recursal/Fanatic-Fandom huggingface dataset:
Technology

**(This article is a mess. If someone can help me solve the technology issue we'd really be doing great.)**

One of the fundamental worldbuilding aspects of nations in Parvolon is their available technology. A nation's level of technology completely changes the opportunities at their doorstep, and differences in technology can define which nations prosper and collapse. For the purposes of worldbuilding, though, technology will be represented in on a numerical scale for different *fields.* The numerical system is meant to loosely correlate to major inventions without requiring a detailed history for each technology's development. If a nation has a higher Technology Score in a given field than its neighbor, then it is more technologically advanced than its neighbor.

### Complications with Technology

Before we detail what the technology score system is, it's worth noting that a few areas of the map will have special circumstances that make advancing in technology more difficult. These are universally due to environmental factors.

The Western Orcs have difficulties building sedentary society and stable agriculture due to extreme weather in the region. Heavy monsoons regularly bombard the Western Orcish Coast, and the water damage these monsoons and tropical storms cause makes building even basic infrastructure difficult. Technology that relies on stable infrastructure and supply chains is harder to implement in this part of the world. However, the Western Orcs are not strictly inferior in technology; they even have an understanding of metallurgy rivalling the current powers of the world.

The few civilizations that have tried to survive in the Desert have also faced great challenges, as a lack of reliable water has brought progress in the region to a total standstill. With recent advancements in dryland farming, though, interest in developing the region has increased.

Finally, the Far North is a challenging landscape due to the harsh and long winters in the area. Settlers in the Far North, while not as far behind in technology as the Tribal Orcs and the Desert peoples, have to use less efficient crops and livestock that are adapted to the harsh climate to maintain civilization.

### Technology Scores

Technology Scores are an abstract, numerical way of representing how far along a nation is in a certain field. Because real world technology is extremely complicated and different fields progress at differing rates (ex: apparently agriculture kind of peaked out for like 500+ years before the Industrial Revolution), the numeric system is built to be relative to different periods of time.

A score of 1 in any category reflects early Agricultural Period technology. In the Modern Age, no nation has this level of technology. Isolated societies on islands, deep in the mountains, or in the center of the Desert might be limited to this level, though.
Episode 15

Episode 15 is the fifteenth episode of Shinjijoshdestroyer2000. Your mother

## Summary

Shinji is mourning over Kaworu, because he got Joshified. Suddenly, Ene shows up, and she's mid battle, telling them to leave and they don't. Miku says she paired up with Master Doom, a Josh, and they start fighting. Miku dies, Master Doom gets away. The other VOCALOIDS thank Ene and make them their new leader. Shinji cries. They'll be at Ene's next concert 😏😏

## Trivia

* From this point on, Ene is the new Miku
* Basil did a lot of work today and that's why he's not in this ep
* Miku, Len, and Kaito in this episode are voiced by Stalker Cat
Shapeshifter Way: Grotesque

***Humanoid to monster; gains power as a monster, but transformation affects morality and is traumatic***

### Monstrosity

You can Transform into any creature within the limits of your CR cap as long as it is from the following Creature Types: Aberration, Giant, Monstrosity, or Ooze

### Powerful Legs

At 3rd level, While you are Shapeshifted, your *Standing Jump* Height increases to 10ft and your *Running Jump* increases to 15ft. you need not to run to get the effects of a running jump

### Compound Forms

Beginning at 7th level, you may use your Shapeshift feature to shapeshift into a combination of two creatures. When you shapeshift, choose two of your known transformations of the same size, and with a combined CR less than or equal to the maximum CR listed for your level.

You transform into a creature visually resembling both of the chosen transformations. You gain all the features of both forms, and choose which one to pick in case of a overlap. For example, you gain attack actions from both creatures, but pick the dexterity score of one creature.

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

### Mutation

At 10th level, you may choose one mutation. Your choice of mutation grants you various benefits which get more powerful as you gain shapeshifter levels, and you gain the benefits of the Mutation feature even while you are shapeshifted. You gain an additional mutation at 14th level, but you may not choose the same mutation twice.

* **Unending Breath:** You no longer need to breathe, and your base walking speed increases by 5 feet. At 14th level, your base walking speed increase goes from 5 to 10 feet.

* **Dense Hide:** While you are not wearing armor, your AC is equal to 13 + your Dexterity modifier.

* **Sharpened Weapons:** Your weapon attacks score a critical hit on a roll of 19 or 20.

