recursal/Fanatic-Fandom huggingface dataset:
Rake

RakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRakeRake
Aidan McAuley

Aidan McAuley (born November 27th 1932) is a jew. He was one of the first Scottish children to be in Concentration Camps in World War II. He is 5'1, and it is rumored he has been in relationships with Aaron Martin and Anton Pollock. His favourite drink is tea. Yes.

Aidan after telling the world his favourite drink.

Aidan's alter ego.
Meridionali

This island is the southernmost island in Darkwynd. Meridionali is home to Polopolis, the beating heart of trade in Cyrafrin and one of the largest and most diverse cities in the world. Polopolis is controlled by the house Fezzius who remain neutral in the war for Darkwynd and focus on trade and improving the world as a whole, not petty infighting and warring with neighbors, they believe in freedom and equality for all and because of this Polopolis is home to people of all race, color, background, and gender. The keep of Fezzius, however, does not reside in Polopolis but instead in the southeast where it can operate in relative peace but its armies are stationed in Polopolis to protect the city and the people within it. House Seapret rests on the southwestern corner of the island, far away from the major city. House Seapret is home to the most adept ship captains and seamen in the world, it is also the place where the best boats, ships, and vessels are built and constructed.
Minotaur

## Traits

**Ability Score Increase:** +2 Str & +1 Con

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common & Minotaur

## Features

**Menacing:** Gain proficiency in *Intimidation*

**Hybrid Nature:** Your creature type is Humanoid and Monstrosity

**Horns:** You have natural melee weapons that deal piercing damage equal to 1d6 + your StrMod

**Goring Rush:** If you Dash and move at least 30ft, you can attack with your horns as a bonus action

**Hammering Horns:** If you land a melee attack, as a reaction, you can try to shove your target 5ft. If it's large or smaller, it makes a Str *save* (DC = 8 + StrMod + Prof)

***UA:****This item contains playtest material from the Unearthed Arcana. It is subject to change and is not officially part of the game*
Kalashtar

## Traits

**Ability Score Increase:** +1 Wis, +1 Cha, & +1 to any one

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common, Quori, & one *standard*

## Features

**Dual Minded:** When you make a Wis save, as a reaction, you can give the roll advantage

**Mental Discipline:** Resist psychic damage

**Mind Link:** You can telepathically speak to one creature within 60ft of you. As a bonus action, until your next turn, give one creature the ability to telepathically speak to you

**Psychic Glamour:** Gain advantage on *checks* with one of the following: *Insight, Intimidation, Performance,* or *Persuasion*

**Severed from Dreams:** You ignore dream magic, but not sleep magic
PepeBee15

PepeBee15. Ethan O'Rourke, also known as PepeBee15, kungoBee15 and sometimes RagingBee15, is one of the dankest men around. He is the genetic clone of world famous actor Peter capaldi. PepeBee15. He became famous when he first opened his world famous IInstagram account, PepeBee15. PepeBee15. He loves chegg and kek and chads. PepeBee15. He is in a sexual relationship with Misato Katsuragi of Japan. PepeBee15. In 2020 he began the hunt to find his long lost brother MenialBee15.
Pacha Terram

Pacha Terram referred to, as Terram is the home of house Svaling, the kings of the east. Ruled by Malik Svaling from their enormous stronghold, Castle Svaling. It lies on the southern tip of the Straight of Druids Blood where it meets the Stormwynd Channel. The house is known for its fierce military that is always posing a constant threat to anyone who causes trouble or seeks to incite chaos or violence; they use this magnificently gigantic army to threaten other houses into joining their alliance. They were the first group of people in all of Darkwynd to own slaves, they created Half-Orc armies to work the fields and protect them at the eventual cost of thousands and thousands of lives. They export a plethora of goods mostly consisting of fish, metal and wine among other things. At the northernmost point of the island rests House Stagg, these savages of the north were the most fearsome house of all back in the day until House Svaling came around and forced them to pledge their lands and territories. They are masters of survival and their culture is deeply rooted in dark magic and sorcery, the house used to and still promotes and practices the worship of devils and demons. They reside in Bahumant, the sacred town of devil worship that worshiped Malizar many years ago; nowadays it is a fishing town. The Dragon’s City, also known as Chezzdarr’s city was settled and ruled by Chezzdarr the great, a red dragon who up until about 150 years ago was the ruler and mayor of this town until Svaling set their royal armies upon him and his citizens and killed them all but not before the dragon could roast and eat about ten thousand men. Chezzdarr’s Head now rests in the throne room of House Svaling. The city was built as a safe haven for citizens and people who did not want to be allied with a human monarchy, Chezzdarr was the mayor but he put forth laws and policies at the peoples request and only went through with them after a good and fair election. Many humans were not a fan of this but at the time many minority races traveled into the city to live in peace and away from slavery but when the time came for them to fight they did not hesitate to fight for their beliefs and died valiantly defending the home they never had. When Chezzdarr was killed the citizens of his town were sold into slavery or forced into labor, most of them were jailed and tried to escape to little success so they became citizens of the Svaling city of Glamdril, just south of the dragons city. On the east side of the island sits house Stormwynd in their ancient stronghold nestled into the side of the Wraith Mountains. Stormwynd remains (for the most part) away from society in that they are a clan that has been living off the land for many years and choose not to fight with other houses and choose not to be involved in politics but to ensure peace they sided with house Svaling under the condition that they would be left alone to do their own thing. Ulfric Stormwynd is in charge of this clan.
Super ShowDown (2019)

