recursal/Fanatic-Fandom huggingface dataset:
Austin Powers

Austin Powers is a series of American spy action comedy films: Austin Powers: International Man of Mystery (1997), Austin Powers: The Spy Who Shagged Me (1999) and Austin Powers in Goldmember (2002). The films were directed by Jay Roach; produced, written by and starring Mike Myers as both the title character and Dr. Evil; and distributed by New Line Cinema. The franchise parodies numerous films and characters, including James Bond and Jason King, and incorporates myriad other elements of popular culture as it follows a British spy's quest to bring his nemesis down. The character represents an archetype of 1960s Swinging London, with his advocacy of free love, his use of obscure impressions and his clothing style. The films poke fun at the outrageous plots, rampant sexual innuendo, and two dimensional stock characters associated with 1960s spy films, as well as the cliché of the ultra suave super spy. Contrary to the handsome, super smooth leading men of the James Bond genre, Austin Powers is not conventionally attractive (he is especially known for his bad teeth), although female characters seem to find him irresistible. The general theme of the films is that the arch villain Dr. Evil plots to extort large sums of money from governments or international bodies but is constantly thwarted by Powers, and (to a degree) his own inexperience with life and culture in the 1990s. In Austin Powers: International Man of Mystery, Austin and Dr. Evil are awakened after being cryogenically frozen for thirty years. Continuing to incorporate cultural elements of the 1960s and 1970s, Austin Powers: The Spy Who Shagged Me and Austin Powers in Goldmember feature time travel as a plot device and deliberately overlook inconsistencies. A proposed fourth film, Austin Powers 4, has reportedly been in development since 2005.
Verónica Toussaint

Veronica is a Character from Impractical Jokers.

## Counterpants

* Emily (Thomas The Tank Engine and Friends)
* Lillie Lightship (TUGS/Salty’s Lighthouse)
* Emily (Tugboat Tugboat)
* Princess Peach (Super Mario Bros.)
* Zephie (Chuggington)
* Amy Rose (Sonic)
* Misty (Pokemon)
* Ribbon (Kirby)
* Cassie (Dragon Tales)
* Sandy Cheeks (SpongeBob SquarePants)
* Kimi Watanabe Finster (Rugrats)
* Sarah Hall-Small (The Wubbulous World of Dr. Seuss)
* Helga G. Pataki (Hey Arnold)
* Patricia "Patti" Mayonnaise (Doug)
* Lanolin (Garfield and Friends)
* J.D. (Robot and Monster)
* Sam Manson (Danny Phantom)
* Lois Griffin (Family Guy)
* Marge Simpson (The Simpsons)
* Wendy Testaburger (South Park)
* Leela (Futurama)
* Jessie (Toy Story)
* Belle (Beauty and the Beast)

* Fa Mulan (Mulan)
* Megara (Hercules)
* Pocahontas (Pocahontas)
* Dorothy the Dinosaur (The Wiggles)
* Cleveer Clare (Horrid Henry)
* Toodles Galore (Tom and Jerry)
* Francine Frensky (Arthur)
* Marianne Thornberry (The Wild Thornberrys)
* Kitty Katswell (T.U.F.F. Puppy)
* Katarina "Kat" Cassidy (Kenny the Shark)
* Carole Hanson (The Saddle Club)
* Daria Morgendorffer (Daria)
* Ashley Spinelli (Recess)
* Buttercup (The Powerpuff Girls)
* Alex Russo (Wizards of Waverly Place)
* Ingrid Third (Fillmore!)
* Raven Baxter (That’s So Raven)
* Max Black (2 Broke Girls)
* Miss Piggy (The Muppets Show)
* Wendy Testaburger (South Park)
* Candace Flynn (Phineas and Ferb)
* Donna Pinciotti (That 70’s Show)
* Miley Stewart/Hannah Montana (Hannah Montana)
* Tori Vega (Victorious)
* Zoe (Sesame Street)
* Baby Bop (Barney and Friends)
* Gaz (Invader Zim)
* Uma (Oobi)

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Friends of The People

Friends of The People is a series on truTV.

## Parodies

1. Friends of The People/Thomas
2. Friends of The People/TUGS
3. Friends of The People/South Park
4. Friends of The People/A.N.T. Farm
5. Friends of The People/Pokémon
6. Friends of The People/Sonic
7. Friends of The People/Kirby
8. Friends of The People/Toy Story
9. Friends of The People/Fillmore!
10. Friends of The People/Dr. Seuss
11. Friends of The People/Wizards of Waverly Place
12. Friends of The People/2 Broke Girls
13. Friends of The People/Cartoon Network
14. Friends of The People/All That
15. Friends of The People/Liv and Maddie
16. Friends of The People/iCarly
17. Friends of The People/Victorious
18. Friends of The People/Zoey 101
19. Friends of The People/Austin Powers
20. Friends of The People/Hannah Montana
21. Friends of The People/That’s So Raven
22. Friends of The People/Beavis and Butt-Head
23. Friends of The People/Gossip Girl
24. Friends of The People/Sesame Street
25. Friends of The People/Curious George
26. Friends of The People/Life with Derek
27. Friends of The People/Mickey Mouse
28. Friends of The People/The Adventures of Sharkboy and Lavagirl In 3-D
29. Friends of The People/Muppets
30. Friends of The People/Lizzie McGuire
31. Friends of The People/Scooby-Doo
32. Friends of The People/That 70’s Show
33. Friends of The People/Chowder
34. Friends of The People/Glee
35. Friends of The People/Recess
36. Friends of The People/Teen Titans
37. Friends of The People/Daria
38. Friends of The People/Nickelodeon
39. Friends of The People/Playhouse Disney
40. Friends of The People/Ready Set Learn
41. Friends of The People/Disney Channel
42. Friends of The People/ABC Kids
43. Friends of The People/Toon Disney
44. Friends of The People/Kenan & Kel
45. Friends of The People/The Amanda Show
46. Friends of The People/Drake and Josh
47. Friends of The People/Mean Girls (2004)
48. Friends of The People/Imagination Movers
49. Friends of The People/PowerPuff Girls
50. Friends of The People/The Wiggles
51. Friends of The People/Winnie The Pooh
52. Friends of The People/The Doodlebops
53. Friends of The People/Impractical Jokers
54. Friends of The People/Total Drama
55. Friends of The People/Kenny the Shark

