recursal/Fanatic-Fandom huggingface dataset:
Cook: Hash Slinger

### Bonus Proficiencies

When you become a Hash Slinger at 3rd level, you gain proficiency with martial weapons.

### We Deliver Death

Also at 3rd level, you gain the ability to feed your enemies at range. When you feed a morsel to a hostile creature, the creature you feed can be up to 30 feet away from you, so long as you can see them, and their mouth or analogous orifice is not blocked by total cover. You throw the morsel directly into their mouth or analogous orifice, and they ingest it immediately.

### Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Horrific Stench

At 10th level, your food-based experiments have weaved a sickening and distracting smell into your body that releases when you're in danger. Whenever a hostile creature within 10 feet of you makes an ability check or saving throw, they subtract 1d4 from their roll.

### Noxious Strike

At 14th level when a creature makes a saving throw against one of your morsel's effects, you can impose disadvantage on the roll. Once you use this feature, you must finish a short or long rest before you can use it again.

### Legendary Morsel

At 18th level, you gain the ability to make the following morsel when you take a long rest. When you do so, you can make only one. It doesn't expire until your next long rest, and it doesn't count against the total number of morsels you can prepare.

#### **Bubbly pill.**

This Carbon dioxide infused morsel dissolves in the target’s stomach, building up pressure inside their body. The target must make a Constitution saving throw. On a failed save they are poisoned and their speed is halved until the end of your next turn. Whether the save is successful or not, if the target is killed within 1 hour, it explodes. All creatures within 10 feet of the target must make a Dexterity saving throw. On a failed save they take 10d6 force damage if the target was Medium sized or smaller, and 5d6 extra force damage for each size category larger than Medium, or half as much damage on a successful save.
Feats: Magic of the Grove

Prerequisite: Firbolg

There are few as attuned to the forest as you. You gain the following benefits:

* Your Wisdom score increases by one.
* You learn the *druidcraft* cantrip
* You learn the *pass without trace* spell, and may cast it once without expending a spell slot. You regain use of this ability after you finish a long rest.
Feats: Prodigy

Prerequisite: Half-elf, half-orc or human

You have a knack for learning new things. You gain the following benefits:

You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.

Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus
Monk: Way of the Open Hand

### Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

• It must succeed on a Dexterity saving throw or be knocked prone.

• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

• It can't take reactions until the end of your next turn.

### Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

### Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

### Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Fighter: Samurai

### Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

### Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

### Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence of Charisma saving throws (your choice).

### Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

### Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

### Strength Before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.
Feats: Critter Friend

Prerequisite: Evergreen Gnome

Your friendship with animals mystically deepens. You gain the following benefits:

You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.

You learn the Speak with Animals spell and can cast it at will, without expending a spell slot. You also learn the Animal Friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Feats: Banshee

*Prerequisite: Awakened Undead (Ghost)*

You take on the aspects of a banshee, and gain the following benefits.

* ***Horrifying Visage.*** You can cast the *fear* spell without components, once with this trait and regain the ability to do so after completing a long rest. Charisma is your spellcasting ability for this spell.
* ***Wail.*** You unleash a mournful wail, provided you're not in sunlight. The wail has no effect on constructs and undead. All other creatures within 30feet of you that can hear you must succeed a Constitution saving throw, the DC for this save is equal to 8+your Charisma modifier +your proficiency bonus. Any creature that fails this saving throw takes 6d6 psychic damage and is stunned for 1 round. On a success, a creature takes half damage and is not stunned. Once you use your wail you cannot do so again until you complete a long rest.
Monk: Way of the Drunken Master

### Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

### Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

### Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

**Leap to Your Feet.** When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

**Redirect Attack.** When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

### Drunkard's Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll.

### Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Outer Islands

### The Outer Islands' History

The Outer Islands compared to the other countries was quite barren in the beginning of Huldain. This changed however as some aquatic creatures started becoming more terrestrial. As these were not direct creations of the gods, their cultures are quite foreign compared to the main countries of Huldain. Some islands have only the one town or city, some have become successful economies and are now essential to the functioning of Huldain, and some are still desolate to this day.

### The Outer Islands' Environment

The Outer Islands of Huldain are varied and diverse, though usually being a somewhat similar climate and ecosystem to that of the closest country. The northern islands are rocky and snowy, the eastern islands are flowery and green, the western islands are dark and flat, and the southern islands are lush and vibrant. Though there are exceptions to this rule, some because that’s how Jólnir made it but others are because they have been heavily impacted by major events such as flooding.

