recursal/Fanatic-Fandom huggingface dataset:
Sage

Sage

### Equipment

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

## Source

### Source Book

Player's Handbook

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

**Skill Proficiencies:** Arcana, History

**Tool Proficiencies:** None

**Languages:** Two of your choice

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

### **Specialty**

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

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### **Feature: Researcher**

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

### **Suggested Characteristics**

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

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Ideals
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Bonds
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Flaws
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The Kraken

**You have made a pact with a kraken that lurks somewhere in the oceans of the world. Krakens are ancient and terrifying creatures; incomprehensible alien knowledge lurks within their minds. Krakens are known to control the rain and storms in the region around them, thus drawing many farmers or sailors to worship krakens in hopes of fair weather.**

### **Expanded Spell List**

The Kraken lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Kraken Expanded Spells

### **Grasp of the Kraken**

Starting at 1st level, you gain the ability to call forth spectral tentacles that grab at your foes. As an action, pick a point you can see within 60 feet of you. A horde of grasping tendrils appears at that point. Creatures of your choice within 10 feet of that point must make a Strength saving throw against your warlock spell save DC. Creatures that fail their saving throws are grappled for 1 minute or until you use this ability again. The spectral tentacle's Strength (Athletics) bonus is 2 + your proficiency bonus and its reach is 10 feet.

### **Inky Escape**

At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast Darkness centered on a point within 5 feet of you. The spell lasts until the end of your next turn, and it has no effect on your vision. Once you use this ability, you cannot use it again until you complete a short or long rest.

### **Scion of the Depths**

Starting at 10th level, your patron accepts you into its inner court of servitors. You gain the ability to breathe water and a swim speed equal to your normal speed. You gain immunity to lightning damage. When your immunity reduces damage from an effect to 0, you can use your reaction to cause creatures of your choice that you can see within 30 feet of you to take lightning damage equal to your Charisma modifier + your proficiency bonus.

### **Unleash the Kraken**

At 14th level, you gain the ability to call upon your patron for aid. As an action, you open a portal at a point you can see within 30 feet of you and choose one of the following effects.

* **Transport*.*** You and up to 5 willing creatures of your choice that you can see are grasped by tentacles that emerge from the portal. A second portal opens at a point of your choice within 100 miles that you have visited within the past 24 hours. A second portal opens, depositing you and your chosen allies there.
* **Fury.** The tentacles slam onto your foes. Pick up to 5 creatures that you can see within 30 feet of the portal. Those creatures must make Dexterity saving throws against your warlock spell save DC. Creatures that fail their saving throw take 10d6 bludgeoning damage and are restrained for 1 minute. Those that succeed take half the bludgeoning damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end the restrained condition.

Once you use this ability, you cannot use it again until you complete a long rest.
Assassin

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

### **Bonus Proficiencies**

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

### **Assassinate**

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

### **Infiltration Expertise**

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

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

### **Impostor**

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

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

### **Death Strike**

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

Far Traveler

### Tool Proficiencies

Any one musical instrument or gaming set of your choice, likely something native to your homeland

## Other Information

### Equipment

One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are on Vynn, a small piece of jewelry worth 10gp in the style of your homeland's craftsmanship, and a pouch containing 5gp

## Source

### Source Book

Sword Coasts Adventurer's Guide

Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.

You aren't one of those folk.

You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.

Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.

**Skill Proficiencies:** Insight, Perception

**Tool Proficiencies:** Any one musical instrument or gaming set of your choice, likely something native to your homeland

**Languages:** Any one of your choice

**Equipment:** One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are on Vynn, a small piece of jewelry worth 10gp in the style of your homeland's craftsmanship, and a pouch containing 5gp

### **Why are You Here?**

A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided.

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### **Feature: All Eyes on You**

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

### **Suggested Characteristics**

Personality Traits
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Ideals
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Bonds
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Flaws
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Equilor

*Pronounced as Eck-will-or*

You will find a few Equilor's around Marada (Team Jani from MaraPets Safari, The Lake & Echo). The Equilor looks like a normal fish but with big cute eyes. The Equilor is a standard pet so you don't have to earn it or buy it from the Account Upgrades Shop. You just have to create it and you have an Equilor. There is only 1 DNA Minipet that can be cloned with the Equilor. The Equilor currently has 93 different costumes.