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洋葱剑士

**以下为翻新前数据，翻新后数据待更新**

来自FF3。

战斗中可以由洋葱剑士转职成近距离向的忍者或者远距离向的贤者。能够使用的技很多，需要熟悉各个状态才能发挥出实力的unique角色。

## **基本立回**

战斗开始时是洋葱剑士，使用EX技或者根据下面要讲的方式满足条件可以转职成近身战的忍者或者远距离战的贤者。能够根据队伍组合灵活变化。

无论有没有防御，在命中2、3次的攻击的情况下，物理攻击情况下转职成忍者，魔法攻击情况下转职成贤者。可以根据自己想要打的位置来决定使用哪类技能。战斗不能复归时一定是洋葱剑士回归。

如果想转职成忍者，就不要使用魔法，抓住敌人破绽后使用N勇气攻击；反过来想要转职成贤者，就使用↓勇气攻击的魔法来援护队友。洋葱剑士的能力很弱，开场后尽早转职吧。

转职成忍者的情况，移动速度和跳跃次数将会变成SPEED式样。主力技的N勇气攻击可以一段停止拘束敌人。冲刺勇气攻击是迅速移动一段距离的移动技，之后可以直接出其他勇气攻击。在地面，↓勇气攻击可以打到上空的敌人，空中时↓勇气攻击则会攻击下方的敌人，都很方便。

转职成贤者时，性能又会变成SHOOT式样。以诱导强力的空中N勇气攻击为主力，辅助以缓慢追尾敌人的地上↑勇气攻击和空中↑勇气攻击。如果不想敌人靠近，则可以使用高速判定大的↓勇气攻击。

另外，转职不会影响使用的HP攻击，但职业一致时会强化HP性能。

## **HP攻击**

### **剑&魔法**

CLV1自带。突进勇气攻击后魔法零距离HP攻击。可以蓄力来诱骗step。命中后会一起增加忍者和贤者双方的点数。

### **流剑之舞**

CLV2习得。突进勇气攻击命中后派生连续攻击的近距离攻击。会增加忍者的点数。忍者时使用，突进距离变长，派生攻击次数会从8次变成12次，提高了伤害。靠近的敌人会被卷入，但一直到最终段就会这么停在原地，search攻击是天敌。

### **全域冲击**

CLV10习得。以自身为中心发动球形冲击波的全方位攻击。乱战时使用，或者用来迎击敌人。转职后使用范围会大大增加。但无论命中与否，使用之后都会转回洋葱剑士。但装备该HP时，转职需要的点数会有所缓和。

## **EX技能**

洋葱剑士的EX技能是直接转职，使用后会随机转职。忍者时使用会转职成贤者，贤者相反。

忍者时使用时会回复HP和勇气值各500。

有短时间的无敌可以紧急避险。
Larus albus

**ESPÈCE**

## Description

Le **goéland blanc** *(Larus albus)* est un oiseau marin à plumes entièrement blanc, à l'exception de sa tête qui est noire.

Cette espèce a un corps en forme aérodynamique et très mince qui lui donne plus de puissance pendant le vol. Ses longues ailes sont idéales pour voler sur de longues distances.

## Milieu de vie

Le goéland blanc est un oiseau côtier ou insulaire, il n’est donc pas rare d’en voir à proximité d’une falaise ainsi qu'au bord de l'eau.

Sur Hillys, plusieurs spécimens sont localisés sur les lieux suivants :

* Le phare
* Îlot noir

## Recensement

Le centre scientifique peut effectuer un recensement de cette espèce.

## Galerie

* En jeu
* Perspectives
* Détails
* Animation

Icône photographieDes goélands dans la première cinématiqueLarus albus à l'îlot noirJade à proximité de goélands à l'îlot noirSur le point d'être photographiéPhotographieCommentaire et récompense du centre scientifique

Vu de faceVu de dosVu de profilVu de dessusVu de dessous

ModèleGéométrieGéométrie avancée

VolVol stable
## Anecdotes

* Il apparaît uniquement pendant la journée.
* Cette espèce est inspirée du véritable *goéland*, qui varie en forme et en taille.
* *Larus* est un véritable genre d'oiseaux de la famille des *Laridés* dans l'ordre des *Charadriiformes*.
* *Albus, a, um* signifie « *blanc/blanche, blême, pâle, livide* » en latin.
Impractical Jokers/The Doodlebops: Rockin Road Show

## Cast

* Roisin “Rosheen“ Conaty as Dee-Dee Doodle
* Salvatore ‘Sal’ Vulcano as Rooney Doodle
* Joseph ‘Joe’ Gatto as Moe Doodle

more

## Extras

* The Doodlebops: Rockin Road Show/Impractical Jokers
* The Doodlebops: Rockin Road Show/Recess
* The Doodlebops: Rockin Road Show/That 70’s Show
* The Doodlebops: Rockin Road Show/Daria
* The Doodlebops: Rockin Road Show/Beavis and Butthead
* The Doodlebops: Rockin Road Show/King of The Hill
* The Doodlebops: Rockin Road Show/Gossip Girl
* The Doodlebops: Rockin Road Show/Mickey Mouse

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Impractical Jokers/Kenny The Shark

## Cast

* Q as Kenny The Shark/Katarina "Kat" Cassidy (I know Kat is Female)
* Murr, Joe and Sal as The Phoebes (I Know The Phoebes Are Females)
* Various Female Kenny The Shark Characters as Staten Island Girls
* Various Male Kenny The Shark Characters as Staten Island Boys
* Various Kids Kenny The Shark Characters as Staten Island Kids

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Els Tres Turons

Fundaţia ***Els Tres Turons*** este o entitate de iniţiativă socială şi fără scop lucrativ, situată în Barcelona, Catalonia, Pământul. Este o fundaţie care ajută oamenii cu dizabilităţi mentale. Mila face parte din această entitate, şi Melina lucrează sub acoperire în această entitate dându-se drept o simplă umană care participă la activitatea de teatru a entităţii. Josep Maria # a făcut parte din această entitate timp de un an şi jumătate, locuind în apartamentul tutelat al Milei.

