recursal/Fanatic-Fandom huggingface dataset:
School of Rock

There are some among bards that use their words to embolden the allies around them, their blade unsheathed to do battle with hideous foes. Some turn combat in their favor by entrancing and enchanting the ones before them, in hopes to bypass a bloody end altogether. Still others use their knowledge of the subtle arcane nature of the world to their advantage, plucking what they must from the air as pieces of history, enabling them to better face the future.

However, there are fewer still that use these sounds that strengthen as the weapon itself. Amplified to unfathomable degrees, the Bard belonging to the School of Rock makes sure that every soul is rattled by the volume of tales that they tell and weave. Mighty is their song, and powerful is their instrument, a single strum renewing vigor within even the most disheartened of allies. They only meet to perform songs together for many to see and sing their praises, the prospects of fortune just as rewarding to them as being a part of stories of glory. The only thing more sacred to a Bard of Rock than their instrument of choice is the sacred bond of fellow band members and adventurers that stick with them through thick and thin.

### Amplitude

At 3rd level when you choose this college., your ballads are so loud, even those without hearing feel its impact. You ignore the requirement of spells and abilities needing the target to hear you. Additionally, spells with only verbal components cause the target(s) to make their saving throws at disadvantage.

### Power Chord

At 3rd level, you have mastered unconventional music techniques. Once per long rest, as an action you may expend a bardic inspiration die and choose any number of allies within 30 feet. Each creature gains access to one of your bardic inspiration dice until the end of your next turn. At 5th level, you can use Power Chord once every short or long rest.

### Mosh Pit

At 6th level, your performances become so jarring, destroying things around you turns second nature. You add your charisma modifier any time you deal thunder damage.

Additionally, you become proficient in attacking with your instrument. Your instruments have a 20/60 range, the two-handed property, deal 1d6 thunder damage, and use your Charisma modifier for attack and damage rolls. If you make a melee attack with the instrument, it deals an extra 1d6 bludgeoning damage.

### Battle of the Bands

At 14th level, you learn how to masterfully overpower other voices on the battlefield. Whenever you take the countercharm action, you gain the following benefits:

• Its effect lasts an extra round.

• Allies have advantage on saving throws against spells with verbal components.

• As a reaction, you can expend and roll one of your bardic inspiration dice to add to an ally's saving throw or AC against a spell or attack, but only if the ally is under the effects of countercharm.
Cầu Nhật Lệ 1

**Cầu Nhật Lệ** (còn được gọi là **cầu Nhật Lệ 1**) là một cây cầu bắc qua sông Nhật Lệ tại thành phố Đồng Hới, tỉnh Quảng Bình, Việt Nam.

## thông tin

### khánh thành

2004

Cầu nằm ở trung tâm thành phố Đồng Hới, nối liền phường Đồng Hải với xã Bảo Ninh.

Cầu Nhật Lệ có chiều dài 635 m, gồm 15 nhịp, mặt cầu rộng 12 m. Tĩnh không thông thuyền của cầu rộng 50 m, cao 7 m.

Công trình được khởi công xây dựng vào năm 2002 và thông xe kỹ thuật vào ngày 17 tháng 8 năm 2004.

# Lịch sử

Đứng trên cầu nhìn về phía cửa sông, tôi chợt nhớ lại mùa hè năm 1977. Lúc ấy, tôi cùng đứa bạn trong xóm đi chở than đá cho HTX ở quê. Bãi tập kết than đá ngay bên tháp Tam Tòa đổ nát sau chiến tranh ở thị xã Đồng Hới. Từ Lệ Thủy theo dòng Kiến Giang về đến đây thì đã xế chiều, hai đứa đẩy đò lên bờ rồi dạo chơi thị xã. Một hồi sau, quay lại bến than thì không thấy đò đâu. Hoảng quá, nhưng cũng đoán được đò bị gió thổi dạt sang phía bờ Bảo Ninh.

Năm 2002, công trình xây dựng cầu Nhật Lệ 1 được khởi công. Cầu có chiều dài 636m, rộng 12m, dầm bê tông cốt thép dự ứng lực, tải trọng H13. Đây là chiếc cầu có khẩu độ dài nhất so với các cầu trên địa bàn tỉnh ta. Sau 3 năm thi công, đến năm 2005, cầu được khánh thành đưa vào sử dụng, nối trung tâm thành phố Đồng Hới với xã Bảo Ninh, tạo điều kiện thuận lợi cho việc phát triển du lịch nghĩ dưỡng, tắm biển, là một trong những mũi nhọn ưu tiên phát triển của nền kinh tế tỉnh nhà.

Sáng 17-8, UBND tỉnh Quảng Bình tổ chức lễ thông xe kỹ thuật cầu Nhật Lệ, nối liền xã bán đảo Bảo Ninh – quê hương của mẹ Suốt anh hùng - với thị xã Đồng Hới.

Cầu Nhật Lệ dài 635m gồm 15 nhịp, trong đó có một nhịp thông thuyền rộng 50m với chiều cao 7m; mặt cầu rộng 12m. Cầu Nhật Lệ thông xe là niềm mong ước từ lâu của hơn 8.000 người dân xã Bảo Ninh; đưa vùng biên và những bãi tắm khá đẹp ở Bảo Ninh, cũng như khu du lịch sinh thái Mỹ Cảnh (sắp được đưa vào sử dụng), đến gần với Đồng Hới.