**Description:** Equilors are strong swimmers who can be found chasing ships in the waters of Marada.

* American Equilor
* Aqua Equilor
* Armoured Equilor
* Beige Equilor
* Black Equilor
* Blitzen Equilor
* Blue Equilor
* Bootleg Equilor
* British Equilor
* Bronze Equilor
* Brown Equilor
* Burnt Equilor
* Calico Equilor
* Camouflage Equilor
* Candy Equilor
* Checkered Equilor
* Cheese Equilor
* Clown Equilor
* Coral Equilor
* Dalmatian Equilor
* Defective Equilor
* Devil Equilor
* Digital Equilor
* Earth Fairy Equilor
* Easter Equilor
* Fade Equilor
* Fancy Equilor
* Floral Equilor
* Funky Equilor
* Galaxy Equilor
* Gingerbread Equilor
* Glass Equilor
* Goblin Equilor
* Gold Equilor
* Green Equilor
* Grey Equilor
* Hairy Equilor
* Injured Equilor
* Insideout Equilor
* Invisible Equilor
* Lava Equilor
* Leopard Equilor
* Lightning Equilor
* Lilac Equilor
* Love Equilor
* Mad Scientist Equilor
* Magenta Equilor
* Maroon Equilor
* Midnight Equilor
* Millionaire Equilor
* Minipet Equilor
* Mummy Equilor
* Mutant Equilor
* Navy Equilor
* Negative Equilor
* Ninja Equilor
* Old Equilor
* Olive Equilor
* Orange Equilor
* Origami Equilor
* Pastel Equilor
* Pink Equilor
* Pixel Equilor
* Plant Equilor
* Prison Equilor
* Purple Equilor
* Radioactive Equilor
* Rainbow Equilor
* Recycled Equilor
* Red Equilor
* Safari Equilor
* Sewers Equilor
* Silver Equilor
* Sketch Equilor
* Slime Equilor
* Snow Equilor
* Space Equilor
* Space Fairy Equilor
* Sparkle Equilor
* Sponge Equilor
* Spring Equilor
* Strobe Equilor
* Teal Equilor
* Thunder Equilor
* Tiger Equilor
* Toddler Equilor
* Valentine Equilor
* Voodoo Equilor
* Werewolf Equilor
* White Equilor
* Wizard Equilor
* Yellow Equilor
* Zombie Equilor
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* Team Jani (MaraPets Safari)
* The Lake
* Echo (Game)
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Inquisitive

**As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.**

### **Ear for Deceit**

When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

### **Eye for Detail**

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

### **Insightful Fighting**

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

### **Steady Eye**

At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

### **Unerring Eye**

At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

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

### **Eye for Weakness**

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Haunted One

Haunted One

## Other Information

### Languages

Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)

### Equipment

Monster hunter’s pack, one trinket of special significance

## Source

### Source Book

Curse of Strahd

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.

**Skill Proficiencies:** Choose two of Arcana, Investigation, Religion, or Survival

**Tool Proficiencies:** None

**Languages:** Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)

**Equipment:** Monster hunter’s pack, one trinket of special significance

### **Harrowing Event**

Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.

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### **Feature: Heart of Darkness**

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

### **Suggested Characteristics**

You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.

Personality Traits
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Ideals
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Bonds
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Flaws
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Clockwork Soul

**A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way.**

### **Clockwork Magic**

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Clockwork Magic

### **Restore Balance**

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

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

### **Bulwark of Law**

Starting at 6th level, you can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice.

### **Trance of Order**

Starting at 14th level, you gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10. Once you use this action, you can’t use it again until you finish a long rest or until you expend 5 sorcery points to use it again.

### **Clockwork Cavalcade**

At 18th level, you summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:

* The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
* Any damaged objects entirely in the cube are repaired.
* Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can’t use it again until you finish a long rest or until you expend 7 sorcery points to use it again.
Order of the Soul Knife

**The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.**

**Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.**

### **Martial Training**

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

### **Soul Knife**

Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can't hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action.

For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d4 + your Intelligence modifier psychic damage on a hit. Additionally, you suffer no penalty when using two-weapon fighting with the soul knives.

As a reaction, you can use the blades to parry, rolling your psionics power die. Until the start of the next turn or until you are incapacitated, you gain a bonus to AC equal to the roll's result.

### **Hone the Blade**

Starting at 3rd level, you can attempt to augment your soul knife's attack rolls and damage. Roll your psionics power die. You gain a bonus to attack and damage rolls with your soul knives depending on the number rolled, as shown on the table below. This bonus lasts for 10 minutes.

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If you roll a 1 on the psionics power die, you cannot use this ability again until you finish a short or long rest.

### **Consumptive Knife**

Starting at 6th level, whenever you kill a creature with a soul knife attack, you immediately gain the benefits of psi replenishment.

### **Phantom Knife**

Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target's AC as 10 against this attack, unless it's AC was already lower. Creatures that add their Intelligence or Wisdom modifier to their AC still benefit from such a bonus.
Monster Slayer

**You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.**

### **Monster Slayer Magic**

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

Monster Slayer Spells

### **Hunter's Sense**

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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

### **Slayer's Prey**

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

### **Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### **Supernatural Defense**

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

### **Magic-User's Nemesis**

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

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

### **Slayer's Counter**

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Charlatan

Charlatan

### Equipment

A set of fine clothesValue:15gp Weight:6lbs, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp

## Source

### Source Book

Player's Handbook

You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage.