## Caracteristici

Fundaţia *Els Tres Turons* a fost creată în 1985 în Districtul Horta-Guinardó din Barcelona. Misiunea principală a fundaţiei *Els Tres Turons* este promovarea şi sprijinul pentru sănătatea mintală comunitară, încercând să favorizeze includerea socială a oamenilor care suferă de tulburări mentale, deoarece se pot afla într-o situaţie de excludere socială şi ar putea să aibă nevoie de o intervenţie care să meargă dincolo de tratamentul simptomatologiei lor şi care să potenţeze integrarea socială.

*Els Tres Turons* co-responsabilizează oamenii în procesul lor de recuperare cu un plan de muncă personalizată şi consensuală. Într-o viziune integrală şi axată în necesităţile personale, această fundaţie dispune de o listă de servicii dirijate să dea răspuns nevoilor de reabilitarea psihosocială, de inserarea lucrătoare, de sprijin pentru viaţa independentă şi pentru participare, şi promovarea cetăţeniei. Acţionează dintr-o practică comunitară: campanii de promovare şi divulgare ale sănătăţii mentale, participare în platformele teritoriului, colaborare în acţiuni comune cu entităţile teritoriului (şcoli, asociaţii de vecini, centre civice, firme, şi aşa mai departe), şi lucrează în reţea: să stabilească sinergii şi acţiuni comune, făcând parte din mai multe reţele şi alianţe strategice.

## Membri cunoscuţi

* Mila
* Melina (sub acoperire)
* Josep Maria # (nu mai face parte)
Timeline

Days of Creation > The Sundering > Age of Silence > First Age of Man > Second Age of Man > Third Age of Man

During the Days of Creation the first 7 gods spent their time enjoying the company of one another. In their pastime, they each had a hand in molding the world, both physical and non-physical, but it was sport for these gods. Creation was competition and competition was kinship. As their time passed the world had taken form and began teaming with life from animals, plants, and eventually Titans.
Horror Godzilla Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Pagina principală

**Bine aţi venit pe Lucrurile Surorilor Wiki**
Aceasta este enciclopedia în limba română despre Lucrurile Surorilor şi oricine o poate edita!
În prezent avem **42 articole** şi **42 fişiere încărcate** din 0 martie 2019.

## Noutăţi

* 25 noiembrie 2022 - Pagina Melinei este ştearsă pentru încălcarea drepturilor de autor.
* 0 martie 2019 - Acest wiki este creat.
* 30 noiembrie 2014 - Serialul are premiera pe Teremedó.

## Personaje

 * Karla
 * Jordy Kúdigy
 * Amiralul Josep Maria 28.

## Colaborează cu acest wiki

Pentru a scrie un articol, introduce titlul articolului în caseta de mai jos.

## Wiki-uri relaţionate

* Planetes Wiki - *Planetes* este un anime japonez al cărui univers extins în catalană cu actori reali a fost creat şi de Dýmapko, compania care produce *Lucrurile Surorilor*.

## În alte limbi

* Català
* English
* Español
* Français
* Galego
* İtaliano
* Português
* Русский
* Српски / Srpski

## Wiki-urile aliate

* Code Lyoko Wiki
* Winx Club Wiki
* Memory Alpha (Star Trek)

## Despre serial

**Lucrurile Surorilor** este un serial creat de Dýmapko care este vorba de două surori, Kimberly şi Karla, dintr-un oraş teremedosian numit Bàrcinon. Serialul are patru sezoane cu opt episoade în fiecare sezon. În sezonul 3 s-au introdus noi personaje, două surori noi: Milagros şi Melina.
克劳德

来自FF7。使用大剑强压敌人的heavy角色。大部分勇气攻击和HP攻击都可以通过长按蓄力来提高性能，而且发动EX技时还会大幅缩短蓄力时间，强化HP攻击。攻击都很单纯容易理解，但是取消蓄力和EX技的使用时机都需要技巧，是个从初学者到上级者都能使用的角色。

## **基本立回**

除了冲刺中勇气攻击之外，所有勇气攻击都可以通过长按来蓄力。虽然蓄力中就这么停在原地，但是都可以step来取消。直接攻击，蓄力攻击，取消蓄力，让对手无法猜透下一步行动。最大2段蓄力，性能最多也是上升2段。身体发光时为蓄力1段成功。普通情况下，蓄力开始后随时可以step取消，蓄力2段瞬间便会自动攻击。EX技使用时会迅速2段蓄力，之后还有1秒犹豫时间。

开场时可以使用蓄力版空中↓勇气攻击来牵制。平坦的地图时，用地面↓勇气攻击也可以。不过要注意遇到对方shoot的强魔法会直接被单方面打掉。

无论是地面n勇气攻击还是空中n勇气攻击都是简单明了，很容易壁激突。蓄力后还会加长攻击距离，从敌人够不到的距离开始蓄力，敌人什么都不做就step取消，敌人空击时就攻击，这样的选择支非常强悍。但要注意，最后一段的硬直很大，敌人的searchHP攻击很容易打到。使用时注意周边环境，如果很危险，打完两段就停止就跑开吧。

破坏核的能力原来是最强，但调整后和普通heavy一致，需要三次攻击。

## **HP攻击**

### **凶斩**

CLV1自带。两刀的勇气攻击后，最后一刀HP攻击。发生虽然有点慢，不过突进速度和追尾能力超强，壁激突必中。能够蓄力以及取消。EX技能使用中时，直到HP攻击部分出来，不会被勇气攻击打断。

### **陨石雨**

CLV2习得。直线落下陨石的中距离HP攻击。发生很慢，但射程和判定持续很长，用来偷袭敌人不错。EX技能使用中时，陨石能够稍微拐弯。

### **桜華狂咲**

CLV5习得。带勇气攻击的search HP攻击。咏唱，之后敌人身上会出现雷电特效，之后发生攻击。发生很慢，近距离几乎不可能命中。远处偷袭可能成功。敌人跑出射程就会自动中断咏唱。EX技发动时，延长射程，并且添加从攻击开始到出伤害为止全程无敌的效果。

### **超究武神霸斩**

CLV10习得。突进一段距离后，乱舞的勇气攻击之后HP攻击。上修后突进距离和其他乱舞技类似。EX技发动时，壁激突后大幅稳定命中。大幅提高了诱导射程和威力，即使直接用也很容易命中，而且在初段命中之后到HP伤害为止全程无敌，所以不会被打断。不过要注意无敌在攻击结束瞬间就没有了，这个瞬间可能会被攻击。

## **EX技**

Limit break

使用中提高自身攻击力，大幅缩短蓄力时间，并且强化HP攻击性能。没什么副效果，积极使用加快回转吧。

勇气攻击最终段命中时会延长使用时间，HP攻击命中时状态则会立刻消失。
Air

## **Overview**

As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.

Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.

**Choose at least 2 of the following features:**

## **Traits**

**Bloodline Traits are added to the base Race's in most instances, exceptions will be covered in their descriptions. Multiple instances of identical gains do NOT stack except where mentioned.**

* **Ability Score lncrease:** +1 Constitution **OR** Dexterity.
* **Age:** You age just as your base Race but live 1.5x longer than their average.
* **Alignment:**Independent & self-reliant, all Genasi tend toward Neutrality rather than the mercurial & Chaotic like their ancestors.
* **Size:** Unchanged.
* **Speed:** Gain a Flying Speed of 30' if you did not already possess one or additional 15' if you did.
* **Languages:** Gain the ability to speak, read & write Primordial (Auran)
* **Darkvision:** Unchanged.
* **Thunder Resistance:** Gain Resistance to Thunder.
* **Unending Breath:** You do not need to breathe & cannot Suffocate.
* **Call to the Wave:** You may cast the Fly spell once per Long Rest with this trait, Constitution is your spellcasting ability for it & you require no material components.
Gith

## **Overview**

overview

behaviour

Choose 1 of the following options: Githyanki or Githzerai.

## **Names**

name info

**Example Male Names:**  Baarya, Dak, Fiden, Greth, Kalla, Klavya, Saath, Shraak, Zith, Zomm

**Example Female Names:**  Amith, Adaka, Ezhelya, Immilzin, Iliss, Izera, Olavya, Ummon, Usamm, Uweya, Ysviden

## **Traits**

* **Ability Score Increase:** +2 Dexterity.
* **Age:** Gith reach adulthood around 20 & live to around 150, though this is somewhat curbed by their violent culture.
* **Alignment:** Githyanki are generally Chaotic, Githzerai most often Lawful & both inclined to Evil. Individuals avoiding these broad patterns exist, but often feel pressure to conform or leave their societies.
* **Size:** Medium. Gith are taller than Humans, generally from 6-7'.  Their bodies are very slender & emaciated, weighing much less than an average being of their stature, but their musculature is very well-developed.
* **Speed:** Base walking speed of 30 feet.
* **Languages:** You can speak, read & write both Gith & Deep Speech.
* **Reject Bondage:** If an effect would cause you to gain the Charmed or Restrained condition, you have advantage on saving throws associated with it.
* **Psionic Power:** You know the Mage Hand cantrip, though the hand is always invisible. Once you reach 3rd level, you can cast the Jump spell once per long rest.

Additionally, choose 1 of the options listed below...

### Githyanki

* **Ability Score Increase:** +1 Intelligence.
* **Born Raider:** Gain proficiency in the Athletics Or Intimidation skill.
* **Trained Mind:** The Githyanki creches are cruel, but comprehensive, and they teach their students how to travel the Astral Plane. Once you reach 5th level, you can cast the Misty Step spell once per long rest. Once you reach 7th level, you may cast the Nondetection spell once per long rest, targeting only yourself. Intelligence is your spellcasting ability for this spell & others from the Psionic Power Trait, none of which require material components & all of which count as Psionic.

### Githzerai

* **Ability Score Increase:** +1 Wisdom.
* **Contemplative Upbringing:** Gain proficiency in the History OR Persuasion skill.
* **Focused Mind:** Githzerai revere discipline, and they teach their students to harness the power of the will to wield their natural psionics. Once you reach 5th level, you can cast the See Invisibility spell once per long rest. Wisdom is your spellcasting ability for this spell & others from the Psionic Power Trait, none of which require material components & all of which count as Psionic.
Deepling

File:Deepling.jpg
## **Overview**

**Choose at least 2 of the following features:**

## **Traits**

**Bloodline Traits are added to the base Race's in most instances, exceptions will be covered in their descriptions. Multiple instances of identical gains do NOT stack except where mentioned.**

* **Ability Score lncrease:** +1 Dexterity **OR** Strength.
* **Age:** AllHalf-Elves reach maturity at the same rate as their base Race, but live twice as long!
* **Alignment:**
* **Size:** Medium. Half-Elves tend toward the lighter end of their base Race's spectrum.
* **Speed:** Gain a Swimming Speed of 30' if you did not already possess one or additional 15' if you did.
* **Languages:** You can read, speak & write Elven.
* **Darkvision:** Gain Darkvision (30') if you did not already possess it or add 15' to its range if you did.
* **Amphibious:** You can breathe both air & water.
* **Fey Ancestry:** You have advantage on Saving Throws against being Charmed & magic can't put you to sleep.
Campaign 1

Near sundown upon Longdusk eve, the 21st of Graveswatch, 2019 years After Kor: Several destinies intertwine around the Station Cross in Brightfort, west of Heavenhill & in the shadows of the Kormont. The inns are full, the decorations hanging in the frosted air & winters chill stifles the sounds of celebration across this part of the Titansway. Nearby the Halfling village of the Paddock prepares for their traditional midnight feast & smiles & laughter abound.

Sabian Bedlow sits nervously in the Brandyrocks, the least of the Cross's holstelries, enjoying the local Reeler ale and the food of Kuori "Hearthwarmer" Anakalathai (or Cookie as the staff call her). Her shift finished & the kitchen closed, both rest under the ever-suspicious gaze of Old Ned and try to enjoy the atmosphere, as the Halflings present light coloured candles and the fire is stoked. All is well.