# Cầu Nhật Lệ 2

**Cầu Nhật Lệ 2** là một cây cầu bắc qua sông Nhật Lệ tại thành phố Đồng Hới, tỉnh Quảng Bình, Việt Nam
Cầu Nhật Lệ 2 được xây dựng với kết cấu nhịp chính dây văng (gồm hai nhịp đối xứng, mỗi nhịp dài 150 m) và các nhịp dẫn bằng bê tông cốt thép dự ứng lực. Cầu có chiều dài 512,9 m, bề rộng mặt cầu là 23,6 m, đáp ứng bốn làn xe lưu thông. Trụ tháp dây văng của cầu được thiết kế dạng chữ A bằng bê tông cốt thép, cao 97,5 m tính từ đỉnh bệ trụ, dây văng được bố trí theo hình rẻ quạt.

Thi công
F-Glint

F-Glint is a skill used exclusively by monsters.

**Description**: *It deals medium physical and magical fire damage and removes your Elemental Blight. Can only be used when you are affected by Fire Blight, and is the only skill you can use while affected by Fire Blight.*

### Used By:

* Water Mirror

Note: skill does not have in-game description.
Eskayan

Because of your shared background to the Feywild, you share some characteristics with other Eskayans.

***Ability Score Increase.*** Your Dexterity and Charisma score increases by 1, and two ability scores of your choice increase by 1.

***Age.*** Eskayan mature at the same rate as humans but live for about twice as long.

***Alignment.*** Eskayans embody some of the remaining chaotic energy that stemmed from the Feywild. While there are certainly exceptions, most are either far on the side of good or evil.

***Size.*** Eskayan are either the same height and weight as an elf or a half-elf. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** The most prevalent trait of your ancestors is your ability to see in near pitch black conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

***Natural Artisan.*** You gain proficiency in two tools of your choice.

***Skill Versatility.*** You gain proficiency in two skills of your choice.

***Languages.*** You can speak, read, and write Common, Elvish, and one other language of your choice.
Main Page

**Welcome to the Wiki Tỉnh quảng bình!**

## **Câu nói**

*'Xây dựng lại quê hương Quảng Bình là nguyện vọng tha thiết của cán bộ và nhân dân tỉnh ta.''*

Chĩ thị Số: 02 / CT-UB *ngày 25 tháng 7 năm 1989*
## Nội Dung

Phần Giới thiệu về wiki

Wiki Tỉnh quảng bình:Danh sách Thể loại

Danh sách Tòa nhà cao nhất tỉnh Quảng bình

Danh sách các Di tích - Công trình Cổ tỉnh Quảng bình
Wechuge

*"The creature stood 7 feet tall, 8 including the antlers. While the cold wind bit at each of our forms, the moose-man's fur seemed unaffected by the ice flurrying around us. It lumbered with a stick half the width of a tree trunk and as long as one of us strapped to its back. I'm sure each of the explorers on my team believed we were about to die at the hands of the legendary Wendigo.*

*Instead, the creature pulled the stick from behind him, placed it into the snow like a walking aid, and said, "Humans blind." We were too weak from the cold to disagree, and too familiar with the possibility of frostbite to say thank you after he led us back to camp."*

--Aliander Forthwit, Haste Exploration Analytics Team

### Unbreakable

While most races could hardly withstand the harsh cold of Caesieva for more than 24 hours, the Wechuge live with it for their entire lives. Strengthened by the bitter winds and wisened by the unforgiving wilderness, the Wechuge people practice their culture without worry of the coming winds. They are resilient, steadfast against obstacles, and resolute in their ways. Though time may change, their mannerisms and spiritual connections do not have to, even after the Lightfall.

### Dreaded Wendigoes

Though they are mostly passive people, the Wechuge are often mistaken for the legend of the Wendigo. The nightmarish creature is told as folklore to children, a story of a moose-headed beast that eats others for sustenance. While the only similarity to them is appearance, Wechuge find themselves victimized and threatened by those that find them dangerous. They are adamant about not being called such, but have named a local plant in the honor of the story.

### Wechuge Traits

Your wechuge character will find a few common characteristics amongst tribes.

***Ability Score Increase.*** Your Wisdom score increases by 2, and your Constitution score increases by 1.

***Age.*** Wechuge age a bit slower than humans, reaching maturity around 25, and generally live until they're 150.

***Alignment.*** Wechuge typically believe firmly in their tribe's ideals, treasuring nature and life above individual desires. Though their nomadic ways can be twisted as chaotic, their routes are on controlled schedules and paths. They are normally lawful good or lawful neutral.

***Size.*** Wechuge usually stand between 6 and 7 feet, and weigh upwards of 500 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Favored Spirit.*** As a reaction, you can add your proficiency bonus to any attack roll or ability check made within 30 feet of you (including yourself). You regain the use of this ability on a short or long rest.

***Ancestral Knowledge.*** You can cast the *guidance* cantrip at will.

***Ramming Speed.*** You have advantage on ability checks to shove a creature or object, and can push the target up to 10 feet on a success instead of the normal 5 feet.

***Thick Mantle.*** Your thick coat of fur helps you survive in cold conditions. Additionally, your body is used to living at high altitudes.

