recursal/Fanatic-Fandom huggingface dataset:
Feats: Arcanist

You study the arcane arts, gaining the following benefits:

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

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

* You learn the Prestidigitation and Detect Magic spells. You can cast Detect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Dwarf

Racial Traits
 Dwarven Resilience
 Dwarven Combat Training
 Tool Proficiency
 One With The Pine Cones
 Dwarven Toughness
 Dwarven Armor Training

### Physical Qualities

Though Dwarves stand well under 5 feet tall, they are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.

#### **Characteristics**

Cynical, decisive, determined, enduring, family-motivated, honest, just, loyal, responsible, solid, stoic, stubborn

#### **Male Names**

Adrik, Baern, Dain, Delg, Eberk, Fargrim, Gardain, Harbek, Kildrak, Morgran, Orsik, Rangrim, Taklinn, Ulfgar, Veit

#### **Female Names**

Amber, Bardryn, Dagnal, Eldeth, Falkrunn, Gunnloda, Helja, Kathra, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Vistra

### History of Dwarves

The Dwarves are the natives of Norfvice, though they were run out of their country by the Norfvician Elves, so they now reside in the Lombar Mountains on the outskirts of Norfvice. They set up a many log cabins around the mountains and have found that the pine-cones that grow on the evergreen trees make for good weapons and armor. The Dwarves are split into two clans, the Mugo and Hartweg clan, and have a deep feud between the two. They only join together to ward off outsiders.
Feats: Theologian

Your extensive study of religion rewards you with the following benefits.

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

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

* You learn the Thaumaturgy and Detect Evil and Good spells. You can cast Detect Evil and Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Feats: Skulker

*Prerequisite: Dexterity 13 or higher*

You are an expert at slinking through shadows. You gain the following benefits:

* You can try to hide when you are lightly obscured from the creature from which you are hiding.

* When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

* Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Nomad: Hidden Traditions

#### **Above Common Mistakes**

When you roll a 1 or 2 on the d20 for a skill check of which you have a positive modifier of two or higher, you can reroll the die and must use the new roll.

#### **Anchor Down**

Choose a home town that you have a home in. You have advantage on Persuasion and Deception checks against humanoids in that town. You may change hometowns after 6 months of living in a different home town.

#### **Arcane Sense**

You can cast *detect magic* as a ritual, without requiring any materials or spellcasting. You can cast this a number of times equal to your Wisdom modifier(minimum 1), and you regain all uses of it after you finish a long rest.

#### **Bodily Efficiency**

You gain the same benefits from 8 hours of sleep in only 4 hours. In addition, you are considered semi-conscious during those four hours, though you may still dream.

#### **Cat's Eyes**

You gain Darkvision up to 60 feet, and if you already have Darkvision, it increases to 120 feet.

#### **Creation Studies**

You gain proficiency in the Religion skill, if you already have proficiency in it, you can double your proficiency bonus.

#### **Domestic Empathy**

You can communicate and understand basic ideas and concepts with domesticated and city-dwelling animals.

#### **Find Ally**

You gain a faithful dog or cat companion. Your companion has the same stats as the base animal, but increases its Intelligence score to 4 and can understand (but not speak) the basics of one language that you speak. Should your companion die, you can find a new one as a stray after one hour of searching in any town or city.

#### **Fleetfooted**

Your base movement speed increases by 10 feet, and standing from being prone only takes 10 feet of movement.

#### **Helpful**

When you take the Help action, you may help a separate target as a bonus action.

#### **Historical Studies**

You gain proficiency in the History skill, if you already have proficiency in it, you can double your proficiency bonus.

#### **Liquid Courage**

As an action you may take a swig of hard liquor and gain your nomad level + 1d4 temporary hit points. These hit points go away if they are not spent after one hour. You may use this tradition a number of times equal to your Wisdom modifier(minimum 1), and you regain all of its uses after you finish a long rest.

#### **Master of Disguise**

You can cast *disguise self* as a ritual, without requiring any materials or spellcasting. You can cast this a number of times equal to your Wisdom modifier(minimum 1), and you regain all uses of it after you finish a long rest.

#### **Natural Sciences**

You gain proficiency in the Nature skill, if you already have proficiency in it, you can double your proficiency bonus.

