, you can now use your Weaponbend feature twice during your turn, rather than once.

### Fighting Style

At 15th level, you have trained enough to adopt a fighting style. Choose one of the following options.

#### **Defense**

While you are wearing armor, you gain a +1 bonus to AC.

#### **Dueling**

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

#### **Great Weapon Fighting**

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

#### **Two Weapon Fighting**

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### Dynamic Fighter

Also at 15th level, your ever-changing tactics allow you to quickly adapt to shifts in combat. Whenever you use your Weaponbend feature, you can also choose to swap your current fighting style with a different option listed above.
Monk: Way of the Falling Leaves

### Rising Gale

Begging at 3rd level, when you fall and you aren't incapacitated, you can glide up to 1 foot horizontally for every 2 feet you fall. Additionally, when you use your Step of the Wind feature, you can immediately leap a number of feet straight up equal to or less than your walking speed. If you fall as a result, you don't take any damage if the fall is less than or equal to the height of the jump.

### Scattered Leaves

Also starting at 3rd level, you leave your foes scattered in your wake. Once per turn when you hit a creature with a melee weapon attack after falling at least 10 feet, or immediately after you land from a fall of 10 feet or more, you can imbue the strike with your momentum. The attack deals additional damage equal to your Martial Arts die, and the creature must succeed on a Strength saving throw against your ki save DC or be knocked prone

### Summer Breeze

At 6th level, the lightness of your steps is such that you barely seem to touch the ground. Walking through difficult terrain no longer costs extra movement, and making a standing high or long jump no longer halves the distance you jump.

### Autumn's End

Starting at 11th level, you strike with the finality of the last leaf of autumn. The distance you can glide with your Rising Gale feature is doubled, and when you glide you have advantage on the first melee weapon attack you make before, or immediately after, you land.

### Spring begins

At 17th level, when you use your step of the wind feature, you can spend three additional ki points as you leap to create a billowing updraft around yourself. Each creature of your choice within 10 feet of you must succeed on a strength saving throw,
Feats: Performer

You master performance so that you can command any stage. You gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.

* You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

* While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
Feats: Human Determination

Prerequisite: Human

You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

Increase one ability score of your choice by 1, to a maximum of 20.

When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
Druid: Circle of the Moon

### Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

### Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

### Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

### Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

### Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
Monk: Way of the Shadow

### Shadow Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.

### Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can 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 first melee attack you make before the end of the turn.

### Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

### Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Feats: Ritual Caster

*Prerequisite: Intelligence or Wisdom of 13 or higher*

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Feats: Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

* You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.

* You can force an attack targeted at your mount to target you instead.

* If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Lizardfolk

Racial Traits
 Bite
 Cunning Artisan
 Hold Breath
 Hunter's Lore
 Natural Armor
 Hungry Jaws

### Physical Qualities

Lizardfolk are semi-aquatic reptilian humanoids. Their skin is covered in scales and varied in color from dark green through to shades of brown and gray. Smaller than humans but powerfully built, lizardfolk are often between 5 and 6 feet (1.5–1.8 m) tall and weigh between 145 and 195 pounds (65.7–88 kg). Lizardfolk have non-prehensile muscular tails that grow to three or four feet in length, and these are used for balance. They also have sharp claws and teeth. Although non-reptilians struggle to tell the difference between males and females, lizardfolk can easily distinguish themselves. Lizardfolk have to keep their skin relatively moist and need to wet their bodies regularly if they are in dry climates. For this reason they are particularly fearful of desert landscapes.

#### **Characteristics**

Dense, dim, free, indigenous, instinctive, jungli, mindless, natural, primitive, uncivilized, vapid, wild

#### **Names**

Arqaqaoz, Bitokax, Diss, Dritas, Droz, Dukkaess, Duss, Rass, Rous, Srazdoxl, Urothosk, Uthri, Zaexl, Zukzosk

### History of Lizardfolk

Lizardfolk are relatives of S'Tek, though they aren't as smart as them, most of the time acting off natural instincts. They are only a bit more sentient than the average animal. They go around the islands of Huldain looking for insects to eat and anything shiny.
Feats: Spell Sniper

*Prerequisite: The ability to cast at least one spell*

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

* When you cast a spell that requires you to make an attack roll, the spell's range is doubled.