Also involving: Akam, Akira Tozawa, Ali, Apollo Crews, Bo Dallas, The Brian Kendrick, Buddy Murphy, Cedric Alexander, Cesaro, Chad Gable, Curt Hawkins, Curtis Axel, Dash Wilder, Drew Gulak, EC3, Eric Young, Erik, Heath Slater, Humberto Carrillo, Ivar, Jey Uso, Jimmy Uso, Jinder Mahal, Karl Anderson, Luke Gallows, Matt Hardy, Mike Kanellis, Mojo Rawley, No Way Jose, Oney Lorcan, Otis, Rezar, Ricochet, Robert Roode, Rowan, Rusev, Samir Singh, Samoa Joe, Scott Dawson, Shelton Benjamin, Shinsuke Nakamura, Sin Cara, Sunil Singh, The Miz, Titus O'Neil, Tony Nese, Tucker, Xavier Woods, and Zack Ryder
Grung

## Traits

**Ability Score Increase:** +2 Dex & +1 Con

**Size:** Small / **Speed:** 25***walking*** & 25***climbing***

**Languages:** Grung

## Features

**Amphibious:** You can breath water

**Arboreal Alertness:** Gain proficiency in *Perception*

**Poison Immunity:** Immune to *poison* and poison damage

**Poisonous Skin:** If touched by another creature, it makes a DC12 Con *save* vs *poison*. While not in contact with you, the creature can repeat the *save* at the end of its turn to recover. Your poison can be applied to weapons to make their targets make a DC12 Con save vs taking 2d4 poison damage

**Standing Leap:** Your long jump is 25ft, and high jump is 15ft; even without a running start

**Water Dependency:** You must bath in water for 1 hour every day or suffer exhaustion (bathing removes this exhaustion)
Gith

## Traits

**Ability Score Increase:** +1 Int

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common & Gith

## Subrace

* Githyanki
* Githzerai

**Ability Score Increase:** +2 Str

**Decadent Mastery:** One *standard* language & one skill or tool proficiency

**Martial Prodigy:** Gain proficiency with light and medium armor, longswords, shortswords, and greatswords

**Githyanki Psionics:** Gain *mage hand* at 1st level, *jump* at 3rd, and *misty step* at 5th. *Jump* and *misty step* don't need material components and can only be cast 1/long rest (use Int as their SpellMod)

**Ability Score Increase:** +2 Wis

**Mental Discipline:** Gain advantage on *saves* vs *charmed* and *frightened*

**Githzerai Psionics:** Gain *mage hand* at 1st level, *shield* at 3rd, and *detect thoughts* at 5th. *Shield* and *detect thoughts* don't need material components and can only be cast 1/long rest (use Int as their SpellMod)
The Founding Fathers

The Founding Fathers, sometimes known as the Founding Fathers of Skid Row, are a load of fat auld duffers. They meet up every Thursday to talk about their alcoholic and smoking habits, and on Saturdays they go bowling. The list is as follows:

* John McAuley, father of Aidan McAuley. John has the power to KO anyone in punching range. He is a lady magnet, the biggest of any of the Fathers. He is nearly bald.
* Patrick Hewitt Sr., father of Patrick Hewitt Jr. The greatest mustache you will ever lay your eyes on. He doesn't, believe it or not, live in the Gas Flats, considering his son does. He is nearly bald.
* Bazza Woodlock, father of Nathan Woodlock. He plays as a striker for Tottenham Hotspur Football Club and the English national football team. He has a rare mutated baldy gene which makes his children more bald than he is. He is nearly bald.
* Stephen O'Rourke, father of Aaron O'Rourke. He is a worker for United Taxis Co. His other job which also has something to do with taxis is the reason Aaron was born. He is nearly bald.
* Arif Arif, father of AliTok123. Arif taught his son how to perform his incredible dances, known as 'orange justice' and the 'hype'. He wears Jesus sandles.  He is nearly bald.
* [REDACTED], father of [REDACTED]. The richest man in town. He pays for all the meeting and pizza and pies and sausage rolls. The reason he has no name is because Cole would batter me. He is.. actually, it isn't good i say that one.
Evenlo

The sphinx came to the world near its end (or what they thought was), they had decided that humans were imperfect, too many flaws and nobody could agree with one another. They had fought and killed their neighbors for centuries and were stuck in the past. The need for something they called gold wrecked and ravaged them; they stole, killed and did unspeakable things in order for some small circles of metal. So they came and taught their magic to everyone that would listen. They tested their students until they found the Archmagi, He created the first clone army that built the city of Illumanare by hand and established the pyramid of power. He found scholars, inventors, and citizens to populate and work in the city. It has been almost one hundred years since the beginning of the rule of the high arbiter and magical technology has progressed tenfold since the prominence of the Archmagi and his students and clones. Flying brooms and carpets are everywhere and teleportation circles and the transportation of goods and people are inexpensive. Magical weapons and tools are everywhere and food, early death, famine, and disease are no more all it takes is the payment of a couple of coins to a wizard or cleric and your problems are solved. Not everything is perfect, crime is still very prominent and the government is always watching its citizens, peering into their minds and spying on them too but overall life is good. The government of Evenlo is legally an Oligarchy but its citizens suspect that it is, in fact, a Dictatorship. There are also Rumors that the Archmagi is losing his mind to another entity and that the High Arbiter is secretly a Litch and has phylacteries hidden all over Lynnden making him practically immortal. Others suspect he isn’t a sphinx at all and is, in fact, a god sent from the heavens to get the world back on track and in order, some suspect he has made many deals with many devils and became all-powerful through black magic, some believe he is one of these devils himself.
ความยุติธรรมเพื่อใครสักคน ชิโร่

หมายเลขการ์ด
 ประเภท
 เลเวล
 พาวเวอร์
 ทริกเกอร์
 สี
 คอสต์
 โซล
 คุณลักษณะ
2 ใบลงมา、เลเวลของการ์ดใบนี้บนมือของเรา －1。
【AUTO】 เมื่อการ์ดใบนี้เข้าสู่เวทีจากมือ、เราดูมากสุด 3 ใบจากบนกองการ์ดของตัวเอง、เลือกการ์ดมากสุด 1 ใบ、เพิ่มขึ้นมือ、นำการ์ดที่เหลือลงห้องพัก。
【AUTO】 เมื่อการ์ดใบนี้แอทแทค、เราเลือกคารา、《มาสเตอร์》หรือ《เซอร์แวนท์》ของตัวเองใบอื่น
1 ใบ、ในเทิร์นนั้น、พาวเวอร์ ＋Ｘ。Ｘ เท่ากับจำนวนคารา、《มาสเตอร์》หรือ《เซอร์แวนท์》ของเราใบอื่น ×500。
Skid Row Ultras Wiki

## WELCOME

in order to be welcome in the skid row ultras you must pray to aiden 'lesley' gunn seven times every day

## What are we?

This is the home of all information on the Skid Row Ultras. What a load of jakeys.

Take a look at some of our greatest pages.

Aidan McAuley

Patrick Hewitt

Neil Cameron

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!
Firbolg

## Traits

**Ability Score Increase:** +2 Wis & +1 Str

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common, Elvish, & Giant

## Features

**Firbolg Magic:** Gain *detect magic* and *disguise self*(can adjust height by 3ft). They can only be cast 1/long rest (use Wis as their SpellMod)

**Hidden Step:** As a bonus action; turn invisible until the start of your next turn, you attack, deal damage, or have another creature make a *save*. You can only use this 1/short rest

**Powerful Build:** Your size counts as large when carrying, pushing, or dragging

**Speech of Beast and Leaf:** You can convey simple ideas to Beasts and Plants. Gain advantage on Cha *checks* to influence them
Crimson Daggers

## Summary

* Equipped
* Unequipped

PhysicalPower - 17

4- Carbon Ore

Stained red from the blood of the bandits you slain to forge these daggers, It came out with a crimson color giving It's name the Crimson Daggers, as your recent forged weapon didnt turn out so well theses daggers are brag worthy and far from dull so good job I guess.
Changeling

