recursal/Fanatic-Fandom huggingface dataset:
Dwarf

*Your dwarf character has an assortment of inborn Abilities, part and parcel of dwarven nature.*

### Dwarf Traits:

#### **Age:**

Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

#### **Alignment:**

Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of Fair Play and a belief that everyone deserves to share in the benefits of a just order.

#### **Size:**

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

#### **Speed:**

Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor.

#### **Darkvision:**

Accustomed to life underground, 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.

#### **Dwarven Resilience:**

You have advantage on saving throws against poison, and you have Resistance against poison damage.

#### **Dwarven Combat Training:**

You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.

#### **Tool Proficiency:**

You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

#### **Stonecunning:**

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

#### **Languagues:**

You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other Language a dwarf might speak.

### Subraces:

#### Hill Dwarf:

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

#### Mountain Dwarf:

As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in a rugged terrain.

#### Gray Dwarves (Duergar):

The gray dwarves, or duergar, live in deep in the Underdark. Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads,with the males growing long, unkempt gray beards.
Count Karim Edelweiss

Count Karim is the young count of Alderburg at age 35. He is known for his arrogant-at-times behavior and his particularly large fortune. His ancestors founded The Edelweiss Trading Company, or ETC, which is now the largest mercantile corporation on the continent. While he is not yet at the head of the family, he is the heir to the Edelweiss name. Count Karim is known for showing off his wealth in lavish displays of extravagance. His father, Baron Thaddeus Edelweiss disapproves of his son's wasteful nature, but he does not deny his ability to manage and lead.
The Shard of Madness

## The Shards of Madness

Once The Archdemons had been imprisoned they began planning their escape. The Prime Evil of Death, Orcus, was able to use his power to corrupt one of the Tears of Time located deep underneath The Hiforq Peaks. The corruption shattered the the powerful stone and sent shards of it in every direction all over the cavern's walls. One of the men who ended up becoming a servant of Orcus, Malachor, was directed to retrieve one of the shards to give him the power he needed to try to perform a ritual to free Orcus. Malachor made his lair near the peak of the mountains and began spreading a dark corruption that would turn all living things caught in it to his control. By this point, several tribes have been displaced or taken control of by this corruption. These tribes and others have begun fleeing their ancestral homes to escape the corruption and try to take land from the humans inhabiting he lands at the base of the mountains.
Orc

### **Ability Score Increase:**

Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score decreases by 2.

### **Age:**

Orcs reach adulthood at age 12 and live up to 50 years.

### **Alignment:**

Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.

### **Size:**

Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is medium.

### **Darkvision:**

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.

### **Aggressive:**

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

### **Menacing:**

You are trained in the Intimidation skill.

### **Powerful Build:**

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

### **Languages:**

You can speak, read, and write Common and Orc.
La Mayor

La Mayor - 8 album Mary Addams , wydany 25.08. 2017 roku

## LISTA UTWORÓW

1. The Greatest
2. Bird Set Free
3. Alive
4. One Million Bullets
5. Move Your Body
6. Unstoppable
7. Cheap Thrills
8. Reaper
9. House On Fire
10. Footprints
11. Sweet Design
12. Broken Glass
13. Space Between

DELUXE :

1. Cheap Thrills feat.Paulo Saeng
2. The Greatest feat. Kendall
3. Jesus Wept
4. Midnight Decisions
5. Confetti
6. Move Your Body - remix
Gray Dwarves (Duergar)

*The gray dwarves, or duergar, live in deep in the Underdark. Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads,with the males growing long, unkempt gray beards.*

### **Superior Darkvision:**

Your darkvision has a radius of 120 feet.

### **Extra Language:**

You can speak, read, and write Undercommon.

### **Duergar Resilience:**

You have advantage on saving throws against illusions, as well as to resist being Charmed or Paralyzed.

### **Duergar Magic:**

When you reach 3rd level, you can cast the *enlarge/reduce* spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the *invisibility* spell on yourself once with this trait. You don't need material components or either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.

### **Sunlight Sensitivity:**

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Hermit

## Overview

You lived in seclusion—either in a sheltered community such as a monastery, or entirely alone—for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.

* **Skill Proficiencies**: Medicine, Religion
* **Tool Proficiencies**: Herbalism kit
* **Languages**: One of your choice
* **Equipment**: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, a herbalism kit, and 5 gp

## Life of Seclusion

What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.

