recursal/Fanatic-Fandom huggingface dataset:
Cleric: Aestas, Grave Domain

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### Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

### Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

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

### Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

### Sentinel at Death's Door

At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

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

### Potent Spellcasting

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

### Keeper of Souls

At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.
Feats: Relentless Endurance

Prerequisite: Orc

An anger burns within you, and it won't let you die. You gain the following benefits:

* Your Constitution score increases by one.
* When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
Coyouin

Racial Traits
 Natural Hunter
 Frenzy
 Blood Lust
 Shark's Bite

### Physical Qualities

The Coyouin can be categorized simply as anthropomorphic shark-people. They are always humanoid in body shape, if a little better built thanks to being natural predators. Their entire body is covered in skin similar to that of a shark. Their heads are also that of a shark's. Their eyes can vary greatly in color. Sometimes in a standard array of blues, browns and greens, but also sometimes in odd colors of violet, pink and yellow. Decorating their backs are dorsal fins much like a shark's. But they don't have a tail or fins, but webbed fingers.

#### **Characteristics**

Agile, astute, docile, erratic, fierce, formidable, intimidating, pioneer, retentive, solitary, strategic, threatening

#### **Names**

Aurau, Bernu, Basuel, Flauwil, Gaullen, Genuva, Ittugen, Klotun, Lausunne, Luucerne, Luguno, Maergus, Nyun, Surnan, Zuricuh

### History of Coyouin

The Coyouin are much like the Orcs of the outer islands of Huldain, though they aren't in clans but prefer to go solo.
Orc

Racial Traits
 Aggressive
 Menacing
 Powerful Build

### Physical Qualities

Orcs usually have grayish skin, coarse hair, stooped postures, low foreheads, large muscular bodies, and porcine faces that feature lower canines that resemble boar tusks. Many also have wolf-like ears that are pointed on the ends, similar to elves. Orcs are roughly the same size as humans and other similar humanoids, though usually robust and muscular.

#### **Characteristics**

Barbaric, bloodthirsty, dominant, fiery, greedy, grotesque, merciless, powerful, rebellious, savage, voracious, wretched

#### **Male Names**

Alog, Gomatug, Guarg, Jughog, Parfu, Routhu, Slodagh, Snakha, Varbuk, Verthag, Xago, Yamarz, Yar, Zorfu, Zunuguk

#### **Female Names**

Bashuk, Bolar, Borba, Dulug, Gashnakh, Ghak, Gul, Homraz, Lash, Mogak, Murob, Ugak, Urog, Ushug, Yotul

### History of Orcs

Orcs live on the outskirts of Farltiff because of their aggressive nature and inability to be reasoned with. This has granted them some pleasure such as not being affected by Candon Cornellius' ruling.
Feats: Aspect of Dread

*Prerequisite. Awakened Undead (Skeleton)*

You gain the following benefits.

* You gain resistance to necrotic damage.
* You are immune to the frightened condition.
* ***Hellfire.*** You may cast the *fireball* spell once with this trait without componets, regaining the ability to do so after you complete a long rest. Charisma is your spellcasting modifier for this spell.
Grung

Racial Traits
 Amphibious
 Slippery
 Standing Leap
 Poisonous Skin
 Swallow

### Physical Qualities

Grungs are essentially overgrown frogs that managed to learn to speak, walk upright, and wear clothes. It is immediately apparent to anyone visiting a Grung village that there really is no standard look for a Grung, except that they are frog-like. The clan has amazing physical diversity, which has proven an enigma to scholars who study the Grungs. A Grung’s form can be patterned after tree frogs, toads, bullfrogs, and can have just about any sort of coloring, spots, stripes, bumps, or superficial differences that make each individual a little different from the other. Despite their prolific variety, Grungs do have a few things in common. All Grungs have three fingers and one thumb on each hand. Their webbed feet enable them to be excellent swimmers. They have extremely muscular legs, which aid in swimming and jumping.

#### **Characteristics**

Adaptive, aware, cultured, euphoric, fanatical, hopeful, obsessive, optimistic, passionate, robust, unstable, wild

#### **Names**

Beb, Erg, Gahg, Galf, Ja, Lurt, Mahl, Mog, Nak, Narg, Pasht, Slark, Snurk, Sook, Toog

### History of Grungs

Grung come from the Marave Marsh of Essapin and for a long time were the only inhabitants until the Drow showed up.
Feats: Spear Mastery

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:

* You gain a +1 bonus to attack rolls you make with a spear.
* When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
* You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
* As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
Backgrounds: Outlander

You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

###### Equipment

A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

### Feature: Origin

You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

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### Feature: Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

### Suggested Characteristics

Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

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Backgrounds: Urchin

You grew up on the streets alone, orphaned, and poor, You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.