* Your ranged spell attacks ignore half cover and three-quarters cover.

* You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Cleric: Jólnir, Strength Domain

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### Acolyte of Strength

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.

### Channel Divinity: Feat of Strength

At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.

### Channel Divinity: Jólnir's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.

### 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

### Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Barbarian: Path of the Wild Soul

### Lingering Magic

At 3rd level, your body reacts to the presence of magic. You can cast the Detect Magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).

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

### Wild Surge

Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced. If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

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### Magic Reserves

At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can’t recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled.

You take force damage equal to five times the number rolled.

When you reach 14th level in this class, you increase the die to a d6.

### Arcane Rebuke

At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.

### Chaotic Fury

At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one.
Feats: Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

* When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.

* As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Green Myst

### General Information

Green Myst is part of the kingdom of the Verdant Isles. Built in the forest near the foothills of Cloudpeak. The area is known for the green haze in the forests surrounding the village, which can be seen at dawn when the sun rises. Green Myst is ruled fair and just by Baroness Jacquelyn Cloudfang, whom is well respected by the populace.

* Total population: 166
* Humans: 138
* Elves: 17
* Dwarves: 6
* Gnomes: 6
* Total guard: 3

In addition, 1 cleric and 5 priests tend to the spiritual needs of the Village.

### The Prophecy of Martha

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> *The hunter wandered,*
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> *As the serpent slithers,*
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> *Time shan’t be squandered,*
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> *Or the verdant withers,*
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> *Two strangers are harbingers,*
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> *Of the time of decay,*
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> *Key in the measures,*
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> *Keeping Voraci at bay.*
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### Services in Green Myst

Green Myst is a small town, but its location allows for a relative wide range of services. The following services can be found in town:

* Keep: Green Myst Keep
* Tavern / Inn: The Tricky Wife
* Blacksmiths: Anvil Crafts
* Leatherworkers: Finethil’s Tannery, Cow King Leathers
* Tailors: Angelic Mantle
* Stable: Green Myst Stables
* Carpenters: Cloudpeak Mill
* Temple: Temple of Martha
* Market: Green Myst Market
* Mage guild: Eastbridge Manor

### Notable people living in Green Myst

Some notable people living in Green Myst.

* Jacquelyn Cloudfang, Baroness of Green Myst at Green Myst Keep
* Frederick Darkdraft, Captain of the Guard at Green Myst Keep
* Destrian Laughingsteel, Guardsman at Green Myst Keep
* Gariad Longfoot, Innkeeper at The Tricky Wife
* Orim Forgemaul, Blacksmith at Anvil Crafts
* Mother Adelaide Boulderdown, Cleric of Martha at Temple of Martha
* Eleneth Finethil, Leatherworker at Finethil’s Tannery
* Fira Morningfall, Leatherworker at Cow King’s Leathers
* Kivan Eastbridge, Head Diviner at Eastbridge Manor
Feats: Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.
Backgrounds: City Watch

You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

You might have been part of the Watch of Sidre, or the baton-wielding police force, D.O.G.M.A, keeping an eye on the common folk, thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Cautela, a member of the night watch or even one of the magic-wielding guards.

Perhaps you hail from Yarsol and have served as one of its ceremonial Chestnuts, the branch of guards who vow to keep people safe during the candle lighting ceremony.

Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.

###### Equipment

A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp

### Feature: Watcher's Eye

Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

### Suggested Characteristics

Use the tables for the soldier background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.

Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.

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### Variant City Watch: Investigator

Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics.
Pugilist: Dog & Hound

### Bonus Proficiency

When you choose this fight club at 3rd level, you gain proficiency with the Animal Handling skill if you don’t already have it. If you do, you gain proficiency in your choice of the Perception or Survival skill.