### The Outer Islands' Religion

Unlike the rest of Huldain, the Outer Islands do not have a unifying religion and some of them do not even follow one of the four gods.

### The Outer Islands' Politics

The Outer Islands do not have a major governing body, some islands have formed governments and some have none. All of the Outer Islands do agree on one law though, survival of the fittest.

### The Outer Islands' Races

The Outer Islands have many races that either cannot or wish not to live on Huldain. These include baketako, lizardfolk, locathah, triton, and yuan-ti. There are those who wish to seclude themselves such as coyouin, karkino, and tortle. The last of the races are those who have the means to explore or just like to explore; the aarakocra and apeling.

### Notable Geographical Locations

Estrilan Island, the Floating City of Forikven, Ilesef, Lavengate, Otsum Tower, Port Adulica, Sithithas, Tuutave, Ussqu Trench, Vuigata
Cleric: Aestas, Unity Domain

1st
 3rd
 5th
 7th
 9th

### Emboldening Bond

Starting at 1st level, you can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again.

You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.

### Channel Divinity: Shared Burden

Starting at 2nd level, you can use your Channel Divinity to protect your allies through the strength of your shared bonds.

When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.

### Protective Bond

Beginning at 6th level, the bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.

### Potent Spellcasting

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

### Enduring Unity

At 17th level, the bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.

Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:

• The creature has advantage on attack rolls, ability checks, and saving throws

• The creature gains resistance to all damage

• As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.
Feats: Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits.

* You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

* You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Feats: Stealthy

You know how best to hide. You gain the following benefits:

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

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

* If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
Hog Folk

Racial Traits
 Natural Historian
 Charismatic
 Gorge
 Beguiling Influence

### Physical Qualities

Hog Folk appear to be large humanoid pigs, with hair and skin tending towards darker shades of brown to shades of black and pink. Most have big bellies with swarthy, stout bodies and posses long stout arms, ending in hands with 3 cloven fingers and a thumb while standing on short but powerful legs. They have large, squat faces, small beady eyes, floppy ears, with pronounced snouts, men tend to have large tusks, which they ornately decorate or trim, while the women tend to have smaller, more petite snouts, and rounder bodies. Some few men even grow large mutton chop beards. Favoring both utility and style, the hog folk tend to wear heavy enduring clothing such as jackets, suits, and boots, favoring ornate and finely made pins and medals as a form of decoration. Women tend to wear some form of bonnet or hat, elaborately decorated with feathers or pins, and favor dresses and coats with careful and neat embroidery.

#### **Characteristics**

Assured, avaricious, chauvinist, gluttonous, greedy, insatiable, magnate, self-indulgent, plucky, proud, reckless, stuck-up

#### **Male Names**

Anton, Armin, Bastian, Benedikt, Broog, Dieter, Eckhart, Gerhard, Horst, Joachim, Marwyn, Runtmore, Tharh, Tork, Weiland

#### **Female Names**

Ada, Agatha, Bertha, Caroline, Franka, Heidi, Hildmore, Irma, Kiki, Krish, Lulu, Marta, Maja, Sofi, Thora

### History of Hog Folk

Hog Folk are indigenous to Farltiff though many were attracted by the prospects of the heavy trading in Essapin.

### Notable Hog Folk

Heidi Riba, Joseph Franz, Priscilla Williams
Nomad: The Wanderer

### Far and Wide

Upon accepting Wanderlust into your heart, you glean the ways that the land is formed. When you make a make a Survival, History, or Investigation check related to civilization, you gain your proficiency as a bonus to the check.

### Resourcefulness

Starting at 7th level, your time spent in dangerous terrain has strengthened your resolve to live. While in wildnerness you can scrounge up to four rations or two uses of a healer's kit after an hour of work, assuming that the surrounding terrain offers water, game, and plant-life. In addition, attacks with improvised weapons add your Wisdom modifier to attack and damage rolls.

### Foreboding Dreams

Starting at 10th level, your dreams have begun to speak to you in strange voices. During a long rest, you may dream to cast the *scrying* spell once with no material components.

### Acolyte of the Ancients

While others may recognize the Primordial song, it resonates deep in your heart. At 15th level, your Primordial Lullaby feature is refilled after you finish a long rest, instead of after a day of rest. In addition, your dreams have become vivid and comforting; you are immune to the effects of Enchantment and Transmutation magic.