#### **Song of the Open Road**

When you travel along a road, your party's travel speed increases by one half rounded down and their carrying capacity is doubled.

#### **Torch-bearer**

Mundane light sources you hold will illuminate through magical darkness up to half of their normal range, and allied creatures within the light gain advantage against being frightened.
Feats: Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Monk: Way of the Sun Soul

### Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

### Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action.

You can spend additional ki points to cast Burning Hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

### Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

### Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Cleric: Ostara, Tempest Domain

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### Wrath of the Storm

Also at 1st level, you can thunderously 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. The creature takes 2d8 lightning or thunder damage (your choice) 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: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

### Thunderous Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

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

### Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Bard: College of Valor

### 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.
Monk: Way of the Kensei

### Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:

• **Kensei Weapons.** Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above.

• **Agile Parry.** If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

• **Kensei's Shot.** You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

• **Way of the Brush.** You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

### One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

***Magic Kensei Weapons.*** Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

***Deft Strike.*** When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

### Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

### Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Barbarian: Path of the Berserker

### 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.
Nomad: The Beguiler

### Dialect

Upon joining the ranks of Beguilers, you have learned to utilize your unique accent and mannerisms to greater effect. While speaking, you may choose to embrace your unique dialect and behaviors, giving all who are not nomads or bards disadvantage on Insight checks against you.

### Pull a Fast One

Starting at 7th level, every time you successfully perform a Charisma based check against a single target, that target gains one Momentum. You add a target's Momentum as a bonus to all Charisma based checks you make against them. This effect lasts for 1 minute starting from your first Charisma based check against a single target.

### Speed of Hand, Speed of Mind

Starting at 10th level, your body has begun to match the speed of your wit. You gain proficiency in Stealth and Sleight of Hand, if you are already proficient in it, your proficiency bonus is doubled for any ability check you make that uses either of the proficiencies. In addition, you can not be surprised while you are conscious.

### Finely Crafted

At level 15, you have learned what makes items worth more to the right buyers. You may make a DC 15 Dexterity check using your (tinkering tools) right before you finish a non-magical item. Upon failing, you tarnish the item making it worth 50% less. If you succeed, the item appears to be worth double what it is originally worth. You may not use Finely Crafted on an item more than once.

### Pied Piper

At 18th level, your trickery has reached new heights; you may use Pull a Fast One against as many targets as your Charisma modifier (minimum 2) at a time. In addition, you may use Finely Crafted against any previously made item after 4 hours of working with it. Doing this increases the tinkering check DC by 5.
Feats: Wood Elf Magic

Prerequisite: Elf (wood)

You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.
Backgrounds: Criminal

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

###### Equipment

A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

### Feature: Criminal Specialty

There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.

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### Feature: Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

### Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

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### Variant Criminal: Spy

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
Cleric: Jólnir, War Domain

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### War Preist

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: Jólnir'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 weapons.
Cleric: Ostara, Ambition Domain

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### Warding Flare

When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

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: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

### Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

### Potent Spellcasting

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

### Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Feats: Infernal Constitution

Prerequisite: Blessed Children

Lord Samhain's blood runs strong in you, unlocking a resilience akin to that possessed by the god himself. You gain the following benefits:

Increase your Constitution score by 1, up to a maximum of 20.

You have resistance to cold damage and poison damage.

You have advantage on saving throws against being poisoned.
Feats: Dragon Fear

Prerequisite: Dragonborn

When angered, you radiate menace. You gain the following benefits:

Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.

Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Feats: Master of Disguise

You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:

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

• You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.

• If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
Feats: Guardian of the Waves

Prerequisite: Genasi (Water)

You are attuned to the oceans and the deep places of the world, gracing you with powers. You gain the following benefits:

* Your Wisdom score increases by one.
* As an action, you give yourself a watery form that lasts for one round. While in this form, you can pass through another creatures space, however you cannot end your turn there. While in this form, you may also pass through gaps as small as 1 inch. You regain use of this ability after you finish a short or long rest.
* You can cast the *speak with animals* spell at will, however unless you gain it from another source you can only speak with creatures that can breath water, as well as dolphins and whales.
Geitlan

Racial Traits
 Horns
 Stable Footing
 Hardy
 Mountain Born
 Force of Will

### Physical Qualities

Geitlan are a race of half-human half-goat humanoids similar to Satyrs or Minotaur. They have goat-like heads, complete with horns and rectangular pupils. Their entire body is covered in coarse fur that comes in many different patterns and colors. They have humanoid torso and arms, but their legs are bent backwards and end in cloven hooves. Many have a short stubby tail, but it is not uncommon to lack one.