***Languages.*** You can speak, read, and write Common and Giant.
Ratfolk

**Ability Score Increase**: Your Dexterity score increases by 2 and your Intelligence score increases by 1.

**Age**: Ratfolk live until they’re about 40.

**Alignment**: Coming from a past strife with food shortages and in-fighting, ratfolk are usually chaotic, though they do not lean towards either good nor evil.

**Size**: Ratfolk have small statures for their tight living spaces, and only sometimes get to be above 4 feet. You are small.

**Speed**: Your base walking speed is 25 feet.

**Darkvision**: Accustomed to the tunnels underground and the darkness of sewers, you are used to no lights being present. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of gray.

**Refined Palate**: Your familiarity with alchemy of all sorts and less than savory dishes has granted you the ability to discern even miniscule changes in taste. As an action, you can identify potions by simply smelling it. Additionally, you can tell immediately if anything you ingest is poisonous and are able to eject it before being subjected to any saving throw or damage unless you swallow it willingly.

**Packrat**: You are treated as a size category larger when determining carry weight limit. Additionally, when you attack an enemy when an ally is within 5 feet of them, you may give yourself advantage. You can use this a number of times equal to your Dexterity modifier (minimum 1), regaining uses after a long rest.

**Incisors**: Your teeth are long and sharp, and made to gnaw through nearly anything. You can use your incisors to make unarmed attacks. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice). Additionally, given time, you can chew through anything weaker than stone, and you have a burrowing speed of 10 feet.
Tsymphon homebrew Wiki

A hub to find all the homebrew materials developed by tsymphon. Feel free to use anything here in your own games, and tweak them as you see fit. If you have feedback, feel free to leave comments on wanted changes.

*Use the below links to navigate quickly to the page that you would like:*

* Classes
* Subclasses
* Races
* Subraces
* Feats
* Spells
* Crafting Materials
* Plants and Herbs
Уютный Багажник

**Уютный Багажник** - новосибирец, новорег,

но при этом опытный щитпостер, 35 лет. [1]

Сангвиничный сангвино-холеричный и напористый пользователь.

Имеет навыки в неакадемическом изобразительном искусстве.

Оппозиционер Вахтёру и находится с ним с напряженных отношениях.

Рыжеволосый бородатый сибиряк.

Любимым занятием является посев флуда и разжигание срачей с пользователями, например, с тем же пользователем Дыня.
Path of the Silent

Though most barbarians show their rage through passionate battlecries and violent strikes, some have a quiet fury boiling inside of them. Normally gentle or shy, a foe quickly realizes that they should beware the wrath of a quiet warrior.

The Silent are commonly those that have learned to control their intense anger and attempt to constructively use this destructive force. Some may temper their resolve just enough to maintain a level head, while others will use the violent urges to strengthen their surgically precise attacks.

### Quelled Fury

Starting when you choose this path at 3rd level, when you enter your rage, your anger becomes subdued, turning the fury inside into an intense focus. Until the rage ends, when you hit a creature with a melee weapon attack, you may choose to put one of several marks on them. The marks are listed below, and each last until the end of your next turn. You cannot put a mark on a creature that already has one.

**Cripple.** Striking pressure points and sensitive areas, the enemy struggles to respond to your blows. The creature receives a -2 to their next attack roll before the mark fades. This penalty increases by an additional -2 for each hit after the first.

**Debilitate.** Aiming at joints of the opponent, they will not be able to attack with as much force. A creature marked deals decreased damage on their next hit before the mark fades. This decrease is equal to half of the damage dealt by the attack that applied the mark. You cannot place this mark on more than one creature at a time.

**Scatter.** You analyze the defenses of the enemy, allowing you to better overcome future defenses. For each creature with a Scatter mark, your attacks gain a +2 to accuracy.

**Weak Point.** You expose a critical weakness in an opponent's defenses. When you hit a creature marked with this, they take additional damage equal to your rage bonus.

### Outburst

At 6th level, you learn how to let out your pain and destruction in quick bursts. While you are raging and you hit a creature, you can choose to end your rage. If you do this, the hit is an automatic critical hit. Additionally, you cannot rage again for one minute. During this time, your first hit each turn still deals additional damage equal to your rage bonus.

### Controlled Breathing

At 10th level, your intense focus against your enemies hones in, and you are able to eliminate openings against you. When you use Reckless Attack, the first creature you hit does not have advantage on attacks against you unless they gain it from another source. If you hit the same creature more than once while benefitting from Reckless Attack, the creature has disadvantage on their next attack roll.

### Expert Exploit

At 14th level, your ability to control your rage hits a fever pitch, and you use it to deliver precise blows. You can now apply two marks simultaneously with one attack a number of times equal to your proficiency bonus. You regain all uses after a short or long rest.
Faun

***Ability Score Increase.*** Your Charisma score increases by 2, and your Dexterity score increases by 1.

***Age.*** Whedabra mature at the same rate as their original race, but live for about half as long.

***Alignment.*** Their elven ancestry still influences their actions, causing them to bend towards chaos. They don't like rules, valueing individuality and freedom in much higher regard.

***Size.*** Whedabra are the same height and weight as their original race, but no small race is able to live through the struggle of Yaogil's corruption. Your size is Medium.