### Brawler’s Best Friend

Also at 3rd level, you gain a hound that accompanies you on your adventures and fights alongside you. Your hound can be any breed of dog or similar canine creature, but uses the statistics of a wolf (found in appendix A of the Monster Manual). You add your proficiency bonus to your hound’s AC, saving throws, attack rolls, and damage rolls. For each level you gain after 3rd, your hound gains an additional d8 hit die and increases its hit points accordingly. You can use a bonus action on each of your turns to verbally command your hound to take the Attack, Dash, Disengage, Dodge, or Help action that turn. It does not have its own turn unless you are incapacitated or absent. If you are incapacitated or absent, the hound acts on its own (continuing to act on your turn, if you are incapacitated), focusing on protecting you and itself. The hound never requires your command to use its reaction, such as when making an opportunity attack. If your hound dies, you can obtain a new one by spending 8 hours bonding with a canine animal that isn’t hostile to you.

### Mutt With Moxie

At 3rd level, you share everything with your faithful hound: food, shelter, even moxie. When you use certain moxie abilities, your hound gains a benefit as well.

**Brace Up.** When you gain temporary hit points as a result of using your Brace Up moxie ability, your hound gains the same number of temporary hit points.

**The Old One-Two.** When you use your The Old OneTwo moxie ability, your hound can make one or both attacks instead of you.

**Stick and Move.** When you use your Stick and Move moxie ability, your hound can take the Dash action.

### Arcanine Bite

At 6th level, your hound’s attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

### Coordinated Attack

Also at 6th level, you and your canine companion form a more potent fighting team. When you use the Attack action on your turn, if your hound can see you, it can use its reaction to make a melee attack.

### Hound’s Best Friend

At 11th level, when a creature deals damage to your hound with an attack, you can use your reaction to make an opportunity attack against that creature if you are within range.

### Dire Hound

Beginning at 17th level, you use the statistics for a dire wolf (found in appendix A of the Monster Manual), instead of a wolf, for your hound, except that its size remains Medium. These statistics are modified as described in your Brawler’s Best Friend feature.
Armor and Shields

## Light Armor

 Leather
 Studded Leather

## Don/Doff Time

 Medium Armor
 Heavy Armor
 Shield

# Proficiency

* **Armor Proficiency:** Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells.

* **Strength Requirement:** If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
Jacquelyn Cloudfang

Full name
 Gender
 Race
 Class
 Ability scores
* Dexterity - 11
* Constitution - 10
* Intellect - 15
* Wisdom - 11
* Charisma - 14

### Introduction

A 32 years old female human. Short, wavy, auburn hair shaved on both side and brown eyes. She has fair tan skin. She stands 162cm (5'3") tall and has a regular build. She has an oval, stunning face.
Paladin: Oath of the Crown

### Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

***Law.*** The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

***Loyalty.*** Your word is your bond. Without loyalty, oaths and laws are meaningless.

***Courage.*** You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

***Responsibility.*** You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

### Oath Spells

You gain oath spells at the paladin levels listed.

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### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

***Champion Challenge.*** As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

***Turn the Tide.*** As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

### Divine Allegiance

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

### Unyielding Saint

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

### Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

• Your allies have advantage on death saving throws while within 30 feet of you.

• You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Kingsfort

### General Information

Kingsfort is the capital city of the Verdant Isles. The city is build around a large fortress. Although the name of the city suggests otherwise, the city and the surrounding lands have no king. Kingsfort and the surrounding lands and isles are currently governed by an iron-willed ruler who goes by the name of Duke Benedict Archer. The races of Kingsfort live together mostly in harmony.

* Total population: 23111
* Humans: 15318
* Elves: 1856
* Half-Elves: 371
* Dwarves: 1113
* Halflings: 3711
* Gnomes: 742
* Total guard: 642

In addition, 19 clerics and 275 priests tend to the spiritual needs of the city.

### Notable people living in Green Myst

Some notable people living in Kingsfort.

* Duke Benedict Archer, Grand Duke of the Verdant Isles, Ruler of Kingsfort
Verdant Isles

### General Information

The Verdant Isles are two great isles linked together by a bridge, formerly known as the Verdant Kingdom. The Verdant Kingdom lost its name due to its king dying without a rightful heir. In these troubled times, an iron-willed ruler came to power, who goes by the name Duke Benedict Archer. Benedict rules over the Isles from the capital city of Kingsfort.