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## Feature: Discovery

The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.

## Other Hermits

This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer.
If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you’re looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.

## Suggested Characteristics

Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company.
Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals.
A few are driven slightly mad by their years apart from society.

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Talisa

The county of Talisa is governed by the very mild-mannered Count Isaac Granville. He is a kind old man who doesn't do all that much besides oversee official matters of utmost importance and tend to his rather famous garden. The seat of Talisa is in the city of Granville, which of course takes its name from the Granville lineage. The social climate is rather calm, however, should more turbulent events arise, the counts only son and heir, Lord Rodric Granville usually takes the lead.
Nightmarionne

Difficulty is based on amount of refs available. Complexity is based on amount of parts needed to model.

## Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

(Insert Info/Tips Here)

## References (Character, Lost Renders)

***These are renders that haven't had an HD or HD + Alpha version found. Usually found on merch***

(Insert Gallery Here)
Sailor

## Overview

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?

* **Skill Proficiencies**: Athletics, Perception
* **Tool Proficiencies**: Navigator’s tools, vehicles (water)
* **Equipment**: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp

## Feature: Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

## Variant Sailor: Pirate

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town. If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship’s Passage feature.

## Variant Feature: Bad Reputation

If your character has a sailor background, you may select this background feature instead of Ship’s Passage. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

## Suggested Characteristics

Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well.
Life aboard a ship shapes their outlook and forms their most important attachments.

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Baalzebul Subrace

## Baalzebul Bloodline

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **Legacy of Maladomini:** You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Ray of Sickness spell as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Crown of Madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
The Heavenstep Plateau

The Heavenstep Plateau is a region in Southeastern Aerhovan. As the name states, it is a tall plateau raised about 1,000 feet off of the ground, however, it gets more gradually sloping as you follow the cliff face North. It's name comes from the legend that there exists a gate to the heavens themselves guarded by the equally legendary Tarrasque.
Firbolg

### Age

As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

### Alignment

As people who follow he rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually sworn enemies of the rest of their kind.

### Size

Firbolg are between 240 and 300 pounds. Your size is medium.

### Firbolg Magic

You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

### Hidden Step

As a bonus action, you can magically turn invisible until the start of your next tune or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

### Powerful Build

You count as one size large when determining your carrying capacity and the weight you can push, drag, or lift.

### Speech of Beast and Leaf

You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

### Langauges

You can speak, read, and write Common, Elvish, and Giant.
Ellander

Ellander, being a duchy that is in both the Midlands and the North of Silabar, has a pretty diverse climate. The temperate southern two thirds of Ellander is dedicated to farming to make up for the harsh and inhospitable climate of the Northern third. Ellander is ruled by Duke Mathias Rayburn. It’s seat is in Celon in the river fort of Moat Darren.

### Colonies

* Askia
* Celon
* Erran
* Orys
* Rollen
* Torren
Nightmare Bonnie / Jack-o-Bonnie

***This page covers CHARACTER***

## Character

Difficulty is based on amount of refs available. Complexity is based on amount of parts needed to model.

## Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

(Insert Info/Tips Here)

## References (Character, Lost Renders)

***These are renders that haven't had an HD or HD + Alpha version found. Usually found on merch***

(Insert Gallery Here)
Zariel Subrace

## Zariel Bloodline

* **Ability Score Increase:** Your Strength score increases by 1.
* **Legacy of Avernus:** You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Searing Smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Branding Smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Prince Charix Balasaar

Prince Charix was the eldest son of King Solex Balasaar. His own father killed him when he learnt of his son's marrying an elven princess in defiance of his wishes. He was a noble and kind prince whom the populace loved. He was only 313 when he was slain. This year will be the 342 year anniversary of their marriage.
Folk Hero

## Overview

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

* **Skill Proficiencies**: Animal Handling, Survival
* **Tool Proficiencies**: One type of artisan’s tools, vehicles (land)
* **Equipment**: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

## Defining Event

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

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## Feature: Rustic Hospitality

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

## Suggested Characteristics

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

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Fierna Subrace

## Fierna Bloodline

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Legacy of Phlegethos:** You know the Friends cantrip. When you reach 3rd level, you can cast the Charm Personspell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Lizardfolk

Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater. Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.