***Speed.*** Your base walking speed is 35 feet.

***Darkvision.*** Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

***Trickster.*** Once per long rest, when a creature within 30 feet (including yourself) attempts a Charisma check, you can force them to roll twice. You choose which result they use.

***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can't put you to sleep.

***Beguiling Manners.*** You are able to cast the Vicious Mockery cantrip at will. At 3rd level, you are able to cast Charm Person as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. At 5th level, you are able to cast Enthrall once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

***Languages.*** You can speak, read, and write Common and Sylvan.
Rakeno

**Ability Score Increase.** Your Dexterity score increases by 2 and your Charisma score increases by 1.

**Age.** Rakeno live until they’re about 60.

**Size.** Rakeno are low to the ground, similar to their vixen ancestry. They occasionally get taller than 4 feet, but average around 3 and a half feet tall. You are small.

**Speed.** Your base walking speed is 30 feet.

**Darkvision.** Your eyes are wide and sensitive, adapted to the dark underbrush of the jungle. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of gray.

**Articulate Hearing.** Your oversized ears are able to aim themselves quickly and accurately to sounds. You gain proficiency in Perception. Additionally, as long as you are not deafened, your Proficiency bonus is doubled for any Perception check.

**Quick of Foot.** When you use the disengage action, you may immediately move up to half your speed as part of the same action.

**Heat Dissipation.** Your natural physiology lets you keep cool in even the hottest environments. You are never treated as in a hot location for the purposes of water consumption, and you make checks against resisting hot temperatures with advantage.

**Sand Burrower.** You are able to shovel loose earth out of your way, making a quick hole to hide in or ambush from. As an action, you can burrow up to 10 feet in a direction of your choice. This does not count against your total movement this turn. If you hit anything harder than loose earth, you lose any additional burrow speed.
Island Dwarf

Island dwarves may have hailed from the hill dwarves, but they value very different skills on the Rioncha Archipelagoes. You may choose island dwarf as a subrace when you begin play as a dwarf. You gain the following benefits.

***Ability Score Increase.*** Your Charisma score increases by 1.

***Herbalist.*** You gain proficiency in herbalism kits and the Medicine skill. Additionally, once per long rest, you can create a *potion of healing*. If you make an additional *potion of healing* with this feature, the previous one becomes inert. At 11th level, you can make one *greater potion of healing* instead.
Apocrita

**Ability Score Increase:** Your Constitution score increases by 1.

**Age:** Apocrita age fairly quickly to about 13 years, and then live until they’re about 40.

**Alignment:** While most apocrita are lawful, based around the strict structure of a colony, some lean towards chaos. These would usually be the wasps, as they are solo creatures and are quick to anger.

**Size:** Apocrita range from anywhere between 4 feet and 6 and a half feet. Your size is medium.

**Speed:** Your base walking speed is 25 feet.

**Flight:** You have a flying speed of 30 feet.

**Buzz:** When you’re flying, you emit a low, droning buzz. You are unable to stealth to be unheard when you are flying.

**Darkvision:** Within the dark interiors of the hives and nested tunnels, apocrita have adapted to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of gray.

**Internal Compass:** You are able to easily navigate thanks to the hive’s necessity to locate food in times of distress. You always know the direction of true North and what time of day it is unless you’ve spent more than 8 hours underground.

### **Vespid**

**Ability Score Increase:** Your Dexterity score increases by 2.

**Paralyzing Sting:** You are able to employ a potent venom to victims, making them easier to dispatch. As a bonus action, you may make a special melee attack with your sting, which you are considered proficient with and has the finesse property. On a hit, the target takes 1d4 piercing, plus an additional 2d4 poison damage and must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failure, they are stunned until the end of their next turn.

### **Apis**

**Ability Score Increase:** Your Wisdom score increases by 2.

**Hive Mentality:** Apocrita have a fierce loyalty to others, whether it is of their kind or close allies. When an ally targets a creature, you can use a reaction to make an attack or cast a spell, as long as it takes an action, targeting the same creature. You can do this once, regaining its use after a short or long rest.
Through the Earth

***Through the Earth*** is a science film created by Max Fleischer while he was working at Bray Productions. The film was released on November 8, 1920. Although there is known to be a print currently in existence,1 the film has not yet been made available on the Internet.

## References

1. Pointer, Ray. "Max Fleischer Series." The Bray Animation Project. http://brayanimation.weebly.com/max-fleischer-series.html. 2011. Retrieved 20 March 2021.
Astrologist

### Stellar Reading

Starting at 2nd level, you search for the stars in the inky black and use them as a sign of hope. When you cast a spell or damage a creature with a cantrip, one creature of your choice affected by the spell gains a number of stars equal to the spell's level that orbit around them. These stars disappear after 1 minute or when they are consumed. If a creature dies when stars are orbiting them, the stars remain in the space that the creature died.

When you cast a spell, you can choose to consume stars or produce more, but not both.

You learn to do a few things with these stars. The options are listed below.

**Entropize:** When a creature within 10 feet of at least 1 star is forced to make a saving throw against a spell that you cast, you can consume any number of stars to reduce that creature's saving throw by 1 for each star consumed. You can do this before or after they roll.

**Align:** When you cast a spell while within 10 feet of at least one star, you can use a reaction to consume any number of stars within 10 feet of you to cast a spell with a level equal to half of the number of stars consumed or less. A cantrip is treated as if you were casting a 1st level spell. This additional spell does not create new stars but it can consume them.