You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink colored liquid will surely cure that unseemly rash, this ointment – nothing more than a bit of fat with a sprinkle of silver dust can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

**Skill Proficiencies:** Deception, Sleight of Hand

**Tool Proficiencies:** Disguise kit, forgery kit

**Languages:** None

**Equipment:** A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cardsValue:5sp Weight:0, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp

### **Feature: Favorite Schemes**

Every charlatan has an angle they use in preference to other schemes. Choose a favorite scam or roll on the table below.

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### **Alternate Feature: False Identity**

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

### **Suggested Characteristics**

Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.

Personality Traits
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Ideals
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Bonds
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Flaws
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Circle of Twilight

The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.

These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.

## **Harvest's Scythe**

Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.

When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead.

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

## **Speech Beyond the Grave**

At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast Speak with Dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak.

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

## **Watcher at the Threshold**

At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws.

## **Paths of the Dead**

At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast Etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.
Protection Domain

**The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.**

Protection Domain Spells
 3rd
 5th
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 9th

### **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.
Urchin

Urchin

### 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 10gp

## Source

### Source Book

Player's Handbook

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?

**Skill Proficiencies:** Sleight of Hand, Stealth

**Tool Proficiencies:** Disguise kit, thieves' tools

**Languages:** None

**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 10gp

### **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.

Personality Traits
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Ideals
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Bonds
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Flaws
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Path of the Berserker

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

### **Frenzy**

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

### **Mindless Rage**

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

### **Intimidating Presence**

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

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

### **Retaliation**

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

**The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.**

**Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.**

### **Bonus Discipline**

At 1st level, you learn one additional psionic discipline of your choice. This discipline must be chosen from among the Immortal disciplines.

### **Immortal Mind**

Starting at 1st level, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Intelligence modifier.

### **Surge of Health**

Starting at 3rd level, whenever you use your mystical recovery feature, you also regain a number of hit points equal to your Intelligence modifier (minimum of 0).

### **Psionic Resilience**

Starting at 6th level, you can draw on your psychic focus to escape death's grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.

You can't use this feature if you can't use your psychic focus.

### **Immortal Will**

Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can choose to roll your psionic power die. On a result of 6 or higher, you immediately regain a number of hit points equal to your mystic level + your Intelligence modifier. On a result of 5 or lower, you can't attempt to use this feature again until you regain at least 1 hit point.
Че, Гевара?

да ничо!

**Си́сне** — острова в Карибском море, в 180 км к северу от побережья Гондураса, которому и принадлежат. Также называются **Суо́н** («Лебединые острова») или **Сантани́лья**. Относятся к департаменту Ислас-де-ла-Баия. Население 22 чел. (1970).

## География

Площадь 3,6 км², в том числе остров Си́сне-Гра́нде (Большой Сисне) 2,5 км², остров Си́сне-Пеке́ньо (Малый Сисне) 1,1 км². Есть также мелкие прибрежные островки, самый крупный из которых — Па́харо-Бо́бо — имеет длину 170 метров.

## История

Острова были открыты Христофором Колумбом в 1502 году в день Св. Анны и названы островами Санта-Ана. В XVI—XVII веках они являлись базой и убежищем для карибских пиратов. С 1775 года они стали появляться на картах под названием островов Суон («лебедь»). Печально известный американский флибустьер Уильям Уокер захватил острова в 1860 году. После его смерти в 1861 на острова предъявил права Гондурас, однако в 1863 году они перешли под юрисдикцию США на основании «Закона о Гуано». С тех пор острова стали широко известны среди добытчиков гуано и ловцов черепах. В ноябре 1971 года острова были возвращены Гондурасу. Американские метеорологическая и навигационная станции, а также станция связи продолжают действовать на острове по соглашению с правительством Гондураса.

Остров Большой Сисне использовался ЦРУ для организации «серого» пропагандного вещания на Гватемалу в ходе операции PBSUCCESS и Кубу во время подготовки к операции в заливе Свиней.

## Примечания

1. ↑ Gleijeses, Piero. Ships in the Night: the CIA, the White House and the Bay of Pigs
Oathbreaker

**An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.**

### **Oath Spells**

You gain oath spells at the paladin levels listed.

Oathbreaker Spells

### **Channel Divinity**

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

***Control Undead.*** As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

***Dreadful Aspect.*** As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

### **Aura of Hate**

Starting at 7th level you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

### **Supernatural Resistance**

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

### **Dread Lord**

At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

After activating the aura, you can't do so again until you finish a long rest.
Nature Domain

**Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.**

Nature Domain Spells
 3rd
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### **Acolyte of Nature**

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

### **Bonus Proficiency**

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

### **Channel Divinity: Charm Animals and Plants**

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

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

### **Dampen Elements**

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

### **Divine Strike**

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

### **Master of Nature**

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

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

### **Conjuration Savant**

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

### **Minor Conjuration**

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

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

### **Benign Transportation**

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

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

### **Focused Conjuration**

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

### **Durable Summons**

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