#### **Characteristics**

Committed, determined, gritty, gutsy, hardy, humble, quiet, robust, rugged, simple, stark, sturdy

#### **Male Names**

Amos, Barth, Dagon, Flint, Gershom, Jett, Kyanite, Lazarus, Mica, Onyx, Quartz, Rahm, Serpentine, Topaz, Yaakov

#### **Female Names**

Amethyst, Beres, Citrine, Diamond, Emerald, Gelilah, Hagar, Idra, Jacinda, Liba, Nira, Opal, Sapphire, Turquoise, Varda

### History of Geitlan

Geitlan are related to Satyrs, and just like them they are indigenous to Essapin, though they usually steer clear of civilized places as they prefer mountainous regions.
Feats: Tavern Brawler

Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

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

* You are proficient with improvised weapons.

* Your unarmed strike uses a d4 for damage.

* When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Myconid

Racial Traits
 Sun Sickness
 Nonverbal Magic
 Rapport Spores
 Pacifying Spores
 Hallucination Spores
 Meld
* You have advantage on the next saving throw you make in the next 24 hours.
* You can end one disease or one condition effecting you from among: blinded, deafened, paralyzed, or poisoned.
* You gain one inspiration point.

### Physical Qualities

Myconids come in all shapes and sizes, usually around the size of most humanoids, except for the Sovereign of a colony who is much larger and much more powerful. Their bodies vary from being to being, as diverse and unusual as their mundane fungus counterparts, an alien anatomy to any first time viewers of myconid physiology.

#### **Characteristics**

Cagey, distrustful, expansionist, harmonious, organic, pacifist, peaceful, secure, thoughtful, toxic, vile, wild

#### **Names**

Black Trumpet, Button, Chanterelle, Cremini, Enoki, Hedgehog, Maitake, Morel, Oyster, Porcini, Portobello, Reishi, Shiitake, Shimeji, Wood Blewit

### History of Myconid

Myconids come from Essapin, because of the abundance of fungi and the constant magic that is being used. Recently their numbers have been in decline because they're being harvested by Riley Alban.
Cleric: Aestas, Nature Domain

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### Acolyte of Nature

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

### Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

### Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

### Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

### 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 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

### Master of Nature

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Backgrounds: Entertainer

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.

###### Tool Proficiencies

Disguise kit, one type of musical instrument

###### Equipment

A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp

### Feature: Entertainer Routines

A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.

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### Feature: By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

### Suggested Characteristics

Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

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### Variant Entertainer: Gladiator

A gladiator is as much an entertainer as any minstrel or circus performer trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment-perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.
Feats: Linguist

You have studied languages and codes, gaining the following benefits:

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

* You learn three languages of your choice.

* You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Druid: Circle of Dreams

### Balm of the Bright Courts

At 2nd level, you become imbued with the blessings of the Blinding and Glimmering Courts. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain the expended dice when you finish a long rest.

### Hearth of Ice and Wind

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Frozen and Blustered Courts to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

### Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

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

### Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

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

You become stronger, gaining the following benefits:

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

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

* You count as if you were one size larger for the purpose of determining your carrying capacity.
Feats: Feral Striker

Prerequisite: Orc

When you hit someone, they had better stay down. You gain the following benefits:

* Your Strength score increases by one.
* When you reduce a creature to zero hitpoints with a melee weapon attack, you can make another melee weapon attack as a bonus action. If this attack hits, it does additional damage equal to your Strength modifier.
Feats: Light On Your Feet

Prerequisite: Tabaxi or Panthera

No matter how you fall, you always seem to be able to twist and land on your feet. You gin the following benefits:

* Your Dexterity score increases by one.
* You gain proficiency in Acrobatics.
* You do not take damage from falling 20 feet or less. When you do take damage from falling, you may reduce the damage by an amount equal to your level divided by 2.
Feats: Flail Mastery

The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits:

* You gain a +1 bonus to attack rolls you make with a flail.