You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

###### Equipment

A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

### Feature: City Secrets

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

### Suggested Characteristics

Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life and maybe get some payback on all the rich people who treated them badly.

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Feats: Second Chance

Prerequisite: Halfling

Fortune favors you when someone tries to strike you. You gain the following benefits:

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

When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.
Feats: Make-Do Attitude

Prerequisite: Tortle

You've learned to survive and craft basic tools and weapons from only what you can scavenge. You gain the following benefits:

* Your Wisdom score increases by one.
* You gain proficiency with one of the following: woodcarvers tools, weavers tools, herbalism kit
* During a short or long rest, provided you have access to an appropriate crafting material (ie. wood, vines, etc) you can make one of the following: a fishing pole, a club, a net, a blow gun or 10 blowgun darts. To do this you require appropriate tools (ie. Woodcarvers) or a dagger.
Feats: Gourmand

You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

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

* You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

* As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.

* During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
Backgrounds: Courtier

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.

You might have been one of the many functionaries, attendants, and other hangers-on in the Lord's Court, or perhaps you traveled in Essapin's sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Kygan, or you might have grown up in and around the castle of Talpa.

Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

###### Equipment

A set of fine clothes and a pouch containing 5 gp

### Feature: Court Functionary

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

### Suggested Characteristics

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

The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.

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Feats: Orcish Fury

Prerequisite: Half-orc

Your fury burns tirelessly. You gain the following benefits:

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

When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.

Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Fighter: Champion

### 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.
Feats: Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Halfling

Racial Traits
 Lucky
 Brave
 Halfling Nimbleness

### Physical Qualities

Standing about 3 feet tall, Halflings appear relatively harmless and so have managed to survive for centuries in the shadows and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.

#### **Characteristics**

Acrobatic, chill, content, humble, light, modest, nimble, party lovers, relaxed, reveler, simple, straight foward

#### **Male Names**

Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed

#### **Female Names**

Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena

### History of Halflings

The halflings originate from Kygan and they haven't really left, they like their homeland too much and can't be bothered to leave. They are natives of Kygan but according to the history books they aren't and no **Halflings** knows the books are wrong or really cares. The elves who rewrote their history are good to the halflings and they have brought new inventions so the halflings are fine with being called refugees.

### Notable Halflings

Edith Neema, Elio, Julie Dai, Peter Neema, Rohith Wenrin, Thems, Zahra Dalilah
Feats: Perceptive

You hone your senses until they become razor sharp. You gain the following benefits:

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

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

* Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear
Feats: Barbed Hide

Prerequisite: Blessed Children

One of your ancestors was bestowed a gift by Lord Samhain. Barbs protrude from your head. You gain the following benefits:

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

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

As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
Feats: Bountiful Luck

Prerequisite: Halfling

Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter. You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortune's favor!

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

When you use this ability, you can't use your Lucky racial trait before the end of your next turn
Feats: Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

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

* You always know which way is north.

* You always know the number of hours left before the next sunrise or sunset.

* You can accurately recall anything you have seen or heard within the past month.
Baketako

Racial Traits
 Squeeze
 Suction Cups
 Natural Explorer
 Underwater Camouflage
 Ink

### Physical Qualities

A Baketako has a humanoid body that is covered in slippery skin, that can range in color from green to purple. Their head is the same as a normal octopuses head and their arms and legs are long tentacle like limbs.

#### **Characteristics**

Apprehensive, bright, crafty, deceitful, intelligent, jumpy, malleable, persistent, practical, resilient, sociable, skittish,

#### **Male Names**

Ocean, Oceanus, Octave, Octavian, Octaviano, Octavien, Octavio, Octavius, Otey, Otha, Othello, Othenius, Othmar, Otho, Othon

#### **Female Names**

Océane, Oceanina, Oceanna, Oceanne, Ocie, Octavia, Octaviana, October, Otelia, Otha, Othwyn, Otilia, Ottaline, Ottavia, Otterly

### History of Baketako

Baketako are the ancestors of Illithids and they live around the outer islands of Huldain.
Failed Caidyn

Racial Traits
 Versatile Molds
 Adehesive
 Amorphous
 Ooze Nature
 Dilution

### Physical Qualities

Failed Caidyn are entirely composed of a gelatinous substance, that takes on a roughly humanoid form. Unfortunately for the other races, they have the ability to change this rough form with relative ease. As such, it can be very hard to keep track of the same Failed Caidyn for more than a few days. It is known that the intelligence of a Failed Caidyn is said to govern the accuracy of their humanoid form. A Failed Caidyn with 10 Intelligence for example might be rough, slimy and not quite look right, whereas a Failed Caidyn wizard with 20 Intelligence may look exactly like any human but with smooth, semi-transparent, colored skin.