### Star's Will

Starting at 6th level, the majesty of the cosmos find themselves in the details of every moment. When you consume stars to use Entropize or Align, choose one creature that the spell targets and roll 1d4 for each star consumed. The creature either takes necrotic damage or regains a number of hit points equal to the amount rolled.

### Light in the Void

Starting at 10th level, you become resistant to radiant and necrotic damage.

Additionally, as an action, you can cause your motes to flare with energy. You can move any number of stars to any creatures or points within 60 feet of you. The next time you consume stars, their efficacy is doubled; Star's Will deals an extra 2d4 damage per star, Entropize reduces the saving throw by 2 per star, and Align allows you to cast a spell with a level equal to the number of stars consumed rather than half.

Once you do this, you cannot do so again until you finish a short or long rest.

### The Cosmic Definition

Starting at 14th level, you begin to understand parts of the universe that make yourself feel infinitesimally small. When you generate a star with Stellar Reading, you can increase the number of stars on the creature or another creature within 60 feet by 1. You also can consume stars when choosing a target within 30 feet of a star rather than 10 feet.
Cinder Foothills

Cinder Foothills is the second floor of Infirenal Foretress. It is only available after the player reaches level 10.

## Monsters

* Cinder Eagle
* Giant Scorpion
* Giant Fire Beetle
* Slashing Ashy
* Ashen Harpy

### Bosses

* Sulfurean Golem
* Squig

## Materials

### Crafting

* Beetle Core
* Beetle Carapace
* Sulfur Crystal
* Squig Skin

### Cooking

* Sulfur Powder
* Scorpion Pincer
Xiiva Tabaxi

*"It's not often I find myself surprised when I'm wandering around far off villages. Imagine my face when a cat jumped from the water I was peering into. And not just any cat, a tabaxi, large enough to knock me down and leave me breathless. It growled at me for a moment, its eyes staring daggers into my own.*

*I guess it realized I wasn't a threat, or maybe it just got bored. Either way, it purred as it rubbed its wet face against me before leaping back into the water and swimming away. Damned thing left me aching and soaked. That was the last time I believed that cats hate water."*

--Erahadur Vuancul, Veritas Diplomat

### Xiiva Tabaxi Traits

***Ability Score Increase.*** Your Dexterity score increases by 2, and your Wisdom score increases by 1.

***Age.*** Xiiva tabaxi have lifetimes equivalent to humans.

***Alignment.*** Xiiva tabaxi tend toward chaotic alignments,as they let impulse and fancy guide their decisions. They are rarely evil, with most of them are driven by curiosity rather than greed or other dark impulses.

***Size.*** Xiiva tabaxi are a tad shorter than humans on average. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

***Pounce.*** Your history of hunting and catching quick prey makes you effective at disabling foes. If you move at least 20 feet before hitting with a melee attack in the same turn, you can force the creature to make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) . On a failed save, the creature falls prone. If the creature is surprised when you hit with the melee attack, it has disadvantage on the saving throw.

***Fishing Cat.*** Because of your claws, you have a climbing speed of 20 feet. Though they are too short to deal significant damage, your webbed paws also gives you a swimming speed of 20 feet. You're able to hold your breath underwater for 10 minutes.

***Cat's Talents.*** You have proficiency in the Stealth and Survival skills.

***Languages.*** You can speak, read, and write Common and one other language of your choice.
Way of Hellish Fury

Not every monk trains themselves in patience or discipline. A select few take inspiration from the darkest forces in the world, the denizens of the Nine Hells. Prisons of polar extremes, housing some of the most dangerous, despicable creatures known amongst the realms. A perfect case study in how to use your natural abilities to wreak havoc.

### Frost and Brimstone

Starting when you choose this tradition at 3rd level, you begin to embody the violence and destruction of the Nine Hells. When you hit a creature with an attack as part of a bonus action from either Martial Arts or Flurry of Blows, you deal additional damage equal to a martial arts die. This additional damage is either cold or fire damage. Additionally, when you use Flurry of Blows, you gain resistance to cold, fire, and poison damage until the start of your next turn.

### Devil's Sight

At 3rd level, you inherit some of the senses of the hellish denizens. You gain darkvision of 60 feet. If you already have darkvision, it increases by 60 feet. At 5th level, you are now able to see through magical darkness.

### Infernal Nullification

At 6th level, when you are subjected to a saving throw from a spell or magical effect, you can use a reaction to spend 1 ki point. You gain advantage on the saving throw.

### Dreadful Presence

At 11th level, the fiendish terror you exhibit begins to affect your foes. When you hit a creature and deal damage using Frost and Brimstone, the creature must make a Wisdom saving throw. On a failure, they are affected by one of the effects below (your choice):

* The creature is frightened of you until the beginning of your next turn.
* The creature's movement speed is set to 0 until the beginning of your next turn.

### Resonant Despair

At 17th level, pain and suffering radiates from you like a sickly aura. You can spend 3 ki points as a bonus action to start spilling deadly energy in a 10 foot radius for one minute. When an enemy enters into or starts their turn in the radius, they take two martial arts dice of cold or fire damage (your choice). If your hit points are at 50% or less of your maximum hit points, they instead take three martial arts dice of damage.
Feats

Here, you will find all custom feats that have been developed.