Though the people living on the Verdant Isles are living in relative peace, the legitimacy of the Duke Archer's rule has been taken into question by the people of the Verdant Isles.

### Notable cities

* Kingsfort
* Green Myst
* Oceancliff
Halloween 2019

Halloween 2019 bola akcia, ktorá sa konala na základe veľmi úspešného Halloweenu 2018 31.10.2019 z zložení Huso, Bohuš, Ondrej, Jakino a Atila. Výprava začala nákupom Golden marhule (vlani bola Golden hruška) v Bille a zamierila na Jurov hrob uctiť si pamiatku zapálením sviečky a spomienkovým prípitkom. Následne sa šlo do Lidla dokúpiť vodku. Cestou do mesta sa priebežne upíjalo a najviac sa pilo pod feťáckymi. Tam sa Ondrej, Bohuš a Atila, ktorí mierili na panelák, oddelili od Husa, ktorý s vodkou čakal v meste na Drum'n'Bass party, a Jakina, ktorý nemal už moc času a tak zostal s Husom. Traja členovia, čo sa vybrali na panelák, na veľké sklamanie zistili, že panelák je kvôli rekonštrukcií zatvorený. Akékoľvek pokusy dostať sa dnu boli neúspešné, akurát Atilovi sa podarilo preliezť plot a infiltrovať vedľajšiu rozostavanú bytovku.
Feats: Blood of the Yuan-Ti

Prerequisite: Lizardfolk

You produce a deadly venom which you can use to augment your attacks. You gain the following benefits:

* Your Constitution score increases by one.
* You gain resistance to poison damage.
* You secrete a dangerous venom. When you make a bite attack, you can choose to add an additional 1d6 poison damage. You can do this a number of times equal to your constitution modifier, and you regain all uses after you finish a long rest.
Voda z haly

Voda z haly pramení v umývadlách v hale na GĽŠTN a predstavuje typický symbol úbohého nehygienického a zanedbaného stavu školy. Voda ktorá je papierovo pitná má oranžové sfarbenie (nezamieňať s Clever vodou ani koncentrátom) a vo väčších dávkach je pravdepodobne smrteľne jedovatá. Je to jedna z prísad elixíru mládí.

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Fortine

Fortine is a province in TPOT. It borders Gatma, Replat, and East Lookat. The largest city is Zion.

Fortine was named after Fort Thyme located in northern Fortine. Thyme in Triconrondian is *tíne*. Fortine of pronunciated as Fort-een or 14.

Fortine has 1 mountain range which is called Myer Range which stretches to Replat and Lookat.

The major cities of Fortine are,

Zion

La Gatma

Znós

Le Twíne
Gulag game

Gulag game je gopnickým národným športom. Vznikol z ping pongu ako jeho free-stylová marxistická modifikácia. Na GĽŠTN je jednak areál na gulag game a jednak predvádzacia mapa, na ktorej sa hrajú aj šampionáty.

Potreby na gulag game:

- ping pongový stôl

- rakety na ping pong s červenou a čiernou stranou

- ping pongová loptička

- Kórea (plastová nádoba)

Pravidlá:

Hru hrá 2-6 hráčov, ktorí sa rozdelia do dvoch tímov. Pokiaľ je počet hráčov nepárny, početne menší tím hrá pri stene. Princíp hry je odrážať loptičku raketou ľubovoľne po mape. Keď sa hráčovi loptička zastaví - prestane vibrovať (najčastejšie ju hráč nestihne dobehnúť/nedočiahne alebo protihráč zahrá zákerný úder), prichádza tento hráč o kádrový posudok - musí hrať čiernou stranou rakety (inak sa hrá od začiatku červenou). Výnimkou je keď loptička prestane vibrovať v Kórei. Vtedy hra pokračuje bez udelenia trestu a rozohrá hráč najbližšie ku Kórei. Keď hráč, ktorý už bol "čierny" (prišiel o kádrový posudok) opäť chybuje, končí v gulagu - vypadáva z hry. Takto hra pokračuje buď dokým v jednom z tímov nezostane hráč, alebo sa tímy priebežne balancujú a hrá sa na to kto zostane v hre posledný. Vystrelenie loptičky mimo mapu sa považuje za chybu.