### Alarming Resourcefulness

At 18th level, you have become the ultimate problem-solver, capable of handling nearly anything thrown at you with enough planning and strategy. During a long rest, you may plan and train for the trials ahead. This gives you one tradition from the nomad's Hidden Traditions list. Any time you finish a long rest, you may change this tradition.
Feats: Child of the Current

Prerequisite: Baketako, Coyouin, Karkino, Locathah, or Triton

You were born in the water, and have learned to use it to increase your vitality. You gain the following benefits:

* Your Strength or Constitution score increases by one.
* You have advantage on Athletics checks while underwater.
* If you spend an entire short rest submerged in water, you may treat a number of hit dice (up to your constitution modifier) as having rolled their max.
Bard: College of Candy

### Sweet Tooth

When you join the College of Candy at 3rd level, you gain proficiency in brewer's supplies and cook's utensils, and your proficiency bonus is doubled when you make an ability check using either of these tools. Also, you are immune to the effects of consumed poisons, or from eating too much sugar.

### Sugary Inspiration

Starting at 3rd level, you can expend a use of your Bardic Inspiration to quickly create a piece of candy out of magic, and feed it to a willing creature within 5 feet of yourself, as a bonus action. The creature gains the benefits of one type of candy of your choice for the next minute. If a benefit requires a saving throw, it uses your spell save DC.

***Chocolate Chunks.*** You roll the Bardic Inspiration die, and the target gains temporary hit points equal to the number on the die + your Charisma modifier (a minimum of 1).

***Dragon Gumdrops.*** Once during the next minute, the target can use its action to breathe out a 15-foot cone of sugary goodness emanating from itself, forcing all creatures within the cone to make a Dexterity saving throw. On a failed saving throw, a creature takes damage equal to your Bardic Inspiration die rolled three times, or half the damage on a success. The target chooses the damage type from any one of the following: acid, cold, fire, lightning, or poison.

**Exploding Rocks.** Once during the next minute, when the creature is attacked, it can use its reaction to spit exploding candy at its attacker. The attacker takes fire damage equal to your Bardic Inspiration die + your Charisma modifier (a minimum of 1).

**Pixie Dust.** The target's movement speed increases by 10 feet. This increases to 15 feet at 5th level, 20 feet at 10th level, 25 feet at 15th level, and 30 feet at 20th level.

### Delicious Rest

Beginning at 6th level, when a creature benefits from your Song of Rest feature, it regains additional hit points equal to two Song of Rest dice, instead of only one.

### Endless Candy

At 14th level, seemingly endless streams of sugar dance at your fingertips. Whenever you use your Sugary Inspiration and choose Chocolate Chunks, Dragon Gumdrops, or Exploding Rocks, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
Feats: Medic

You master the physician's arts, gaining the following benefits:

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

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

* During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
Paladin: Oath of Heroism

### Tenets of Heroism

The tenets of the Oath of Heroism reflect a paladin's commitment to fulfilling their calling as a hero worthy of legend.

***Actions Over Words*** Strive to be known by deeds, not words.

***Challenges Are But Tests*** Every hardship serves to challenge your abilities and harden your resolve.

***Embrace Destiny*** You didn't choose this path, but it's yours to walk. And it will carry you into legend.

***Hone the Body*** Like raw stone, your body must be worked so its potential can be realized.

### Oath Spells

You gain oath spells at the paladin levels listed.

 3rd
 5th
 9th
 13th
 17th

### Channel Divinity

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

***Legendary Strike*** You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a crityical hit on a roll of 19 or 20 on the d20.

***Peerless Athlete*** You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.

### Mighty Deed

At 7th level, your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice.

• The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).

• The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.

Once you use this feature you can't use it again until the start of your next turn.

### Glorious Defense

At 15th level, your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make on weapon attack against the attacker as part of this reaction.

### Living Myth

Starting at 20th level, you can now empower yourself with the legends - whether true or exaggerated - told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes.

• You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks.

• Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.

• If you fail a saving throw, you can use your reaction to succeed instead.

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

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

* You ignore the loading quality of crossbows with which you are proficient.

* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

* When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Cleric: Lord Samhain, Solidarity Domain

1st
 3rd
 5th
 7th
 9th

### Solidarity's Action

Also at 1st level, when you take the Help action to aid an ally’s attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.

### Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

### Channel Divinity: Lord Samhain's Blessings

At 6th level, when a creature within 30 feet of you makes an attack roll, 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 attack hits or misses.