* **Enduring Soul:** You gain a +1 bonus to all saving throws, and at 14th level this changes to +2.

* **Versatile:** You gain 2 additional known transformation you can shapeshift into at levels 10 and 14.

### Reiteration

Starting at 14th level, you learn to recoil into another form instead of reverting to your true shape.

If you drop to 0 hit points while you’re shapeshifted, the attack didn’t kill you, and you have a Shapeshift use available, you can make a DC 10 Constitution saving throw. On a success, you Shapeshift instead of reverting to your normal form. Your new form takes any damage past that which reduced you to 0.

Each time you use this feature after the first, the DC increases by 5.

When you finish a long rest, the DC resets to 10.

### Master Shapeshifter

At 18th level, when you roll for initiative and don't have any uses of Shapeshift remaining, you regain one use.
Episode 6

Episode 6 is the sixth episode of Shinjijoshdestroyer2000. Shinji.exe attacks!

## Summary

The Josh Destroyers are hanging out, until Shinji.exe comes in and interrupts their shenanigans. Shinji.exe attacks Shifty, which gets Ene to attack Shinji.exe. Before she kills him, Shinji.exe explains that he was created by Handy to destroy the Josh Destroyers, in doing so he pronounces Ene's name right, which leads him to an error and utterly destroys him. The episode ends on Shifty screaming about how he needs to go to the hospital

## Trivia

* I am slowly getting deprived while making these
	+ And i dont even make the episodes broskies
* oliver had a whole exe phase and ig thats probably what lead him to make this
Barbarian Path: Berserker

***For some barbarians, rage is a means to an end – that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.***

Source: Player's Handbook

### Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

### Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

### Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

### Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Fighter Archetype: Champion

***The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.***

Source: Player's Handbook

### Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

### Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

### Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

### Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

### Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Iguchi Mao

## Iguchi Mao  井(い)口(ぐち)眞緒(まお)

Konna ni Suki ni Natchatte Ii no? (September 2019)

### Social Media

**Iguchi Mao** (井口 眞緒) is a former member of Hinatazaka46's 1st Generation and Hiragana Keyakizaka46.

## Trivia

### Hinatazaka46

Kyun
(February 2019)Doremisolasido
(July 2019)Konna ni Suki ni Natchatte Ii no?
(September 2019)

## External Links

* ~~Keyakizaka46 Profile~~
* ~~Hinatazaka46 Profile~~
* ~~Former Twitter~~
* Twitter
* Instagram
* Instagram
* YouTube Channel
* TikTok
* ~~SHOWROOM~~
* Ameblo
* Fan Community
World of Parvolon

***Parvolon*** is a tabletop roleplaying game created by *Shorkoth* and *PastaKing02*. This project is an expansion on *Dungeons and Dragons 5th Edition*, built on the mechanics of 5e but with a completely homebrew world, new features, and a monster manual of our own. This wiki serves as the primary reference for our lore and features.

## Accreditations

A lot of the content on this wiki was not created by us. The base rules and most of the class information comes the D&D Wiki and the DND 5th Edition Wikidot, which are fantastic open resources covering the base game of 5th edition. Some of our homebrew classes have also been adapted from anonymous contributers on these same sites, and we thank you for making a publishing your content online so dungeonmasters and players like us can use these fun builds in our own stories.

Additionally, I'd like to thank Wizards of the Coast for maintaining the *Dungeons and Dragons* series and continuing to create an experience that has brought so many people together. *5e* is a blast to play, and I'm disappointed that I've only recently hopped on the bandwagon.

Per *Fandom* policy, the majority of novel content on this wiki falls under *Creative Commons CC-BY-SA*. If you have somehow stumbled upon this project, this means you are free to use these new mechanics and lore within your own projects, but cannot copyright any additions that you make to this content. What you do with this project remains under *Creative Commons*.

## History and People

The *Parvolon* project was created on *August 22, 2021* as a single *Google Docs* file for fun. While this document is still being used, storing details in a format like that quickly got out of hand, transforming from a blank document into 10+ pages of information in the first couple of days. Hence why we have this whole wiki now.

This article currently stands as the ***69th*** article in the wiki, although I imagine that the total amount of articles in this project is going to be *much* higher before we even run our first full campaign in this world. This project is far from completion and is continuing to be updated.

### Creators

*PastaKing02* has been responsible for most of the lorewriting for the setting of Parvolon. He has been contributing to the history and society sections of each playable species, writing in new stories for those who inhabit this fantasy world. If you see a page link to a source outside of another Dungeons and Dragons wiki, but is suspiciously lacking crosslinking to other pages, that was probably his fault.