Aj gulag game, tak ako iné športy, má svoje slangové výrazy. "Stratosféra" je keď sa loptička behom hry skĺzne po okennom parapete, prípadne inej ploche nad úrovňou hláv hráčov. "Slnko" je keď sa loptičkou trafí lampa na strope na stolom.

Tento šport je veľmi populárny od Berlína až po Kamčatku a tak ako napríklad pri golfe, aj pri gulag game veteráni často vedú ušľachtilé rozhovory. Predvádzacia mapa oproti schodom do šatne v GĽŠTN je skoro neustále plná, čo dokazuje že ide o pravdepodobne najpopulárnejší šport všetkých čias.
Fairy

### Physical Qualities

Fairies rarely reach over 1 foot tall, and their wings come in many designs and patterns, ranging from butterfly to beetle. They often look like tiny elves, with pointed ears and ranging skin tones. They carry the normal array of human skin tones as well as light shades of the rest of the spectrum of colors, coming from light shades of red to copper and bronze. They can even carry small attributes of the insect family they hail from, including antennae, fluff, and the wing styles. Their eyes often look like a molten liquid but the pupils can be visible if you can ever get a close enough look. They love vibrantly colored clothes or shiny metal armor, something that speaks about their personality on a level that other fairies and some people can understand.

#### **Characteristics**

Curious, devilish, extroverted, impish, inquisitive, mysterious, naughty, playful, secretive, shy, sociable, wary

#### **Male Names**

Frost, Ginko, Harbor, Jarrah, Kalen, Lake, Mango, Nimbus, Oleander, Puck, Raine, Smokey, Trumpet, Warren, Zephyr

#### **Female Names**

Aurora, Bryla, Cassie, Darla, Elfryda, Frydah, Gypsum, Herb, Indigo, Jada, Koko, Lilac, Marceline, Nyra, Ora

### History of Fairies

Fairies originate from Essapin but there are many that live in Norfvice. They love playing tricks on all of Huldain, but some go too far and still see it as pranks.
Hlavná stránka

Vitajte na oficiálnom portály gopnickej komunity z neslávneho ústavu GĽŠTN. Dejiny gopnictva sa píšu už nejaké tie roky, za ktoré sa vyvinula vskutku unikátna, jedinečná, neopakovateľná a originálna kultúra s vlastnými tradíciami, hierarchiou, no hlavne silným príbehom poznačeným udalosťami vtipnými, ale aj tragickými.

Aby bolo jasné, na celom tomto portáli nebude zverejnené jediné celé meno osoby, ktorá nie je verejne známa (mená ako napríklad "Štefan Harabin" použité byť môžu). Budú použité krstné mená a prezývky a len osoby priamo zapletené do diania budú tak vedieť o koho ide v skutočnosti. Taktiež nebudú zverejnené žiadne fotky a videá bez toho, aby s tým osoby na nich zreteľne zobrazené súhlasili. Ak by sa napriek tomu vyskytli akékoľvek námietky ohľadom porušovania pravidiel ochrany súkromia alebo zákona, adresujte ich prosím Ondrejovi. Ak neviete kto je Ondrej, použite mail obublavy@gmail.com.
Pajson

Pajson môže byť:

1) Had obývajúci Áziu, Austráliu a podľa niektorých aj Afriku (mnohí gopnickí vedci sa však domnievajú že Afrika neexistuje).
Živé pajsony môže človek nájsť napríklad v tropikáriu v Budapešti (na obrázku).
alt=|vľavo|200x200bod

Po maďarsky sa pajson povie piton...

vľavo|alt=|200x200bod

2) Programovací jazyk. Gopnickí vedci sa dodnes sporia či bol jazyk pomenovaný podľa hada alebo had podľa jazyka. Akurát jazykovedci (jazykoveda nie je veda) si sú istý, že slovo pajson vzniklo prekladom amerického výrazu "python" do mikulian ingliš.