## Traits

**Ability Score Increase:** +2 Cha & +1 Dex or Int

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common & two *standard*

## Features

**Change Appearance:** As an action, you can shapeshift. You must have seen/heard what you are trying to duplicate. You cannot change your equipment, creature size, nor change from a biped to a quadruped. While changed, you have advantage on *Deception checks* vs being discovered. If you die, you revert to your normal form

**Changeling Instincts:** Gain two skill proficiencies from among *Deception, Intimidation, Insight,* and *Persuasion*

**Unsettling Visage:** If you are attacked, as a reaction, you can give the attack roll disadvantage. Creatures within 30ft of you realize that you can shapeshift. You can only use this 1/short rest

**Divergent Persona:** Gain one tool proficiency, then create a false identity associated with that tool. While adopting that identity, you gain double proficiency with the tool
Uthgardt Tribe Member

## Stats

**Skill Proficiencies:** *Athletics* & *Survival*

**Tool Proficiencies:** one musical instrument or artisan's tool

**Languages:** One *standard*

**Equipment:** hunting trap, tribal token or tattoos, traveler's clothes, 10gp

## Feature

### Uthgardt Heritage

* When foraging, you find twice as much food and water
* Your tribe and people allied with them can provide you with food and shelter
Orc

## Traits

**Ability Score Increase:** +2 Str & +1 Con

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common & Orc

## Features

**Darkvision - 60ft:** You can treat dim light as bright light, and darkness as dim light

**Aggressive:** As a bonus action, move up to your speed towards an enemy

**Menacing:** Gain proficiency in *Intimidation*

**Powerful Build:** Your size counts as large when carrying, pushing, or dragging
House Agent

**Note:** *This background has ties to world lore. Talk with your DM before using this background.*

 Stats

**Skill Proficiencies:** *Investigation* & *Persuasion*

**Tool Proficiencies:** Two based on your chosen house:

* **Deneith:** one gaming set & vehicles (land)
* **Ghallanda:** brewer's supplies & herbalism kit
* **Forasco:** alchemist's supplies & herbalism kit
* **Kundarak:** tinker's tools & thieves' tools
* **Lyrandar:** vehicles (sea/air) & navigator's tools
* **Medani:** thieves' tools & disguise kit
* **Phiarlan:** disguise kit & one musical instrument
* **Sivis:** calligrapher's tools & forgery kit
* **Tharashk:** thieves' tools & one gaming set
* **Thuranni:** poisoner's kit & one musical instrument
* **Vadalis:** vehicles (land) & herbalism kit

**Equipment:** fine clothes, house signet ring, ID papers, 20gp

## Feature

### House Connections

Your House can provide you with food and/or lodging if necessary. They will also provide you with any equipment and/or transportation you need to carry out an assignment.
Noble

## Stats

**Skill Proficiencies:** *History* & *Persuasion*

**Tool Proficiencies:** one gaming set

**Languages:** One *standard*

**Equipment:** fine clothes, signet ring, scroll of pedigree, 25gp

* Other nobles acknowledge you and your status; allowing you audiences with them

*OR*

### Retainers

You are attended by three servants. They will perform mundane tasks for you, but will not fight for you. If mistreated or constantly endangered, they will leave your service.
Guild Artisan

**Note:** *This background has ties to world lore. Talk with your DM before using this background.*

 Stats

**Skill Proficiencies:** *Insight* & *Persuasion*

**Tool Proficiencies:** one artisan's tool

**Languages:** One *standard*

**Equipment:** one artisan's tool, guild certificate, traveler's clothes, 15gp

## Feature

### Guild Membership

Your guild can provide you with food and/or lodging if necessary. Should you find yourself in trouble with the law, your guild may be willing to vouch for you or pay your bail. *You must pay 5gp every month to retain your membership.*

## Variant: Guild Merchant

Replace your artisan's tool proficiency with either a navigator's tool proficiency or an additional language. Also replace artisan's tool item with a mule and cart.
Elysian Armor

The Elysian Armor is a set of armor loaned to Phil from Lorna during the events of the Sirimiri arc. It is crafted from blessed metal and is etched with four feathered wings on back, as well as graphic eyes and heads of beasts. It is unclear where it came from.

## Uses

The armor provides 15 + DEX modifier (to a maximum of 2) and grants resistance to necrotic damage. It glows with a faint white light. Upon taking necrotic damage, roll a d20. On a 20, the armor absorbs the damage and reflects half of it back on the enemy as radiant damage. It is considered Medium armor. Requires attunement.