Further afield, a tiny pointed hat with a bedraggled tassle ploughs a line through the deep snow on the outskirts of the Coursing Gulf. Underneath we find Tungflinger Gog, sticky and damp but constantly drying herself and melting the snow before her with her little wand, making her way through the world in search of...of whatever it is she is thinking of at the time!
Bugbear

## **Overview**

overview

behaviour

stuff

## **Names**

Bugbear names are similar to Orc and Goblin names; they are as harsh and simple as you'd expect...

**Example Male Names:** Bao'or'et, Cretin, Gregek, Kugruet, Malka'vec, Thimdul.

**Example Female Names:** An'hek, Gretru, Lungra, Sept, Um'ra, Zel.

## **Traits**

* **Ability Score Increase:** +2 Strength, +1 Dexterity.
* **Age:** Reach adulthood at 16 and live up to 80.
* **Alignment:** Bugbears endure a harsh, self-sufficient existence often at the expense of their fellows. They tend toward Chaotic Evil.
* **Size:** Medium. Bugbears are between 6-8 feet tall and weigh between 250-350 pounds.
* **Speed:** Your base walking speed is 30 feet.
* **Languages:** You can speak, read & write Goblin.
* **Darkvision:** Gain Darkvision (60').
* **Sneaky:** You are proficient in the Stealth skill.
* **Long Limbed:** A Bugbear's melee reach is 5 feet greater than normal for its size.
* **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Surprise Attack:** If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Draconic

## **Overview**

General description

**Choose at least 2 of the following features:**

* Draconic head.
* Draconic legs.
* Yellow, serpentine eyes.
* Small claws &/or fangs.
* Completely scaled body with draconic tail.
* Exclusively live meat diet.

Behavioural Notes.

Cultural Notes

## **Traits**

**Bloodline Traits are added to the base Race's in most instances, exceptions will be covered in their descriptions. Multiple instances of identical gains do NOT stack except where mentioned.**

**Dragonborn with this Bloodline are extremely closely related to a particular dragon & always have the same colour listed below as they gained from their base Race.**

* **Ability Score lncrease:** Unchanged.
* **Age:** Double your Race's base lifespan!
* **Alignment:** Your raging emotions incline you toward both Chaos & Evil!
* **Size:** Unchanged.
* **Speed:** Unchanged
* **Languages:** Gain the ability to speak, read & write Draconic. Draconic is one of the oldest Languages, often used in the study of magic. It sounds harsh to most other creatures, including numerous hard consonants & sibilants.
* **Blindsight:** Gain Blindsight (10') if you did not already possess it or add 5' to its range if you did.
* **Darkvision:** Gain Darkvision (30') if you did not already possess it or add 15' to its range if you did.
* **Draconic Resistance:** Gain Resistance to a certain kind of damage defined by your ancestor's colour as shown on the table below. If you already possess Resistance to that damage type, gain Immunity instead!
* **Breath Weapon:** You may use an Action to exhale destructive energy & your ancestry determines the size, shape & damage type as shown on the table below. When you do this each creature in the area of the breath must make a Saving Throw (DC: 8 + your Constitution modifier + your Proficiency Bonus) & takes the listed damage on a fail, half as much on a success (this damage increases as you gain levels). After you use your Breath weapon you can’t use it again until you complete a Long rest, unless you already possess a Breath weapon of this type from your base Race whereupon you regain use of it after a Short or Long Rest.
Razorclaw

## **Overview**

General description

**Choose at least 2 of the following features:**

* Small fangs or sharp teeth.
* Claw-like fingernails.
* Animal-like eyes &/or exclusively raw-meat diet.
* Always exude a strong smell of wet hair.
* Rough, sandpapery skin or patches of feathers.
* Unusually wide mouth & wide-set eyes.

Behavioural Notes.

Cultural Notes

## **Traits**

**Bloodline Traits are added to the base Race's in most instances, exceptions will be covered in their descriptions. Multiple instances of identical gains do NOT stack except where mentioned.**

* **Ability Score lncrease:** +1 Dexterity **OR** Wisdom.
* **Age:** Unchanged.
* **Alignment:** Feral's are usually Neutral since they embody the spirit of the wild. Most  tend to be wild & free and therefore favor Chaos over Law.
* **Size:** Unchanged, though on the leaner side.
* **Speed:** Unchanged.
* **Languages:** Unchanged.
* **Darkvision:** Gain Darkvision (30') if you did not already possess it or add 15' to its range if you did.
* **Feral:** Gain proficiency in the Stealth skill.
* **Keen Smell:** You have advantage on Wisdom (Perception) checks that rely on smell.
* **Shifting Nature:** As a Reaction after receiving damage, you may Shift, entering a bestial state for 1 minute. You can end the Shift at any moment as a Bonus Action. While you are in this state, you cannot cast spells that require Concentration. You can’t Shift again until you finish a Long Rest. At 5th level, you have achieved more control & can Shift a second time before taking a Long Rest & can Shift at will as a Bonus Action. Possessing this Trait makes you immune to attempts to Polymorph you against your will.
* **Razorclaw:** Whilst Shifted your base Walking Speed increases by 5', you have Advantage on Dexterity Saving Throws as long as you are not wearing Heavy Armour, you grow a pair of large claws or talons which allow your Unarmed Attacks to do Slashing damage if you wish & at 5th level you can make an Unarmed Attack as a Bonus Action.
Example Character

File:Blank.jpg

## **Character Sheet**

```
**Name:** ?
**Player:**
**Level:** 1.
**Age:** ?
**Alignment:** ?
**Size:** -- (?'?" & ?lbs.).
**Speed:** --
**Proficiency Bonus:** +2
**Item Proficiencies:** --
**Languages:** --
**Features:** --

```

```
Strength: --  (--)
Athletics:     --

Dexterity: --   (--)
Acrobatics:      --
Sleight of Hand: --
Stealth:         --

Constitution: -- (--)

Intelligence: -- (--)
Arcana:           --
History:          --
Investigation:    --
Nature:           --
Religion:         --

Wisdom:      -- (--)
Animal Handling: --
Insight:         --
Medicine:        --
PERCEPTION:      --
SURVIVAL:        --

Charisma: -- (--)
Deception:    --
Intimidation: --
Performance:  --
Persuasion:   --

```

```
**Spell Attack Mod.**:
```

```
```

```
**Money:** 0GP/0E/0SP/0CP
```
Languages

## ​​​​​​**Deep Speech**

Terifying cthonic language of Elder Things

## ​​​​​​**Gith**

2 dialects, though both types of Gith sounds heavily accented to the other.