* As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.

* When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Feats: Draconic Blessing

Either you or your ancestors received a boon from a chromatic dragon, granting you a spark of their power. You gain the following benefits:

* Your Charisma score increases by one. Choose one of the following draconic bloodlines. You gain the benefits associated with it:
* **Green:** You gain resistance to acid damage and learn the *acid splash* cantrip.
* **Blue:** You gain resistance to lightning damage and learn the *shocking grasp* cantrip.
* **Purple:** You gain resistance to poison damage and learn the *poison spray* cantrip.
* **Red:** You gain resistance to fire damage and learn the *produce flame* cantrip.
* **White:** You gain resistance to cold damage and learn the *ray of frost* cantrip.
Druid: Circle of Decay

### Decay Spells

Your link to death and decay grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Decay Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

#### **Decay Spells**

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### Undead Wild Shape

Starting at 2nd level, your wild shape reflects your devotion to death and decay. While in your beast form, your type is undead and you have the following traits:

* You gain darkvision out to a range of 60 feet.
* You are immune to poison, and cannot be poisoned.
* You don’t require air, food, drink, or sleep.

### Blightfire

Starting at 6th level, you gain access to the fireball spell, which becomes a druid spell for you, and doesn’t count against the number of spells you can prepare each day. When a beast or plant takes damage from your fireball, the creature takes extra necrotic damage equal to your wisdom modifier + half your druid level (minimum 1).

### Touch of Decay

When you reach 10th level, when you reduce a creature within 30 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier (minimum of 1 temporary hit point).

### Plague

At 14th level, as an action, you can project an aura of disease. Each creature within 30 feet contracts a disease of your choice. All saving throws associated with the disease are made against your druid spell save DC.

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

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

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

* You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

* You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

* When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Human

Racial Traits
 Skills
 Feat.

### Physical Qualities

With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blonde (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

#### **Characteristics**

Adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, tolerant, unintelligent

#### **Male Names**

Alek, Brandis, Donn, Drew, Erik, Gregg, Jonn, Kris, Marc, Pieter, Regdar, Quinn, Samm, Thom, William,

#### **Female Names**

Ana, Cassi, Eliza, Gwenn, Jenn, Kat, Keira, Prager, Luusi, Mari, Mika, Miri, Stasi, Shawna, Zanne

### History of Humans

Humans started in Kygan but when there was a severe drought and a land bridge formed they quickly spread to Farltiff then from there to the rest of Huldain.

### Notable Humans

Beneezer Crumb, Breyson Ankou, Dayton Zorris, Devin Stakkars, Gorsnib Kedwach, Lee Carver, Lou Shipman, Jules Hardin, Silas Green, Welles Carter
Feats: Athletic Perfection

Prerequisite: Goliath

The time spent competing with your peers has helped to shape your body to a near perfect state.You gain the following benefits:

* Your Strength or Dexterity score increases by one.
* You gain proficiency in Stealth, Acrobatics or Sleight of Hand.
* You have advantage on Athletics checks made to throw objects or small creatures.
Backgrounds: Cloistered Scholar

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Huldain's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home – not to abandon it, but to quest for new lore to add to its storehouse of knowledge.

The most well known of Huldain's fonts of knowledge is the College of Entravia. The great university is always in need of professors and teachers, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of the College of Entravia's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.

Perhaps instead you were taken in by the scholars of Nicholas' Workshop or the great library in Cautela, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the very few who aid Daabin Library, helping to catalogue and maintain records of the information that arrives daily from across Huldain.

###### Skill Proficiencies

History, plus your choice of one from among Arcana, Nature, and Religion

###### Equipment

The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp

### Feature: Library Access

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.

### Suggested Characteristics

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

Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth – perhaps as a worthy goal in itself, or maybe as a means to a desirable end.

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Backgrounds: Sage

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

###### Equipment

A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

### Feature: Specialty

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

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### Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

### Suggested Characteristics

Sages arc defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly – sometimes in its own right, sometimes as a means toward other ideals.

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