#### **Characteristics**

Alien, cold, deadly, deep, filthy, nasty, slimy, slow, sticky, treacherous, tricky, vile

#### **Male Names**

Acid, Barley, Beer, Blood, Ethanol, Ink, Lard, Mercury, Oil, Rum, Tar, Vinegar, Water, Wax, Yogurt

#### **Female Names**

Apple Sauce, Butter, Caramel, Cider, Coffee, Cream, Eggnog, Hot Chocolate, Juice, Milk, Molasses, Soap, Syrup, Tea, Wine

### History of Failed Caidyn

Ms. Claws wanting to impress her father, Jólnir, studied tirelessly to create life. She did just that and the Caidyn were born. But it wasn't just that easy, she tried and failed many times and these failures still have sentience. Though they couldn't hold a solid form like Ms. Claws wanted and so she discarded them and for this the Failed Caidyn have never forgiven her. Now they just try and go about their day best they can.
Feats: Fell Handed

You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

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

* Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can also knock the target prone if the lower of the two d20 rolls would also hit the target.

* Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.

* If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield
Monk: Way of Mercy

### Hands of Healing

At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending its ki cost.

### Hands of Harm

At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die. If the creature is incapacitated or poisoned, the creature instead takes necrotic damage equal to three rolls of your Martial Arts die instead. You can use this feature only once on each of your turns.

### Noxious Aura

Starting at 6th level, as a bonus action, you spend 1 ki point to turn your ki into an aura of toxic miasma. The aura extends 5 feet from you in every direction, but not through total cover. It lasts for 1 minute, until you’re incapacitated, or you dismiss it (no action required).

While your aura is active, ranged attacks have disadvantage against you. Any other creature that starts its turn in the aura must succeed on a Constitution saving throw or become poisoned until the end of your next turn and take poison damage equal to your Wisdom modifier (minimum of 0 damage).

### Healing Technique

Starting at 11th level, your skill in manipulating your ki to heal increases. When you restore hit points to a creature using your Hands of Healing, you can also end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned.

### Healing Technique

By 17th level your mastery of life energy opens the door to the ultimate respite technique. As an action, you can touch a creature, expend 4 ki points, and force the creature to make a Constitution saving throw (a creature can willingly fail this save). Unless the save succeeds, the creature enters a state of suspended animation for a number of days equal to your monk level or until you end the effect early (no action required). During this time, the creature is paralyzed, has immunity to all damage, and any curse, disease, or poison affecting it is suspended. The creature appears dead to all outward inspection and to spells used to determine the creature’s status.

You can have only one creature under the effect of this feature at a time.
Feats: Everybody's Friend

Prerequisite: Half-elf

You develop your magnetic personality to ease your way through the world. You gain the following benefits:

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

You gain proficiency in Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
Cleric: Lord Samhain, Death Domain

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### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

### Reaper

At 1st level, you learn one cantrip of your choice from the necromancer spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

### Channel Divinity: Touch of Death

Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

### Inescapable Destruction

Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Improved Reaper

Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
Kobold

Racial Traits
 Grovel, Cower and Beg
 Pack Tactics
 Sweet Immunity:
 Sunlight sensitivity

### Physical Qualities

A Kobold Is a reptilian humanoid with scaled skin between reddish brown and black in color and burnt orange to red eyes. Their legs are sinewy and digitigrade. They have long, clawed fingers and a jaw like a crocodile. Small white or tan horns protrude from their head, and they have rat-like tails. They often smell of wet dog and stagnant water. Kobolds like to wear red or orange garments, which are usually ragged.

#### **Characteristics**

Angry, crafty, creepy, dirty, evasive, fierce, hidden, incessant, persistent, scattering, tiny, wily

#### **Names**

Evna, Gilte, Givi, Gulgu, Hig, Huhri, Hurn, Mahlu, Nas, Nit, Sigs, Sneks, Snerbo, Tis, Zirn

### History of Kobolds

Kobolds are direct descendants of dragonborn, they are just dragonborn who decided to escape civilization by going underground. They mainly live in Farltiff and Kygan but packs of them have been know to travel to Essapin and Norfvice for food.
Backgrounds: Soldier

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company.

###### Equipment

An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

### Feature: Specialty

During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

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### Feature: Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

### Suggested Characteristics

The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

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Canus

Racial Traits
 Keen Hearing and Smell
 Dog's Bite
 Quick Learner
 Using Your Nose
 Natural Hunter
 Pack Tactics
 Superior Tracking

### Physical Qualities

Canus resemble a cross between cani and humans. Most have the bodies of a human with the head of a canine, and from a distance resemble a dog standing on it's hind legs. There are two common types of Canus, the standard Canus (who tend to resemble breeds of dogs, such as german shepherds and terriers) and the wilder wolf Canus (who tend to resemble wolves). They get on together fairly well, and either variant is capable of producing the other when mating.