*Shorkoth* has been responsible for most of the mechanics of our world and contributing to Orcish and Dragon lore. He is far more proficient in balancing gameplay in a way that remains both interesting and fun. He is also responsible for nearly all the maps you will find on this site, including the original map of Parvolon. If you see a page that is absurdly long and full of style conflicts from multiple separate sources, that was probably his fault.

### Additional Developers

*Darklinxi* is one of our newer members! He is currently the artist for Parvolon, as neither creator can draw competently.
Wizard School: Conjuration

***As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.***

Sources: Player's Handbook

### Conjuration Savant

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

### Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

### Benign Transportation

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

### Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

### Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Bard College: Lore

***Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.***

***The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.***

***The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.***

Source: Player's Handbook

### Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

### Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

### Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

### Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
Cleric Domain: Destruction

### Bonus Proficiencies

Also starting at 1st level, you gain proficiency with heavy armor and martial weapons.

### Wrath of the Inferno

Also at 1st level, you can blazingly rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw using your spell save DC. The creature takes 2d8 fire damage on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Channel Divinity: Searing Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the blaze with unchecked ferocity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

### Appetite for Destruction

Starting at 6th level, your destructive acts fuel further expressions of devastation. If you kill a creature or destroy an object with a weapon attack, you can use your bonus action to immediately make one additional weapon attack.

### 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Born of the Furnace

At 17th level, you have developed an immunity to all fire damage, including infernal fire and lava.

Additionally, When you cast a spell that deals fire or radiant damage, add your Wisdom modifier to that damage.

You also add the Meteor Swarm spell to your Spell list and it is always prepared and doesn't count towards total prepared spells
Bard College: Valor

***Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.***

Source: Player's Handbook

### Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

### Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

### Extra Attack

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

### Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
Gunslinger Focus: Pistolier

***Experts with a pistol or two, these gun users might include a vast array of duelists and soldiers alike. Lightly equipped with a pepperbox or strapped with seven guns on a belt, one thing's for sure, these marksman carry a lot of firepower in a small package. A pistol is an excellent self defense weapon and even some small firearms like derringers can be hidden in a coat pocket.***

### Fast Hands

At 1st level, you can both stow or draw a one-handed firearm and stow or draw another weapon or interact with another item as a single object interaction.

### Pistolier Training

Beginning at 1st level, you gain a +2 bonus to attack rolls with all one-handed firearms.

### Iron Arm

Starting at 2nd level, you are capable of engaging in two-weapon fighting while wielding a one-handed firearm and another light melee weapon or two one-handed firearms in each hand (though you still need a free hand to reload them).

### Staggering Shot

Staring at 6th level, when a creature makes an attack roll against you, you can expend your reaction to fire a shot with a loaded firearm at them. On a hit, the creature must make a Constitution saving throw equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the creature forfeits their attack and their action is wasted. You must complete a short or long rest before you can use this feature again.

### Adept Pistolier

At 8th level, you are capable of reloading two one-handed firearms at a time without requiring a free hand. Additionally, once per turn when you score a critical hit against a creature with a one-handed firearm, you apply twice your Dexterity modifier to the damage roll. (This feature does not apply to critical hits attained through the Hipfire feature.)

### Brace of Pistols

At 17th level, whenever you take the attack action while wielding two one-handed firearms or a pepperbox, you can fire two shots at a time using separate attack rolls for each. This applies to your Hipfire feature as well.
Rogue Archetype: Assassin

***You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.***

Source: Player's Handbook

### Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

### Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

### Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

### Impostor

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

### Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Kaufman Broadcasting, LLC

Kaufman Broadcasting, LLC is a locally owned television stations that is owned by the joint ventures (East Texas Broadcasting and Nexstar Media Group). It has many division companies

## Kaufman Broadcasting, LLC

* Kaufman Broadcasting, LLC (Resemble Nexstar Media Group)-East Texas Broadcasting/Nexstar Media Group
* Crandall Broadcasting (Seen to resemble Tribune Broadcasting)

## TV Stations in Kaufman, Texas

* KKAU-TV-Independent-Kaufman Broadcasting, LLC
* KTER-TV-Independent-Kaufman Broadcasting, LLC
* KCRA-TV-Independent-Crandall Broadcasting (Operated by Kaufman Broadcasting)
* KQCA-TV-Independent-Crandall Broadcasting
ACME Plus