Pajson je najdôležitejším prvkom kultúry pajsoňáctva, pomenej fibonacizmu (fibonacisti uctievajú viacero jazykov - polyprogramizumus). Pri používaní pajsonu ako programovacieho jazyka dochádza k vyžarovaniu pikoopátov. Či pikoopáty vyžaruje aj had pajson sa zatiaľ nikto neodvážil merať.
UMK

UMK je skratka pre predmet umenie a kultúra. Tento predmet bol ikonickým jak za éry Kubalovej tak za éry Kubicovej. Hodiny UMK slúžili na testovanie trpezlivosti zúfalých učiteliek, ktoré vedeli, že sa nám nemajú ako pomstiť. Bežné bolo teda voliť prezentácie na provokačné témy. Práve tu sa stala hitom Kortina a jej fenomenálna pesnička Bzum Bzum Breke Keke, ktorá istú dobu ašpirovala na gopnickú hymnu. Vystúpenie Kortiny však bolo Kubalovou odsúdené ako "recesia", čo vyvolalo masové protesty. Na rozlúčku s UMK v prvom ročníku bol vyrobený veľkoplošný plagát a Bohuš, Juro a Ondrej sa obliekli do oranžových tričiek (oranžová = farba Kortiny; zároveň aj farba dobra) a po hodine vznikla jedna z najlegendárnejších fotiek na chodbe, neskôr použitá aj pre fotošop z trenčianskeho múzea k zaisteniu jednotiek z dejepisu.
Malkis Eastbridge

Full name
 Gender
 Race
 Class
 Ability scores
* Dexterity - 14
* Constitution - 14
* Intellect - 20
* Wisdom - 11
* Charisma - 10

### Backstory

Malkis was brought op to be the successor of the Head Diviner of House Eastbridge. Under guidance of the family Malkis continues to improve his wizardry. Malkis strives to earn the admiration of his peers. Through completing the Rite of Initiation he aims to take the first steps towards that goal.
Seirei-sama no Nangi na Nichijou

***Spirits' Difficult Life*** (精霊さまの難儀な日常, *Seirei-sama no Nangi na Nichijou*) is a Japanese four-panel fantasy/comedy series by Cotoji.

## Overview

Sara comes to Earth from the realm of flame spirits. Her purpose: to pass the Trial of Maturity - "*You will be paired with the very first human you encounter, and you must steal their most precious item...*" After meeting a human girl named Tomori, Sara embarks on her journey while living together. But little did she realize that life in the human realm is filled with nothing but difficulties!

## History

The comic first appeared in Hobunsha's *Manga Time Kirara Carat* magazine in the December 2017 issue as a guest series. Prior to determining what new series gets serialized, guest comics like Seirei-sama are published in the magazine and are evaluated by readers who submit a monthly survey near the back page. Having received positive reception from readers, Serei-sama eventually became a regular fixture in the magazine after three chapters, and was serialized from the June 2018 issue onward.

It would conclude in the November 2020 issue of Manga Time Kirara Carat.

## Format

The comics are drawn primarily in a four-panel format, with the exception of the prologue chapters in the *tankobon*, which are in "wide" four-panel. One chapter contains about ten pages, with about nineteen 4-panel strips. Tomori often begins each chapter with a greeting to the reader, often as a prelude to the events that are about to transpire in the story.

## Concepts

* **Spirits** (精霊, *Seirei*) - Creatures from the four elemental realms - earth, wind, water, and fire - who wield incredible magical abilities. While visiting the human realm, spirits must assume a partial human form and limit their abilities using a special hair accessory. Not wearing this accessory can pose a risk to those near the spirit, as the dampening effect of the cloth prevents the spirits' raw power from emanating, which can be deadly if unleashed in the human realm.
* **Trial of Maturity** (成人の試練, *Seijin no Shiren*) - A rite of passage for spirits of nobility. At a certain age, and especially those who are candidates to inherit a throne, a spirit must make their way to Earth and "pair" with the very first human they encounter. They must then steal the most cherished possession of their paired human in order to complete the trial. The spirit undertaking the Trial of Maturity must not return to the spirit world until either they have completed the task, or have failed it.