#### **Characteristics**

Brave, exhuberant, faithful, ferocious, friendly, high-spirited, lively, loyal, obedient, playful, protective, vicious

#### **Male Names**

Atticus, Bhangi, Bijou, Biryuk, Dredd, Freud, Gullivar, Jake, Maverick, Oliver, Rider, Stoli, Willoughby, Wulfgar

#### **Female Names**

Ariel, Chutzpa, Cinder, Fanteriso, Guinevere, Jezebel, Lycaon, Nina, Otsoa, Petrarch, Roxanne, SkirkiKi, Waya, Wraithmaw, Yaya

### History of Canus

Canus originally only had a wolf like form that resided in Farltiff but after an Essapin upper class citizen thought one looked "cute", years of forced breeding and training have resulted in Canus dogs who are loyal servants to Essapin Elites.
Feats: Lazy Brute

Prerequisite: Bugbear

The sooner you get done dealing with your foes, the sooner you can go back to sleep. You gain the following benefits:

* When you roll a critical hit on a melee weapon attack, you can roll one additional damage dice.
* If you spend all of a short rest sleeping, you gain temporary hit points equal to your proficiency bonus + half your level (rounded down).
Feats: Squat Nimbleness

Prerequisite: Dwarf or a Small race

You are uncommonly nimble for your race. You gain the following benefits:

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

Increase your walking speed by 5 feet.

You gain proficiency in the Acrobatics or Athletics skill (your choice).

You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Feats: Athlete

You have undergone extensive physical training to gain the following benefits:

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

* When you are prone, standing up uses only 5 feet of your movement.

* Climbing doesn’t cost you extra movement.

* You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Backgrounds: Folk Hero

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

###### Tool Proficiencies

One type of artisan's tools, vehicles (land)

###### Equipment

A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

### Feature: Defining Event

You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

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### Feature: Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

### Suggested Characteristics

A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

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Feats: Quick Fingered

Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

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

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

* As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something o someone else, conceal an object on a creature, lift a purse, or take something from a pocket
Fighter: Monster Hunter

### Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.

### Combat Superiority

When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.

***Superiority Dice.*** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

***Using Superiority Dice.*** You can expend superiority dice to gain a number of different benefits:

• **Precision Attack.** When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.

• **Sharpened Attack.** When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.

• **Sharpened Senses.** When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.

• **Superior Willpower.** When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.

### Hunter's Mysticism

At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast Detect Magic as a ritual. You can cast Protection from Evil and Good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells.

In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.

### Monster Slayer

At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.

### Improved Combat Superiority

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

### Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
Feats: Mage Slayer

You have practiced techniques in melee combat against spellcasters, gaining the following benefits.

* When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

* When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

* You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Feats: Actor

Skilled at mimicry and dramatics, you gain the following benefits:

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

* You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Barbarian: Path of the Juggernaut

### Thunderous Blows

Starting when you choose this path at 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.

### Stance of the Mountain

You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.

### Demolishing Might

Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.

### Overwhelming Cleave

Upon reaching 10th level, you wade into armies of foes, great swings of your weapon striking any who threaten you. When you make a weapon attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

### Unstoppable

Starting at 14th level, you can choose to become unstoppable when you enter a rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion.
Feats: Expert Mimic

Prerequisite: Kenku

You have spent so long copying others, it's second nature to you now. You gain the following benefits.

* You gain proficiency with two of the following: thieves' tools, forgery kit, calligraphy tools and painter's tools
* During a long rest, you can spend time observing a willing ally. From this, you can mimic their proficiency in a specific skill or tool, gaining proficiency in this skill until the end of your next long rest, or until you use this feature again.
Feats: Leader of the Pack

Prerequisite: Tabaxi or Panthera

You have a magnetic personality, and cats always seem to look to you for guidance. You gain the following benefits:

* You Charisma score increase by one.
* You have advantage on Animal Handling checks made with feline creatures.
* Once per long rest you may cast the *find familiar* spell as a ritual. Unless you gain this spell from another source, when you cast it this way you can only target a cat.
Feats: Wonder Maker

Prerequisite: Nicholas' little helper gnome

You master the tinker techniques of your people. You gain the following benefits:

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

When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.

When you make a device with your Tinker trait, you have the following additional options for what you make:

Alarm: This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.

Calculator: This device makes doing sums easy.

Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.

Timekeeper: This pocket watch keeps accurate time.

Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour
Feats: Acrobat

You become more nimble, gaining the following benefits:

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

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

* As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.
Cleric: Jólnir, Protection Domain

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### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

### Shield of the Faithful

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

### Channel Divinity: Radiant Defense

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.

As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

### Blessed Healer

Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level.

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

### Indomitable Defense

At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.

As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.