Your Lizardfolk character has the following traits:

* **Ability Score Increase**. Your Constitution score increases by 2, and your Wisdom score increases by 1.
* **Age**. Lizardfolk reach maturity arqund age 14 and rarely live longer than 60 years.
* **Alignment**. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
* **Size**. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

**Bite**. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Cunning Artisan**. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

**Hold Breath**. You can hold your breath for up to 15 minutes at a time.

**Hunter's Lore**. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

**Natural Armor**. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

**Hungry Jaws**. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest. Languages. You can speak, read, and write Common and Draconic.
Fallen Aasimar

An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fall - a group of aasimar whose inner light has been replaced by shadow.

### **Necrotic Shroud:**

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your prof. bonus + your Cha. modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus aciton. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.
Soldier

## Overview

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.

* **Skill Proficiencies**: Athletics, Intimidation
* **Tool Proficiencies**: One type of gaming set, vehicles (land)
* **Equipment**: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

## Specialty

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

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## Feature: Military Rank

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

## Suggested Characteristics

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

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Mammon Subrace

## Mammon Bloodline

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **Legacy of Minauros:** You know the Mage Hand cantrip. When you reach 3rd level, you can cast the Tenser's Floating Disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the Arcane Lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Variant Teifling Subrace

## Variant Bloodline

Feral can be combined with one other variant trait.

* **Feral:** Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces the Ability Score Increase trait.
* **Devil's Tongue:** You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Charm Personspell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the Enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
* **Hellfire:** Once you reach 3rd level, you can cast the Burning Hands spell once per day as a 2nd-level spell. This trait replaces the Hellish Rebuke spell of the Infernal Legacy trait.
* **Winged:** You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This trait replaces the Infernal Legacy trait.
The Hawklords

The Hawklords are a mercenary company that is renowned for it's effectiveness and independence. Though the group began hundreds of years ago, it has since grown into a formidable force that can field about 900 troops and has it's own political sway. The Hawklords are primarily a human company, but they welcome those of all races. They conduct the majority of their higher value business with the silabaran crown, but they accept jobs from most sources. The company is currently under the leadership of Wing Commander Tulis Allbright. He is famous for having transformed the company into a truly feared fighting force that could rival standing armies. Some leaders are even known to have surrendered just after hearing that they would be facing members of The Hawklords. Their headquarters is located in Castle Whitehawk, named after the legendary "White Hawk", Galien Malkorion, the founder of the order. It is located in Western Mern. Other than that, there are significant garrisons in Ryze and Tyrren in Emmon.
Forgemaster Kainan Delos

Delos is an accomplished scholar and craftsman, in his time the leading producer of intelligent and efficient warforged. His love for them was so strong that he even wanted to make warforged that could perfectly mimic humans and human nature. His time spent with warforged made him see the corruptible nature of humans and so he devised a plot to assimilate warforged into human life and gradually eradicate inferior non-mechanical life. His plot consisted of his favorite creation, KNIGHT, fully studying human nature and returning home once he had done so. At which point the facilities which Delos had prepared could be put to use manufacturing scores of warforged capable of mimicking humans both physically and emotionally with the mission of taking over. Unfortunately, Delos did not foresee how long it would take for KNIGHT to compile a comprehensive human profile and he died before it could be completed. However, KNIGHT was created with such an event in mind and can complete his creator's mission in his absence.
Days&Night

**Days&Night** - 10 album kolumbijskiej piosenkarki Rozale . Wydany   24.11.2011r.

## LISTA UTWORÓW

1. Sale El Sol
2. Loca feat. Dizz Rocco
3. Antes De Las Seis
4. Gordita feat. Rested Call 13
5. Addicted To You
6. Lo Que Mas
7. Mariposas
8. Rabiosa feat. Bitbulle
9. Devocion
10. Islands
11. Tu Boca
12. Waka Waka (This Time For Africa)

DELUXE :

1. Loca feat. El Cidle
2. Rabiosa feat. El Cidle
3. Loca ( remix )
4. Waka Waka - Spanish version
Belial Subrace

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **Infernal Legacy:** You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Little Joe

***This page covers Little Joe***

**THIS PAGE HAS AN ANNIVERSARY PICTURE FOR A MODEL REFERENCE, HUZZAH!**

Difficulty is based on amount of refs available. Complexity is based on amount of parts needed to model.

## Model Versions

-Little Joe

-Little Joe (Hung by strings)

## Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

-(1b) Since Little Joe is only rigged in the hands, feet, and pelvis, that means Scott rotated the head object itself for the hanging pose.