## Characters

### Main

* Sara Shiranui
* Luka Reisen
* Nomu Kikuchihara
* Shiiru Hayashi

### Supporting

* Tomori Fumoto
* Sumino Kasamatsu
* Iroha Kurobane

### Minor

* Namiki Kakogawa
* Sara's Mother
* Tomori's Grandmother
* Phoeni
* Marumaru
* Dirt Puppets

## Volume List

 Volume 2 | November 27, 2019
 Volume 3 | October 27, 2020

## Trivia

* Since Cotoji is also the creator of **Anne Happy**, several references to that series have been made, including Timothy and the "construction sign guy."

## References

1. ↑ Manga Time Kirara Carat, June 2018 Issue, Pg. 41
A Crucial Item

Diseases can make anyone sick regardless of their race or ethnicity.

Fear and anxiety about COVID-19 can cause people to avoid or reject others even though they are not at risk for spreading the virus.

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For most people, the immediate risk of becoming seriously ill from the virus that causes COVID-19 is thought to be low.

Older adults and people of any age who have serious underlying medical conditions may be at higher risk for more serious complications from COVID-19.

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Someone who has completed quarantine or has been released from isolation does not pose a risk of infection to other people.

For up-to-date information, visit CDC’s coronavirus disease situation summary page.

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There are simple things you can do to help keep yourself and others healthy.

* Wash your hands often with soap and water for at least 20 seconds, especially after blowing your nose, coughing, or sneezing; going to the bathroom; and before eating or preparing food.
* Avoid touching your eyes, nose, and mouth with unwashed hands.
* Stay home when you are sick.
* Cover your cough or sneeze with a tissue, then throw the tissue in the trash.

sol icon

You can help stop COVID-19 by knowing the signs and symptoms:

* Fever
* Cough
* Shortness of breath

Seek medical advice if you

* Develop symptoms

AND

* Have been in close contact with a person known to have COVID-19 or live in or have recently traveled from an area with ongoing spread of COVID-19. Call ahead before you go to a doctor’s office or emergency room. Tell them about your recent travel and your symptoms.
Zmluva

Zmluva, ktorou sa nič netušiaci študenti upísali pekelnej ideológií GĽŠTN na imatrikuláciach, odovzdaním vlastných odtlačkov prstov, bola behom precízne plánovanej operácie ukoristená gopnickými jednotkami koncom októbra 2018, a spopolnená 31.10.2018 na Brezine, vrámci akcie Halloween 2018, s úmyslom symbolicky oslobodiť duše gopnikov aj celej III.B. Plameň sa stretol so silným odporom zlom nasiaknutého papiera, no zvíťazil. Popol bol uložený do urny, ktorá bola podnapitým zvyškom posádky zabudnutá za mostami.
Plyn

Plyn je objektom konfesie gopnickej komunity a jeden zo základných pilierov kultúry gopnikov. Morfovanie pri plyne patrí k najstarším tradíciam. Morfovanie sa praktikuje v plášťoch pri zdroji plynu. Na GĽŠTN sú nasledujúce zdroje plynu (sakrálne miesta):

- primárny plyn - hlavný uzáver plynu na 3. poschodí

- sekundárny plyn - uzáver plynu na 2. poschodí

- terciárny plyn - uzáver plynu zvonku haly

Vyššie v hierarchií je napríklad plyn na čerpacej stanici. Každé zastavenie na benzínke počas školskej exkurzie je preto príležitosťou na morfovanie na veľmi vysokej spirituálnej úrovni. Morfovanie sa uskutočňuje skupinovo v neúplnom kruhu, môže byť doplnené hardbassom. K zvolaniu gopnikov k morfovaniu sa používa pokrik "do plynu!". Morfovanie môže trvať menej ako sekundu ale aj niekoľko desiatok sekúnd či dokonca minúty.

V súčasnosti sa táto dávna spirituálna tradícia už toľko nepraktikuje, no zostáva súčasťou kultúry.
Achtunglampe

Achtunglampe je gopnický názov pre maják, ktorý sa pripevňuje ako svetelná signalizácia na strechu alebo za čelné sklo vozidla.