## Paragon

You have focused on your heritage as a strength, and been able to epitomize some aspect of your lineage.

* Choose one ability score that was increased by your racial features, and increase it by 1.
* Choose one racial feature that recharges on a short or long rest. You can now use this feature twice as often within the same time frame.
* Choose one skill or tool to gain proficiency in.

## Potent Ancestry

You have a mixed bloodline, and abilities have begun to emerge from it.

* Choose a race other than human or your current race. Choose one ability score that is mentioned by that race's features, and increase it by 1.
* Additionally, choose one feature other than Ability Score Increase from the same race. You now gain that feature.
Sword Dancer

While many take up a blade to combat mighty foes and vanquish monsters, there is always an art to be born from any craft. Even with the most brutish of weapons, there are some that strive to make the display of combat admirable, even to those in the striking zone of the edge.

Sword Dancers are combatants that strive to enamor opponents with the whirl of weapons. They focus in being able to weave through a fight like a needle through fabric, piercing, bashing, and cutting foes when they least expect it. Their flurry of steel makes them extraordinarily hard to hit, and it’s not uncommon for some to come out of combat unscathed, having deflected every blow aimed towards them.

### Martial Dance

Starting at 3rd level when you choose this archetype, you master your ability to weave through the battlefield majestically. When you take the attack action, you can entice one enemy within 30 feet. That target must succeed a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier) or can only move towards you and cannot target other creatures with attacks or spells until the start of your next turn. You can use this ability an amount of times equal to either your Strength or Dexterity modifier (your choice). You regain all uses at the end of a short or long rest.

### Wind-Swept Weapons

At 7th level, any melee weapon you are proficient in receives the thrown property. Their range is 20/60. Additionally, any weapon that already has the thrown property you wield has their range doubled. You can use your item interaction to draw items equal to your number of attacks.

### Swift Motion

At 10th level, you gain the versatility to not only entice foes but to strike back at them or dodge their strikes entirely. Whenever you use your Martial Dance ability, you can either gain the benefits of the dodge or disengage action.

### Brush of the Blade

At 15th level, when the opportunity arises, you’re able to artfully string attacks together as if second nature. Whenever you make attack rolls against three or more separate creatures in one attack action, you can use Martial Dance without expending a use.

### Flourish Finale

At 18th level, the swiftness and fluidity you exemplify on the battlefield is brought together in one devastating finale. Once per short or long rest, you can use this ability as an action. For every five feet you move, you may make one melee attack against a target within range, to a maximum of six attacks.
Archmage Bloodline

## Archmage Specialties

Starting at 1st level, the lineage of master spellcasters courses through your veins and into your spells. Choose two cantrips that deal damage to designate as Archmage spells. You deal an additional die of damage with those spells. When you gain access to sorcery points, you can additionally choose a spell for each spell level available to you (up to 5th) as an Archmage spell. You may treat the spell as if you're casting it with a spell slot that's one level higher if you expend a sorcery point as part of casting the spell. You may change what spells are Archmage spells when you gain a level.

## Extended Library

Also at 1st level, your understanding of magic surpasses those of other bloodlines. You learn an additional 1st level spell, which may come from the sorcerer or wizard spell list. You gain additional spells when you gain access to higher level spell slots at 3rd, 5th, 7th, and 9th level, which must also be the same level as your newly acquired spell slots and may come from the sorcerer or wizard spell list.

## Arcane Analysis

At 6th level, you can grasp the fundamentals of magic incredibly quickly. When a creature casts a spell or uses a magical effect, you can use a reaction to analyze it. You immediately know the spell if it is one, what type of damage it deals, what saving throw it targets (if any), and how many remaining uses they have of it or how many spell slots of the same level they have remaining. If you are targeted by this spell or effect within the same day of analyzing it, you may use a reaction to apply what you learned, either forcing the attack to be made at disadvantage or gaining advantage on the saving throw, if it has one. You can do this a number of times equal to your proficiency bonus each long rest.

## Radiant Knowledge

At 14th level, you can channel the arcane power that you possess into a potent form. As a bonus action, you can assume this form for 1 minute, radiating with energy. For this minute, your spell DC and attack rolls for your spells are increased by 2. Additionally, you may change any damage a spell does to another damage type.

Once you use this ability, you cannot do so again until you finish a long rest.

## Grandmaster of the Weave

At 18th level, your mastery of arcanology supersedes all others. When a creature casts a spell that targets you, you may cast \*counterspell\* as part of your reaction when you use Arcane Analysis. You may spend up to 3 sorcery points to increase \*counterspell's\* level by 2 for each point expended, up to a maximum of 9th level. Additionally, all of your Archmage spells are treated as if they are cast one higher level than the spell slot expended, and you may expend a sorcery point to increase its level further, for a total of two.
Mountain Kenku

*"I had traveled up to the top of this plateau, hoping for some peace and quiet, along with water. I found the last of those, but a dozen of these flightless birds were up there as well. Loud is possibly an understatement, as they squawked and made a cacophony as I drank from their water. When I muttered under my breath, they began shouting in my own voice the same words I whispered.*

*I wished for company for the two weeks I was stuck on that island, and then I suddenly craved to take that wish back."*

--Mivasti, Miskalim Resident

### Mountain Kenku Traits

***Ability Score Increase.*** Your Dexterity score increases by 2, and your Constitution score increases by 1.

***Age.*** Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

***Alignment.*** Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.

***Size.*** Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Anchoring Claws.*** Your hands and feet are specifically tailored for climbing. You gain a climbing speed of 20 feet.