### 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.

### Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Feats: Investigator

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

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

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

* You can take the Search action as a bonus action.
Fighter: Battle Master

### Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

***Maneuvers.*** You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

***Superiority Dice.*** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

***Saving Throws.*** Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

**Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

### Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

### Know Your Enemy

Starting at 7th level, 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:

• Strength score

• Dexterity score

• Constitution score

• Armor Class

• Current hit points

• Total class levels, if any

• Fighter class levels, if any

### Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

### Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Feats: Horror of the Crypts

*Prerequisite: Awakened Undead (Ghoul)*

Your body swells with necromantic energy. You gain the following benefits.

* ***Engorged Form.*** Your Strength score increases by 1 up to a maximum of 20. You grow up to 8 feet tall and gain up to 150 pounds. You size remains Medium.
* ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* ***Relentless.*** At the start of your turn, while you have at least 1 hit point, you regain 1 hit point if your current hit points are equal to or less than half of your hit point maximum.
Backgrounds: Sailor

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.

Discuss the nature of the ship you previously sailed with your DM. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?

What were your duties on board – boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?

###### Equipment

A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp

### Feature: Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

### Suggested Characteristics

Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.

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### Variant Sailor: Pirate

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.

If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature below instead of the Ship's Passage feature.

### Variant Feature: Bad Reputation

If your character has a sailor background, you may select this background feature instead of Ship's Passage.

No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Pugilist: Arena Royale

### Bonus Proficiency

Starting when you choose this Fight Club at 3rd level, you gain proficiency in the Performance skill, if you don’t have it already. If you do, you gain proficiency in your choice of the Intimidation or Persuasion skill.

### Persona Libre

Also at 3rd level, you create an alternate persona that you can adopt or discard as a bonus action on your turn. When you create an alternate persona you should give the persona a striking name as well as some physical signifier (such as a mask, colorful cape, or another prominent idiosyncratic feature). Unless you tell a creature, or the creature sees you adopt your persona, they do not know you and the adopted persona are the same person. Additionally, you have a pool of persona points equal to 3 + your Charisma modifier (minimum 1). When you use an ability that costs moxie points, you can spend persona points instead. In addition, before you make a Charisma ability check you can spend a persona point to add your Strength modifier to the result. You can only use persona points while you have adopted your persona. You regain all expended persona points when you finish a long rest.

### Work the Crowd

At 6th level, while you have adopted your alternate persona, you can use your action to inspire your choice of fear or adoration in those nearby. When you do, all creatures within 30 feet who can see you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be charmed, if you chose adoration, or frightened if you chose fear. This effect lasts for one minute. Each time a creature takes damage from you or one of your allies it can repeat the saving throw, ending the effect on a success. You can use this feature again after you finish a long rest.

### High Flyer

Starting at 11th level, your base movement increases by 10 feet, your jump distance is doubled, and you can use a bonus action on your turn to take the Dash action.

### Signature Move

Starting at 17th level, you create a signature move that you can use while you have adopted your alternate persona. Give your signature move a name and a description. You can replace one of your unarmed attacks or attacks with a pugilist weapon on your turn with this signature move. When you use your signature move, you can jump in any direction up to your movement speed, make an attack roll with advantage against a creature in your reach and, if you hit, the attack is a critical and the creature is stunned until the end of your next turn. If you hit with your signature move, you must finish a long rest before you can use it again. If you miss with your signature move, you regain the use of it after 1 minute.
Feats: Polearm Master

You gain the following benefits:

* When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.

* While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Goblin

Racial Traits
 Fury of the Small
 Nimble Escape

### Physical Qualities

Goblins are small goblinoids that many consider little more than a nuisance. They have flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes vary in color from red to yellow. Their skin color ranges from green through any shade of orange to a deep brown; usually, all members of the same tribe share the same colored skin. Goblins are typically dressed in dark leathers soiled by poor hygiene and colored in a similar range of tones to their skin.

#### **Characteristics**

cunning, dark, gnarled, greedy, grotesque, lean, messy, mischievous, poor, vicious, weak, weird,

#### **Male Names**

Brokencheeks, Cugdab, Dadgo, Eglit, Hig, Kragark, Krichirk, Leechhead, Meekarm, Narg, Sajok, Snailtooth, Vag, Wriggler, Zub

#### **Female Names**

Boardung, Brokeneyes, Dugriyu, Egravu, Gobik, Nalnavit, Nigunis, Relzik, Rur, Snotface, Toadface, Ulvonal, Vignus, Weakleg, Zus

### History of Goblins

It is rumoured, goblins are the result of a wizard doing some ratkin and lizardfolk experimentation in Farltiff, for a long time they were looked down upon and considered scum of Huldain. Though that still happens at least they now have jobs. With the high reproduction rate of goblins they now fill most of the lower end workforce such as cleaning.
Firbolg

Racial Traits
 Firbolg Magic
 Hidden Step
 Powerful Build
 Speech of Beast and Leaf

### Physical Qualities

Firbolgs resemble humans, and the males sport great, thick beards. Their thick, tough skin is ashy grey except for their fleshy pink nose. Their hair, though it comes in many colors, is usually either brown or black and worn long. A firbolg's voice is deep and smooth, and they tend to roll their consonants when speaking.