## ​​​​​​**Gnomish**

The Svirfneblin dialect is more guttural than surface Gnomish.

## ​​​​​​**Gnoll**

yapping, growling & snarling hyena-like sounds

## ​​​​​​**Goblin**

A chittering, yapping language with script consisting of crude pictograms.

## ​​​​​​**Halfling**

sounds like a mix of human, gnomish & elven!

## ​​​​​​**Orcish**

A harsh, grating language with hard consonants & script consists of crude pictograms.

## ​​​​​​**Primordial**

4 dialects which sound very different to each other, Aquan, Ignan, Terran, Auran.
Orcish

## **Overview**

General description

**Choose at least 2 of the following features:**

* Small tusks.
* Claw-like nails.
* Yellow eyes.
* Hairy body with green, orange or yellow-tinted skin.
* Flattened nose.

Behavioural Notes.

Cultural Notes

## **Traits**

**Bloodline Traits are added to the base Race's in most instances, exceptions will be covered in their descriptions. Multiple instances of identical gains do NOT stack except where mentioned.**

**Orcs with this Bloodline are extremely pure-blooded (or inbred) & tend to be venerated to the point of obsession by other Orcs.**

* **Ability Score lncrease:**+1 Strength ***OR*** Constitution.
* **Age:** You age noticeably faster, reach maturity & rarely live longer than 3/4's the usual length of time for your Race.
* **Alignment:** You tend towards the Chaotic.
* **Size:** Unchanged, although on the taller & heavier end of your Race's spectrum.
* **Speed:** Unchanged.
* **Languages:** Gain the ability to speak, read & write Orcish (a harsh, grating language with hard consonants). It's script consists of crude pictograms.
* **Darkvision:** Gain Darkvision (30') if you did not already possess it or add 15' to its range if you did.
* **Menacing:** Gain Proficiency in the Charisma (Intimidation) skill if you do not already possess it. If your base Race is Orc you also double your Proficiency Bonus when making checks with it.
* **Relentless Endurance:** When you are reduced to 0 hit points but not killed outright. you can drop to 1 hit point instead. You can't use this feature again until you finish a Long Rest (Short or Long Rest if your base Race is Orc).
* **Savagery:** When you score a critical hit with a melee weapon, you can roll 1 (2 if your base race is Orc) of the weapon's damage dice 1 ADDITIONAL time and add it to the damage of that criticaI hit.
Shadeling

File:Shadeling.jpg
## **Overview**

**Choose at least 2 of the following features:**

## **Traits**

**Bloodline Traits are added to the base Race's in most instances, exceptions will be covered in their descriptions. Multiple instances of identical gains do NOT stack except where mentioned.**

* **Ability Score lncrease:** +1 Dexterity **OR** Strength.
* **Age:** AllHalf-Elves reach maturity at the same rate as their base Race, but live twice as long!
* **Alignment:**
* **Size:** Medium. Half-Elves tend toward the lighter end of their base Race's spectrum.
* **Speed:** Unchanged.
* **Languages:** You can read, speak & write Elven
* **Darkvision:** Gain Darkvision (30') if you did not already possess it or add 15' to its range if you did.
* **Fey Ancestry:** You have advantage on Saving Throws against being Charmed & magic can't put you to sleep.
* **Shade Magic:** You can cast the Chill Touch cantrip once per Long Rest using Charisma as your spellcasting ability for it.
* **Shade Step:** As a Bonus Action you can teleport up to 15' to an unoccupied space you can see & you gain Resistance to all damage until the start of your next Turn. During that time you appear ghostly & translucent. Once you use this ability you can’t use it again until you finish a Long Rest.
Angyllish

## **Overview**

General description

**Choose at least 2 of the following features:**

* Small fangs.
* Flattened nose.
* Yellow, serpentine eyes.
* Complete baldness.
* Patches of small scales.
* Exclusively live rodent diet.

Behavioural Notes.

Cultural Notes

## **Traits**

**Bloodline Traits are added to the base Race's in most instances, exceptions will be covered in their descriptions. Multiple instances of identical gains do NOT stack except where mentioned.**

* **Ability Score lncrease:**+1 Charisma **OR** Dexterity.
* **Age:** Unchanged.
* **Alignment:** Your dulled emotions incline you toward Neutrality.
* **Size:** Unchanged.
* **Speed:** Unchanged
* **Languages:** Gain the ability to speak, read & write Draconic.
* **Blindsight:** Gain Blindsight (10') if you did not already possess it or add 5' to its range if you did.
* **Darkvision:** Gain Darkvision (30') if you did not already possess it or add 15' to its range if you did.
* **Magic Resistance:** You have Advantage on Saving Throws against spells & other magical effects.
* **Poison Immunity:** Gain Immunity to Poison damage & conditions.
* **Innate Spellcasting:** You know the Poison Spray cantrip. You can cast Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait but once you cast it, you can't do so again until you finish a Long Rest. Charisma is your spellcasting ability for these spells & they require no material components.
Dark Elf

File:DarkElf.jpg
## **Overview**

General description

Choose at least 2 of the following features:

Behavioural Notes.