***Kenku Training.*** You are proficient in your choice of one of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.

***Mimicry.*** You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

***Resilient Survivor.*** When you are targeted with an attack or forced to make a saving throw, you can use your reaction to add your proficiency bonus to your armor class or saving throw, even if you already add it normally. You regain this feature after a short or long rest.

***Languages.*** You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
Grand Dungeon

The Grand Dungeon is an endless dungeon that is available after reaching level 80. It is represented by this  icon in the menu.

Portal Charges: 4

Recharge Time: 4h/0m each

## Monsters

* Watery Drop
* Flame Spark
* Rocky Pebble
* Windy Puff
* Boggy Chubby
* Firewind Shield
* Morningbolt Icy
* Water Mirror
* Stormy Eye
* Fire Cup

### Bosses

* Elemental Golem
* Phantom Cores
* Fake Santa (Christmas Event only)

## Materials

### Crafting

* Air Gem
* Air Stone
* Earth Gem
* Earth Stone
* Elemental Jelly
* Fire Gem
* Fire Stone
* Foam Water
* Magic Roots
* Magma Pot
* Mud Core
* Reflective Water
* Soothing Scent
* Water Gem
* Water Stone
Ashen Outskirts

Ashen Outskirts is the first floor of Infirenal Foretress. This floor is immediately available to the player.

Portal Charges: 5

Recharge Time: 0h/2m each

## Monsters

* Eagle
* Ramcorn
* Blood Hawk
* Dashing Ashy
* Outcast Harpy

### Bosses

* Griffon
* Cinder Mephit

## Materials

### Crafting

* Feather
* Beak
* Ramcorn Pelt
* Egg Fragment

### Cooking

* Fresh Eggs
* Birdy Leg
* Strange Blood
Fireabyss Bridge

Fireabiss Bridge is the seventh floor of Infirenal Fortress. It is only available after the player reaches level 60.

## Monsters

* Magma Snake
* Forged Blade
* Forged Knight
* Trider Salamander
* Salamander Conjurer
* Salamander Forger

### Bosses

* Azer The Ignited
* Derder the Twins

## Materials

### Crafting

* Infire Core
* Salamander Skin
* Everheat Shard
* Derder Eye Pair

### Cooking

* Aromatic Ash
* Plasmatic Oil
* Magma Tongue

### Equipment

* Fireforged Chestplate
* Flaming Drowhood
* Forger Hammer
* Heatstone
* Infire Boots
* Magma Trident
* Salt Everheat Ring
* Twintail Pendant
* Twin Eclipse Helmet
Domain of Chance

It's not often that gamblers and risk-takers become devoted clergy, but there are gods that represent divine luck, such as Tymora, Norebo, Tyche, and (in Mura) Amili. They aren't in it for the victories or the gold (though those are bonuses), they participate in games of chance for the thrill of it. Above all else, they appreciate a player with sportsmanship and tact, and condemn cheaters as they would thieves and murderers. Clerics of such gods are pushed to take risks to save others, no matter how slim the chance of success.

Chance Domain Spells
 3rd
 5th
 7th
 9th

### Favorable Odds

When you choose this domain at 1st level, you already begin to find favor from fortune itself. When a creature hits you with a weapon attack, or a spell that is a cantrip, you may use your reaction to dull the blow, causing every damage die they roll to result in a 1. Additionally, when a creature damages you with a spell, you may expend a spell of the same level as a reaction to cause all damage dice to result in 1.

You may do this a number of times equal to your Wisdom modifier (minimum 1). You regain all uses at the end of a long rest.

### Channel Divinity: Fates Intertwined

As an action, you flip a coin into the air and let it land on the ground. For the next minute, at the beginning of each of your turns, roll 1d4. When a creature within 30 feet makes an attack roll or saving throw, you can either increase or decrease their roll by the number rolled. You may do this after they have rolled but before it is determined whether they are successful. You then cannot use this ability again until the beginning of your next turn.

### Channel Divinity: Tables Turned

As a bonus action, you send a prayer to your god to tilt fortune in your favor. For the next minute, if you roll a 1 on an attack roll, you may reroll the attack. You must keep the second result. If the second result hits, it becomes a critical hit. If you fail a saving throw, you may end this ability early to succeed it instead.

### Switch Hands

Starting at 6th level, you learn how to use your luck, whether good or bad, in unpredictable ways. Once per long rest, when you roll an attack roll, ability check, or saving throw, you may roll an additional d20 and choose either as the result. Record the other result. When a creature within 30 feet makes a roll of the same type (if you rerolled an attack roll, they must roll an attack roll), you may replace it with your recorded result. When you finish a long rest, you lose the recorded roll.

### Potent Spellcasting

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

### The House Always Wins

Starting at 17th level, the worst chances you have are still not in favor of your enemy. You cannot suffer disadvantage for any reason, and creatures cannot have advantage on attack rolls against you. Additionally, you add *foresight* to your Cleric spell list, and you always count it as prepared.
Dwarf Thermae

Dwarf Thermae is the fifth floor of Infirenal Fortress. It is only available after the player reaches level 40.