## References (Character, Ingame)

1- Left of the middle window2- Left of the middle window3- Left of the middle window
Freddles

***This page covers CHARACTER***

## Character

Difficulty is based on amount of refs available. Complexity is based on amount of parts needed to model.

## Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

(Insert Info/Tips Here)

## References (Character, Lost Renders)

***These are renders that haven't had an HD or HD + Alpha version found. Usually found on merch***

(Insert Gallery Here)
Lord Gairland Howe

Gairland is the oldest son of Baron Cailan Howe, the head of one of the biggest vineyard empires this side of the world. Gairland is gay and so his father is slightly disappointed that his eldest son won't be able to solidify any of the alliances he had planned. Gairland is a stout man of 27 who is finishing his studies in business in Ryze, attending Cainhurst College.
Dragonborn

*Your draconic heritage manifests in a variety of traits you share with other dragonborn.*

### Dragonborn Traits:

#### **Ability Score Increase:**

Your Strength score increases by 2, and your Charisma score increases by 1.

#### **Age:**

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

#### **Alignment:**

Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.

#### **Size:**

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

#### Draconic Ancestry:

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

#### Breath Weapon:

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.

#### Damage Resistance:

You have Resistance to the damage type associated with your draconic ancestry.

#### Languages:

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The Language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Hobgoblin

War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal. Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the hobgoblins' entire society forever stands prepared for war.

Your Hobgoblin has the following traits:

* **Ability Score Increase.** Your Constitution score increases by 2, and your Intelligence score increases by 1.
* **Age.** Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
* **Alignment.** Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.
* **Size.** Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** 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.
* **Martial Training.** You are proficient with two martial weapons of your choice and with light armor.
* **Saving Face**. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
* **Languages.** You can speak, read, and write Common and Goblin.
Aasimar

*Your aasimar character has the following racial traits:*

#### **Alignment:**

Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.

#### **Size:**

Aasimar have the same range of height and weight as humans.

#### **Darkvision:**

Blessed with a radiant soul, your vision can easily cut through darkness. 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.

#### **Celestial Resistance:**

You have resistance to necrotic and radiant damage.

#### **Healing Hands:**

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

#### **Light Bearer:**

You know the Light cantrip. Charisma is your spellcasting ability for it.

#### **Languages:**

You can speak, read, and write Common and Celestial.

### Subraces:

#### Protector Aasimar

Protector aasimar are charged by the powers of good to guard the weak, to strike evil wherever it arises, and to stand vigilant against the darkness.

#### Scourge Aasimar

Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil - a desire that is, at it's best unflinching and, at its worst, all-consuming.

#### Fallen Aasimar

An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen - a group of aasimar whose inner light has been replaced by shadow.
Friends

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Abyssal Subrace

## Abyssal Tiefling Bloodline

* **Ability Score Increase:** Your Constitution score increases by 1.
* **Abyssal Fortitude:** Your hit point maximum increases by half your level (minimum 1).
* **Languages:** You can speak, read, and write Common and Abyssal.

**Abyssal Arcana:** Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.

You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.

At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.
Molten Freddy

***This page covers Molten Freddy (FNaF6)***

## Shared Models

Ennard

FuntimeFreddy

## Model Versions

-Molten Freddy (Green Eyes)

-Molten Freddy (White Pupils)

## Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

-Molten Freddy is made from parts of other animatronics but the hat and ears are the
same.

## References (Molten Freddy, Lost Renders)

***These are renders that haven't had an HD or HD + Alpha version found. Usually found on merch***
Tabaxi

Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

Your Tabaxi character has the following racial traits:

* **Ability Score Increase**. Your Dexterity increases by 2, and your charisma increases by 1.
* **Age**. equivalent to humans.
* **Alignment**. tend toward chaotic alignments. Very rarely are evil.
* **Size**. taller than humans, slender. Your size is Medium
* **Speed**. Your base walking speed is 30 feet.
* **Languages**. You can speak, read, and write Common and one other language of your choice.
* **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.
* **Feline Agility**. your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
* **Cat's Claws**. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Cat's Talent**. You have proficiency in the **Perception** and **Stealth** skills.
Chica Plush

***This page covers CHARACTER***

Difficulty is based on amount of refs available. Complexity is based on amount of parts needed to model.

## Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

(Insert Info/Tips Here)

## References (Character, Lost Renders)

***These are renders that haven't had an HD or HD + Alpha version found. Usually found on merch***

1b- On the bottom left2b- In the top right
FNaF 2 Endo

***This page covers Endo-2***

## Endo-2

Difficulty is based on amount of refs available. Complexity is based on amount of parts needed to model.

## Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

(Insert Info/Tips Here)

## References (Endo-2, Lost Renders)

***These are renders that haven't had an HD or HD + Alpha version found. Usually found on merch***

(Insert Gallery Here)
Withered Foxy / Phantom Foxy

***This page covers Withered Foxy / Phantom Foxy***

* Withered Foxy
* Phantom Foxy

## Shared Models

Withered Freddy / Withered Golden Freddy / Shadow Freddy / Phantom Freddy

FNaF2 Endo

Withered Bonnie

Withered Chica

## Model Versions

-Withered Foxy

-Phantom Foxy

Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

(Insert Info/Tips Here)

## References (Character, Ingame)

Eyeless FoxyWithered Foxy from FNaF 2 TrailerFoxy's hook in the box.Withered Foxy Icon from Custom Night
## References (Character, Lost Renders)

***These are renders that haven't had an HD or HD + Alpha version found. Usually found on merch***

(Insert Gallery Here)
Minireena

***This page covers CHARACTER***

Difficulty is based on amount of refs available. Complexity is based on amount of parts needed to model.

## Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

(Insert Info/Tips Here)

## References (Character, Lost Renders)

***These are renders that haven't had an HD or HD + Alpha version found. Usually found on merch***

(Insert Gallery Here)
Monalein Wiki

## Welcome to the Monalein Wiki

A wiki dedicated to the fantasy world of Monalein.

## What is Monalein?

Monalein is a fantasy world created as a setting for a home-brewed D&D campaign.

## Monalein Overview

An introduction to the world including a brief history and a map of the known world.

## Character Glossary

An alphabetical list of every character in Monalein.

## Quest Directory

An alphabetical list of all of the quest-lines written for Monalein.

## Character Creation Tools

A list of Races, Sub-Races, Classes, Sub-Classes, and Backgrounds available in Monalein.

## Spells Directory

Links to pages for every spell available in the world of Monalein

## Magic Item Directory

A list with pages for every magic item and potion that may be found in Monalein.
Foxy

***This page covers Foxy***

Difficulty is based on amount of refs available. Complexity is based on amount of parts needed to model.

## Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

(Insert Info/Tips Here)

## References (Foxy, Lost Renders)

***These are renders that haven't had an HD or HD + Alpha version found. Usually found on merch***

(Insert Gallery Here)
Plushtrap

***This page covers CHARACTER***

Difficulty is based on amount of refs available. Complexity is based on amount of parts needed to model.

## Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

(Insert Info/Tips Here)

## References (Character, Lost Renders)

***These are renders that haven't had an HD or HD + Alpha version found. Usually found on merch***

(Insert Gallery Here)
Puppet / Phantom Puppet

***This page covers The Puppet / Phantom Puppet***

## Character

Difficulty is based on amount of refs available. Complexity is based on amount of parts needed to model.

## Model Versions

The Puppet

The Puppet (Glowing Eyes)

Nightmarionne

Phantom Puppet

Security Puppet

## Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

-Phantom Puppet uses the exact same model as The Puppet seen in FNaF 2, with only a recolor amd posed with the head slightly rotated down

-The head of the character is not na exact front view, it is a little rotated to the left (The Puppet's left)

-The neck is not centered and is not a perfect cylinder, the polygons/lines on the middle of it are slightly smaller

-As seen in the references bellow, The Puppet's mask is White. What makes us think it's not is the illumination on his/hers front views

-Most of The Puppet references are the same, what makes the modelling harder

## References (Character, Lost Renders)

***These are renders that haven't had an HD or HD + Alpha version found. Usually found on merch***
Withered Bonnie

***This page covers Withered Bonnie***

Difficulty is based on amount of refs available. Complexity is based on amount of parts needed to model.

## Model Versions

Withered Bonnie (Red Eyes)

Withered Bonnie (White Eyes)

## Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

- The 'stubs' on the mask where Withered Bonnie's face was torn off are simply extruded pentagons.

- Unlike the other Withered animatronics, Withered Bonnie has no top endo jaw.

## References (Character, Lost Renders)

***These are renders that haven't had an HD or HD + Alpha version found. Usually found on merch***

(Insert Gallery Here)