Zvyčajne rozlišujeme nasledovné farby Achtunglampe:

- modrý = policajný
bezrámu|alt=|stred

- oranžový = výstražný
bezrámu|alt=|stred

- červený = špeciálne prípady

Achtunglampe sa napríklad hodí ako vhodný dizajnový doplnok na Favorit.

bezrámu|alt=|stred
Stavy

Stavy opilosti majú nasledovnú charakteristiku:

1. stav: "Nálada"

2. stav: "Tunelové videnie"

3. stav: Horšia koordinácia pohybov

4. stav: Výrazná zmena správania, videnia, myslenia aj pohybovania

5. stav: Totálna strata kontroly nad sebou

Autorom stupnice je Huso, jej ďalšiemu upresneniu sa venoval aj Juro.

Podľa Ondreja je ideálnym stavom 3.6, pretože v ňom človek dosiahne najväčší pôžitok z opilosti bez toho, aby zvracal alebo potom pociťoval bolesť hlavy (či iných orgánov).

Množstvo alkoholu ktoré, musí človek vypiť, aby sa dostal do konkrétneho stavu je veľmi subjektívne. Pre pokročilých pičov (pič = poživateľ alkoholu, nie mužský rod od piče) môže predstavovať každý stav zhruba 50 mililitrov etanolu (bez ohľadu na objem zvyšku kvapaliny, v ktorej je toto množstvo už obsiahnuté). To je však tiež len hrubý odhad a na výslednom stave sa podpisujú aj faktory ako počasie, spotrebovaná strava, či dokonca placebo efekt. Najväčší vplyv však má individuálna schopnosť tela gopnika reagovať na alkohol.

Príklady stavov zažitých gopnikmi v minulosti:

Juro v Hornom Sŕní - 5. stav

Juro a Ondrej po prvej skúsenosti s ríbezlákom - 2. stav

Juro a Ondrej na Jurovej bytovici - 3. stav

Ondrej v Nitre 2018 - 4. stav

Ondrej koncom druhej expedície v Dubnici - 4. stav

Ondrej po skoro 7 deci ríbezláku cestou na panelák na slnku - 0. stav

Ondrej na akadémií - 3.6 stav (objavenie dokonalého stavu)

Ondrej v Nitre 2019 - 3.6 stav (potvrdenie dokonalosti stavu 3.6)

Huso, Ondrej a Atila počas Gympelplesu - 2. stav

Huso, Ondrej a Kiko pred návštevou Hangáru - 2. stav
Kategória:Veda
Elixír

Elixír mládí je chemicko-biologická zmes v hermeticky uzavrenej nádobe, namiešaná s dôrazom na výsledný zápach. V čase mieru slúži ne vedecké a výskumné účely, zatiaľ čo v čase vojny môže byť použitý ako zbraň hromadného ničenia.

Zatiaľ boli namiešané 3 generácie elixíru, zatiaľ vždy s neoddelenou chemickou a biologickou zložkou. Príkladom chemickej zložky v prvých dvoch generáciach bola modrá skalica (síran meďnatý). Biologickou zložkou boli rôzne potraviny a prísady do potravín, ale napríklad aj Jakinova krv. Najbohatší na prísady je však elixír tretej generácie.

750x750bod

U tretej generácie boli tiež prvýkrát použité 2 vrstvy ochrany, čo však nezabránilo k nehode. Došlo k uvoľneniu časti jadra a rozšíreniu masívneho zápachu v priestoroch Atilovej skrinky. V súčasnosti je elixír stabilizovaný a ďalej sa kvasí.

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Do budúcnosti sa plánuje aj štvrtá generácia, kde však už budú vytvorené dve vzorky, zvlášť chemická a biologická.
Kategória:Veda
Alfa

Alfa je kategória samca, dokonale reprezentovaná pokladníkom III.B, známym aj pod prezývkami Ivanovský fenomén, Prilboš, Nacista, Púštny potkan, Židopotkan, atď. Hlavnými znakmi alfu sú:

- Board

- Kožený opasok hrubý presne 4 cm

- Závislosť na Kofole

- Vlastní pravú nacistickú prilbu

- Má príbuzného čo vlastní strelnú zbraň

- Výška najviac 165 centimetrov

- Má neviditeľné svaly

- Na balenie báb používa heslo Padavan

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