Cultural Notes

## **Traits**

**Bloodline Traits are added to the base Race's in most instances, exceptions will be covered in their descriptions. Multiple instances of identical gains do NOT stack except where mentioned.**

* **Ability Score lncrease:**
* **Age:**
* **Alignment:**
* **Size:**
* **Speed:**
* **Languages:** Gain the ability to speak, read & write
* **Darkvision:**
Changeling

## **Overview**

overview

behaviour

stuff

## **Names**

name info

**Example Names**: Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug.

## **Traits**

* **Ability Score Increase:** +2 Charisma, +1 Intelligence.
* **Age:** Changelings have lifespans comparable to Humans.
* **Alignment:** Changelings are heavily inclined toward Neutrality.
* **Size:** Medium. In their natural forms they average 5-6' in height with a slender build.
* **Speed:** Base Walking Speed of 30'.
* **Languages:**  You can speak, read & write Common plus two other languages of your choice.
* **Duplicity:**  Gain Proficiency with two of the following skills of your choice: Charisma (Deception), Charisma (Intimidation), Charisma (Persuasion) &/or Wisdom (Insight).
* **Divergent:** Gain Proficiency with 1 Tool of your choice.
* **So Very Different...:** Changelings cannot interbreed with other Races & thus cannot possess a Bloodline.
* **Shapechanger:** As an Action you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, it must be Medium size & you revert to your natural form if you die. You decide what you look like, including your exact height, weight, facial features, the sound of your voice, coloration, hair length, sex & any other distinguishing characteristics. You make yourself *appear* as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you & your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing & other equipment doesn't change to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers your ruse is usually indiscernible. If you rouse suspicion or if a wary creature suspects something is amiss, you have Advantage on any Charisma (Deception) check you make to avoid detection. This Trait makes you immune to attempts to Polymorph you against your will.
Tortle

## **Overview**

overview

behaviour

stuff

## **Names**

name info

**Example** Male & Female Names: Baka, Damu, Gar. Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg,
Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog.

## **Traits**

* **Ability Score Increase:** +1 Constitution, Strength & Wisdom
* **Age:** Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and can live up to 200!
* **Alignment:** Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are Lawful Good. A few can be selfish and greedy, tending more toward Evil, but it's unusual for a tortle to turn from order in favor of Chaos.
* **Size:** Medium. Tortle adults stand 5-6' & average 450 pounds. Their shells account for roughly one-third of their weight.
* **Speed:** Base Walking & Swiming Speeds of 25'.
* **Languages:** You can speak, read & write both Common & Primordial (Aquan).
* **Survival Instinct:** You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
* **Claws:** Your claws allow your Unarmed Attacks to deal Slashing damage if you wish
* **Hold Breath:** You can hold your breath for up to 1 hour at a time.
* **Natural Armor:** Due to your shell and the shape of your body, you are ill-suited to wearing Armour. Your shell provides ample protection, giving you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing Armour, but if you are using a shield, you can apply the shield's bonus as normal.
* **Shell Defense:** You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Diabolic

## **Overview**

General description

**Choose at least 2 of the following features:**

* Small horns, fangs or sharp teeth.
* A long, forked tongue.
* Cat-like eyes & a forked tail.
* Goat-like legs with cloven hooves.
* Always exude a strong smell of brimstone.
* Red-tinged or leathery skin.
* Cast no shadow.

Behavioural Notes.

Cultural Notes

## **Traits**

**Bloodline Traits are added to the base Race's in most instances, exceptions will be covered in their descriptions. Multiple instances of identical gains do NOT stack except where mentioned.**

* **Ability Score lncrease:**+1 Intelligence ***OR*** Charisma.
* **Age:** You living 25% longer than the usual length of time for your Race.
* **Alignment:** You tend towards the Lawful &/or Evil.
* **Size:** Unchanged.
* **Speed:** Unchanged.
* **Languages:** Gain the ability to speak, read & write Infernal (a sibillant, frightening language).
* **Darkvision:** Gain Darkvision (30') if you did not already possess it or add 15' to its range if you did.
* **Diabolic Resistance:** You have Resistance to Fire damage.
* **Diabolic Legacy:** At 1st level you learn 1 cantrip of your choice from the list below. Once you reach 3rd level, you can cast one 1st level spell from below (once per day, cast at 2nd-level). Once you reach 5th level, you can also cast a 2nd level spell once per day. Charisma is your spellcasting ability for these spells, they require no material components & once chosen they can never be changed!

 1st (Cast as a 2nd Level)
 2nd

Additionally, choose 1 of the Traits listed below...

* **Winged:** You have bat-like wings sprouting from your shoulders if your base Race has none, otherwise any natural wings become in some way more infernal in appearance. Gain a Flying Speed of 30' if you did not already possess one or additional 15' if you did.
* **Large Claws:** You grow terrible claws from your fingertips or any natural claws become much more monstrous. Your Unarmed Strikes deal Slashing damage if you wish.
* **Large Fangs:** You grow fearsome fangs or have your natural teeth become much more monstrous. Your Unarmed Strikes deal Piercing damage if you wish.
Aarakocra

## **Overview**

overview

behaviour

stuff

## **Names**

As with much of their speech, aarakocran names include clicks, trills & whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has 2-4 syllables with the sounds acting as connectors. Aarakocra also freely use nicknames gained from people they meet or shortened forms of their full names.

**Example Names**: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.

## **Traits**

* **Ability Score Increase:** +2 Dexterity & +1 Wisdom.
* **Age:**Aarakocra reach maturity by 3 & don’t usually live longer than 30.
* **Alignment:** Most Aarakocra are Good & rarely choose sides when it comes to Law or Chaos. Leaders & warriors might be Lawful, whilst explorers or adventurers could tend toward Chaotic.
* **Size:** Medium. Aarakocra are about 5' tall. They have thin, lightweight bodies averaging 80-100lbs.
* **Speed:** Base Walking Speed of 25 feet & Flying Speed of 30 feet.
* **Languages:** You can speak, read & write both Aarakocra & Primordial (Auran)
* **Keen Senses:** Gain Proficiency in the Wisdom (Perception) skill.
* **Talons:** Your Unarmed Strikes deal Piercing damage if you wish.
Hobgoblin

## **Overview**

overview

behaviour

stuff

## **Names**

Hobgoblin personal names usually consist of a given name & the name of the band they were born into rather than a family name, even if that band has been disbanded or destroyed. This means that parent & child don’t always have the same family name & Hobgoblins born outside of a band have no family name.