## Monsters

* Roper
* Steam Skull
* Moraycous
* Steamdwarf Artillerist
* Steamdwarf Alchemist
* Steamdwarf Hammerhead

### Bosses

* The Poolmaster
* The Cannon

## Materials

### Crafting

* Sparkling Fang
* Rested Skull
* Stalagmite Shard

### Equipment

* Cannoner
* Cannon Ball
* Hammerhead
* Master Towel
* Steam Rifle
* Water Bulb
Elemental Blights and Bursts

Elemental blights and Bursts are useful game mechanics that many new players may not have much knowledge of.

## Blights

An Elemental Blight is what affects the target of an element-infused attack. The target afterwards will glow a color corresponding to that element. For example, if a monster were to be hit by Fire Ball, a fire-infused attack, the target would then be affected by Fire Blight and glow red. Blights only last until the target is hit by an attack of a different element.

## Bursts

Bursts are a bit more complicated, however. For a burst to occur, elements must be used in a specific order. This order is as follows:

Water > Fire > Earth > Air

Bursts can be used at any time, as long as it follows that chain. Example: a monster is hit by Shield Bash, leaving it with Fire Blight. It is then hit by Recharge Blow, an earth-infused attack. This will cause an elemental burst, and change the monster’s blight to Earth Blight. In addition to the normal damage, bursts deal an extra 25%.

## Basic Skills

Basic Skills are a bit different. All Basic Skills will deal burst damage, but only 2 of the 3 also leave a blight, those being Slash and Thrust. Magic Ball does not afflict the enemy with a blight. An air-infused Slash being used on an enemy affected by Earth Blight will cause an Elemental Burst, and will change the monster to Air Blight. Magic Ball, however, will do the same, but will not change the blight.

## Multi-Element Skills

Multi-element skills are a bit complicated. They deal elemental damage of all types listed, but only deal burst damage if it corresponds to the first element listed, and will only give the enemy the blight of the last element listed. Smoke Bomb, for example, “deals medium physical **fire and air** damage.” This means it will deal both fire and air damage, but will only burst if the enemy is afflicted by Water Blight, and will only leave the enemy with Air Blight.
Eyes on me

Eyes on me is a skill exclusive to the Mixed Guardian class. Requires 35 Affinity Points. (+50 Affinity Points in Mage or Warrior)

Deals medium **physical** and **magic** **earth** damage. Gives you **Prominence** for 3 turns and gives you and your allies **Defense +1** and **Magic Defense +1** for 2 turns (3 on crit).

Charges: 3
Foliage Village

Foliage Village is Floor 7 of Murky Mangrove. It is only available after the player reaches level 60.

## Monsters

* Guard Gigaspider
* Mangal Saltal
* Saltal Watch
* Werewolf Darked
* Moondrow Priestess
* Moondrow Venomistress

### Bosses

* Tlas the Evoker
* Encara the Drider

## Materials

### Crafting

* Moonshadow Stone
* Piece of Mooncloth
* Gigasilk

### Cooking

* Salty Tear
* Star Greens
* Primal Salt
* Darked Meat
* Abdomen Fillet
Way of the Inevitable

### Wrathful Rose

At 3rd level, you can begin a stance that brings both you and and your foe closer to the end. As a bonus action, you can expend 1 ki point, as well as take psychic damage equal to your level (this damage cannot be reduced), to enter this stance for 1 minute. While in this stance, anytime a creature targets you with a melee attack, you can use your reaction to make an attack against that creature.

### Gravekeeper

At 6th level, you see the opportunity of life as well as death. Whenever you reduce a creature to 0 hit points or score a critical hit, your next attack is made with advantage and you deal an additional martial arts die of necrotic damage. Additionally, the first time each round you regain hit points, you regain an additional amount of hit points equal to your martial arts die.

### Cycle of Thorns

At 11th level, your speed and precision at which you return blows is unparalleled. When you use Wrathful Rose’s ability to attack as a reaction, you can instead attack twice. Additionally, creatures that hit you with a melee attack take piercing damage equal to your martial arts die while in Wrathful Rose’s stance. This damage is treated as magical for purposes of overcoming damage resistance.

### Beauty of the End

At 17th level, you learn the true ideal of purpose over existence. As an action, you can declare one creature within 60 feet of you to contest in a battle of will for one minute. At the beginning of each of their turns, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) at disadvantage. On a failure, they take 3d10 psychic damage. If they succeed, you take the damage instead.
Evil Touch

Evil Touch is a skill exclusive to the Final Necromancer class. Requires 20 Affinity Points. (+75 Affinity Points in Mage)

Deals medium **magic** **water** and **earth** damage. Gives you **Crit Chance +3** for 3 turns and **Magic +2** for 2 turns but also gives you **Heal Power -3** for 2 turns.

Charges: 4

### Also Used By:

* Steam Skull
* Moondrow Riser
BiPolar Bear

BiPolar Bear is one of two mixed path passives. Requires 15 Affinity Points in Mage and Warrior.

*You are well versed in all types of skills. You gain an attack and magic buff according to the gap between your attack and magic values. The smaller the gap, the stronger the bonus. Only one mixed passive can be active at a time.*