ACME Plus is a name for multiple feeds surrounding the ACME Television Network by National, Custom and Local version. Just like the CW Plus, the feed is split into many feeds and have option for the CW+ or ACME+ station to aired. Due to ACME not owning the Saturday Morning block and a weekend primetime programming plus not having their own daytime programming, the service has to depend on the syndication market and feeds on the station to get it back. Until 2008, just like the CW+ did, all syndicated programming aired [today/tonight/day of week] on ACME, by 2008, CW+, The WB+, W3 Network+ and ACME+ finally omitted network branding, in favor of using affiliate references – either in the form of verbal identification or use of the affiliate's logo allowing all ACME+ station to customized their schedule and promotion along with CW+ stations. This allow some station to aired newscasts on their ACME+ station. The current slogan is "Dare To Defy" or "TV Now" using the respectful graphics package of The CW. This also allow the Live Local News Windows to expanded more and The Daily Buzz to replace the 4:00 to 6:00 slot on the national feed. Right now, there are 1,000,000,000 Infinity Numbers of ACME+ stations and counting along with 2.3,000,000,000.45 Infinity Numbers of ACME stations and counting. Today, the ACME+ station are using the common feeds instead of the national feed which along with The CW Plus National Feed expanded to VHX and Cable.
Monk Tradition: Shadow

***Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.***

Source: Player's Handbook

### Shadow Arts

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

### Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

### Cloak of Shadows

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

### Opportunist

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

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Fighter Archetype: Samurai

***The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.***

Source: Xanathar's Guide to Everything

### 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 or 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.
Ranger Conclave: Swarmkeeper

***Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.***

Source: Tasha's Cauldron of Everything

### Gathered Swarm

At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

 1
 2
 3
 4

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

* The attack's target takes 1d6 piercing damage from the swarm.

* The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.

* You are moved by the swarm 5 feet horizontally in a direction of your choice.

### Swarmkeeper Magic

Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

 3rd

### Writhing Tide

Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

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

### Mighty Swarm

At 11th level, your Gathered Swarm grows mightier in the following ways:

* The damage of Gathered Swarm increases to 1d8.

* If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.

* When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

### Swarming Dispersal

When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

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

***Steals life from their enemies and adds it to their pool of HP, they can transfer this HP directly to their Tm8s***

### Life Pool

Starting at 3rd level your Healing Hands Life Pool can be Replenished by the Use of your Necrotic Hands Ability.

### Necrotic Hands

Starting at 3rd level you gain the ability to use pure Necrotic Energy. As an action, you can touch a creature and add power to the Life pool to inflict a number of hit points to that creature Equal to your Necrotic Hands Attack. In addition, Any Necrotic Damage you deal with your Life Thief Spells gets added to your Life Pool.

### Inured to Undeath

Beginning at 5th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing necrotic damage to others that you have become inured to some of its worst effects.

### Shadow Step

At 9th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack (Or Necrotic Hands) you make before the end of the turn.

### Life Transference

Starting at 13th level any necrotic damage you deal heals you your Charisma modifier. You can Gain Tempory HP up to your Healer Level.

### No, OUR Health.

Starting at 17th level anytime you deal necrotic damage, you heal all creatures of your choice within 30ft of you equal to your Charisma modifier.
Barbarian Path: Zealot

***Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their rage into powerful displays of divine power.***

***A variety of gods across the worlds of D&D inspire their followers to embrace this path. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.***

Source: Xanathar's Guide to Everything

### Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

### Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

### Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

### Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

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

### Rage Beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
Monk Tradition: Four Elements

***You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.***

***Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.***

Source: Player's Handbook

### Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

***Casting Elemental Spells.*** Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast Burning Hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

 5th-8th
 9th-12th
 13th-16th
 17th-20th
Ranger Conclave: Primeval Guardian

***Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.***

***These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.***

Source: Unearthed Arcana 27 - Ranger & Rogue

### Guardian Magic

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

 3rd

### Guardian Soul

Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.

You undergo the following changes while in your guardian form:

* Your size becomes Large, unless you were larger.

* Any speed you have becomes 5 feet, unless the speed was lower.

* Your reach increases by 5 feet.

* You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.

### Piercing Thorns

At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.

### Ancient Fortitude

At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum

### Rooted Defense

At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.

### Guardian Aura

Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
Cleric Domain: War

***War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.***

Source: Player's Handbook

 1st

### Bonus Proficiency

At 1st level, you gain proficiency with martial weapons and heavy armor.

### War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

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

### Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Channel Divinity: War God's Blessing

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.

### Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.