Example Male Names: Aruget, Biish, Daavan, Dagii, Duulun, Fenic, Haruuc, Iizan, Jhezon, Krakuul, Kurac, Lhurusk, Mazaan, Muuka, Munta, Nasaar, Oraan, Okaat, Ruus, Saabak, Tasaam,  Taak, Tariic, Thuun, Vanii, Vanon, Woshar.

Example Female Names: Diitesh, Ekhaas, Jhazaal, Khaar, Kitaas, Mekiis, Razu, Reirie, Riila, Senen, Shaardat, Tuura.

Example Clan Names: Baaz, Draet, Draguus, Gan’duur, Gantii Vus, Ghaal Sehn, Kuun, Mbar’ost, Mur Talaan, Nasaar, Rhukaan Taash, Shaart, Thaar, Uhl, Volaar.

## **Traits**

* **Ability Score Increase:** +2 Constitution & +1 Intelligence
* **Age:**Hobgoblins mature at the same rate as Humans & have lifespans similar in length to theirs.
* **Alignment:** Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward Lawful Neutral.
* **Size:** Medium. Hobgoblins are between 5-6' feet tall & weigh from 150-200 lbs.
* **Speed:** Base walking speed of 30.
* **Languages:** You can speak, read & write both Common & Goblin.
* **Darkvision:** Gain Darkvision (60').
* **Martial Trainin':** Gain proficiency with 2 Martial Weapons of your choice and with Light Armor.
* **Savin' Face:** Hobgoblins are careful not to show weakness in front of their allies for fear of losing status. If you miss with an attack roll, fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Tabaxi

## **Overview**

Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

## **Homeland**

The tabaxi are a wandering people, with no clear home except the ones they create themselves. they hail from a strange and different land, and none have found this land again, but they still journey to find it, as their god, the Cat Lord, is rumored to reside there...

## **Names**

Tabaxi names consist of a phrase, and the subject of said phrase is what they introduce themselves as, like a nickname of sorts.

**Example Names**: Art of Shadows (Art), Rustling of a Deer (Deer) , Spring Winds (Spring) , Unread Book (Book), Needle in Hay (Needle), Sweet Lock (Lock), Faint Carriage (Carriage), Quick Tome (Tome), Two Stripe (Stripe), Crescent Moon (Moon), Serpent Scale (Scale), Sparkle of Light (Sparkle), Hidden Treasure (Treasure), Paint on a Canvas (Paint), Nimble Deer (Deer), Hearty Smoke (Smoke), Gold Leaf (Leaf), Jolly Needle (Jolly), Brash Coil (Coil), Proud Device (Device)

## **Traits:**

* Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
* Age. Tabaxi have lifespans equivalent to humans.
* Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
* Speed. Your base walking speed is 30 feet.
* Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
* Cat's Claws. Because of your claws, you have a climbing speed of 30 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1D6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* Cat's Talent. You have proficiency in the Perception and Stealth skills.
* Languages. You can speak, read, and write Common and one other language of your choice.
Goblin

## **Overview**

overview

behaviour

stuff

## **Names**

name info

**Example Names**: Nott, Blix, Squee, Spleen, Gretch, Splat, Skrag, Chit, Blehk, Grom, Krit, Mulch.

## **Traits**

* **Ability Score Increase:** +1 Constitution & +2 Dexterity.
* **Age:** Goblins reach adulthood at age 8 & live up to 60.
* **Alignment:** Goblins are typically Neutral Evil, as they care only for their own needs. A rare few might tend toward Good or Neutrality but the divide of Law & Chaos is too abstract and arbitrary for even their tastes.
* **Size:** Small. Goblins are between 3-4' tall & weigh 40-80lbs.
* **Speed:** Base Walking Speed of 25ft.
* **Languages:** You can speak, read & write Goblin.
* **Darkvision:** Gain Darkvision (60').
* **Sticky Fingers:** Gain Proficiency with the Dexterity (Sleight of Hand) skill.
* **Fury of the Small:** When you damage a creature with an Attack or a spell & the creature's size is larger than yours, you can cause it to deal extra damage equal to your level. Once you use this trait, you can't use it again until you finish a Short or Long Rest.
* **Nimble Escape:** As a Bonus Action you may Disengage or Hide on each of your Turns.
Dark

## **Overview**

General description

**Choose at least 2 of the following features:**

* Grey or granite-coloured skin.
* Hair that moves as though in a slight breeze.
* Luminous yellow eyes.
* Always exude a strong smell of myrrh.
* Always cold to the touch.
* Cast multiple shadows.

Behavioural Notes.

Cultural Notes

## **Traits**

**Bloodline Traits are added to the base Race's in most instances, exceptions will be covered in their descriptions. Multiple instances of identical gains do NOT stack except where mentioned.**

* **Ability Score Increase:** +1 Intelligence ***OR*** Charisma.
* **Age:** Unchanged
* **Alignment:** Your Celestial heritage inclines you toward both Law & Neutrality.
* **Size:** Unchanged.
* **Speed:** Unchanged
* **Languages:** You can speak, read & write Celestial (a melodic and beautiful sound).
* **Darkvision:** Gain Darkvision (30') if you did not already possess it or add 15' to its range if you did.
* **Renegade Resistance:** Gain Resistance to Necrotic damage
* **Harmful Hands:** As part of an Unarmed Attack, if you hit you can cause the target to lose a number of HP equal to your level. Once you use this Trait, you can't use it again until you finish a Long Rest.
* **Dying Breath:** You know the Gust cantrip. Charisma is your spellcasting ability for it & it requires no material components.
* **Necrotic Shroud:** Starting at 3rd level, you can use your Action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness & ragged, ghostly or skeletal wings to sprout from your back. The instant you transform, other creatures you choose within 10' of you that can see you must each succeed on a Charisma saving throw (DC 8 + your Proficiency Bonus + your Charisma modifier) or become Frightened of you until the end of your next Turn. Your transformation lasts for 1 minute or until you end it as a Bonus Action. During this time you gain a flying speed of 30' if you did not already possess one or additional 30' if you did. Once on each of your Turns you can deal extra Necrotic damage (equal to your level)  to one target when you deal damage to it with an Attack or spell. Once you use this Trait, you can't use it again until you finish a long rest