#### **Characteristics**

Docile, environmentalist, forgiving, gentle, lenient, kind, pleasant, preservationist, quiet, shy, tender, tranquil

#### **Male Names**

Adren, Adkian, Beipetor, Elyarus, Erro, Gencan, Kelgolor, Ralovalur, Rohorn, Traris, Umevalur, Urilar, Wranris, Yelberos, Zumneiros

#### **Female Names**

Bizana, Chaevaris, Daebella, Fabella, Faekalyn, Miagella, Olamoira, Preshana, Phistina, Phiqirelle, Presrieth, Reyrel, Reycaryn, Uriphyra, Yllaroris

### History of Firbolgs

Firbolgs come from Essapin, they used to have a strong connection to Ostara though many Firbolgs began to question if she was not the god of nature but tempest. So some Firbolgs left looking for the true god of nature and found Aestas and they now live in Kygan.
Feats: Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

* On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

* Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Backgrounds: Hermit

You lived in seclusion – either in a sheltered community such as a monastery, or entirely alone – for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.

###### Equipment

A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp

### Feature: Life of Seclusion

What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose to roll on the table below to determine the reason behind your seclusion.

 2
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 8

### Feature: Discovery

The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.

### Suggested Characteristics

Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.

 2
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 2
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 2
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 2
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### Other Hermits

This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you're looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.
Kenku

Racial Traits
 Expert Forgery
 Kenku Training
 Mimicry

### Physical Qualities

Kenku are bipedal, humanoid birds standing about five feet tall and weigh roughly 75 pounds. Despite their birdlike appearance, Kenku lack wings, instead having human like arms, with talons in place of feet. They have a vestigial tail of longer feathers although its scrawny arms and legs remain bare. They have small black or yellow beady eyes and black beaks, but have a relatively humanoid build. Though more agile than humans, they tend to be physically weaker as well. Kenku are covered in russet-brown, brown, or white feathers with white markings. It is sometimes difficult for non-Kenku to tell individuals apart, but to a Kenku variations in color and marking pattern are as distinct as eye and hair color to other races. Very rarely, a Kenku will be born with a coat of solid black or purple feathers. As a kenku ages, its feathers begin to whiten, starting near the beak, such that the oldest Kenku are completely bone-white in color.

#### **Characteristics**

Audacious, conniving, deceitful, facetious, faithful, mischievous, playful, prudent, reckless, reserved, roguish, weak

#### **Names**

Coyote Cackler, Croaker, Fire Roar, Flusher, Hide Drop, Masher, Nailer, Quail Call, Saw Drop, Sketcher, Snapper, Strummer, Swan Flap, Swatter, Tinkerer

### History of Kenku

The Kenku were Aarakocras in Essapin but after years of abuse, in the form of harsh forced breeding, from Ostara believers they became Kenku. These Aarakocras were bred to peform for the residents of Essapin and as such can copy sounds but no longer have their own voice. Many are still in captivity but most of the population of Kenku now live in Farltiff after being rescued.
Feats: Fade Away

Prerequisite: Gnome

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
Bard: College of Swords

### Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

### Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

###### • 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.

###### • Two-Weapon Fighting

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

### Blade Flourish

At 3rd level, you learn to conduct impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

***Defensive Flourish.*** You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

***Slashing Flourish.*** You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

***Mobile Flourish.*** You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

### Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Master's Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
Feats: Nest of Serpents

Prerequisite: Yuan-Ti

You've studied the rituals of those in higher castes as they devote themselves to the serpent gods, and you've picked up a thing or two from them. You gain the folowing benefit:

* As an action, you can transform a pile of sticks, ten arrows or small pieces of wood into a **swarm of poisonous snakes**. The swarm acts as your ally, and obeys your commands. This transformation lasts for one minute, after which the swarm reverts to its original form. If the swarm is killed before this, it reverts to normal early. You may do this once, and regain this ability after you finish a long rest.
Feats: Heavy Armor Master

*Prerequisite: Proficiency with heavy armor*

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

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

* While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.