## History

Lorna offered the armor to the Omniventurers prior to their wendigo-hunting quest, along with the Tinkerer's Goggles, Flamethrower, and Radiant Polearm. It was worn by Phil.

When Lorna demanded it back, Phil returned it, but kept a single piece of knee armor. He later unsuccessfully attempted to use this single piece of armor to convince the construct guards at the entrance to the Steelshaper laboratory that he was also a construct.
World Wrestling Entertanment Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

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### Impact! Championships

 Impact! X-Division Champion
 Impact! World Tag Team Champions
 Impact! Knockouts Champion
Warforged

## Traits

**Ability Score Increase:** +1 Con

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common

## Features

**Warforged Resilience:** Your mechanical body offers many advantages

* Gain advantage on *saves* vs *poison* & resist poison damage
* Immune to disease
* Don't need to eat, drink, or breath
* Don't need sleep, ignore sleep magic, and ignore exhaustion

**Sentry's Rest:** You can see and hear normally during your long rest

**Integrated Protection:** You cannot use armor, but can use shields. When you finish a long rest, you can change your body's natural armor type

 Medium
 Heavy

## Subrace

* Envoy
* Juggernaut
* Skirmisher

**Ability Score Increase:** +1 to two different

**Specialized Design:** Gain one skill proficiency, tool proficiency, and *standard* language

**Integrated Tool:** One tool you are proficient with is integrated into your body. If your hands are free, you can use this tool with double proficiency

**Ability Score Increase:** +2 Str

**Iron Fist:** Your unarmed strikes deal bludgeoning damage equal to 1d4 + your StrMod

**Powerful Build:** Your size counts as large when carrying, pushing, or dragging

**Ability Score Increase:** +2 Dex

**Swift:** +5***walking*** speed

**Light Step:** When traveling alone for at least 1 hour, you can move stealthily without restriction
Outlander

## Stats

**Skill Proficiencies:** *Athletics* & *Survival*

**Tool Proficiencies:** one musical instrament

**Languages:** One *standard*

**Equipment:** staff, hunting trap, animal trophy, traveler's clothes, 10gp

## Feature

### Wanderer

* You can easily remember the terrain of places you've been
* When foraging, you can find enough food and water for six people
Yuan-ti Pureblood

## Traits

**Ability Score Increase:** +2 Cha & +1 Int

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common, Abyssal, & Draconic

## Features

**Darkvision - 60ft:** You can treat dim light as bright light, and darkness as dim light

**Keen Senses:** Gain *poison spray* and *animal friendship*(only snakes) at 1st level, and *suggestion* at 3rd. *Suggestion* can only be cast 1/long rest (use Cha as their SpellMod)

**Magic Resistance:** Gain advantage on *saves* vs magic

**Poison Immunity:** Immune to *poison* and poison damage
Half-Orc

## Traits

**Ability Score Increase:** +2 Str & +1 Con

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common & Orc

## Features

**Darkvision - 60ft:** You can treat dim light as bright light, and darkness as dim light

**Menacing:** Gain proficiency in *Intimidation*

**Relentless Endurance:** If you would drop to 0 HP, you can drop to 1 HP instead. You can only use this 1/long rest

**Savage Attacks:** If you *crit* with a melee weapon, you can roll an additional weapon die
Inheritor

**Note:** *Talk with your DM before using this background.*

 Stats

**Skill Proficiencies:** *Survival* & one from among *Arcana, History,* and *Religion*

**Tool Proficiencies:** one gaming set or musical instrument

**Languages:** One *standard*

**Equipment:** *your inheritance*, traveler's clothes, any items you are proficient with, 15gp
Acolyte

## Stats

**Skill Proficiencies:** *Insight* & *Religion*

**Languages:** Two *standard*

**Equipment:** holy symbol, prayer book/wheel, 5 sticks of incense, vestments, common clothes, 15gp

## Feature

### Shelter of the Faithful

You can seek aid from others of your faith. This aid can come as free healing, shelter (only for you), or assistance with simple non-combative tasks.
Gnome

## Traits

**Ability Score Increase:** +2 Int

**Size:** Small / **Speed:** 25***walking***

**Languages:** Common & Gnomish

## Features

**Darkvision - 60ft:** You can treat dim light as bright light, and darkness as dim light

**Gnome Cunning:** Gain advantage on Int, Wis, and Cha *saves* vs magic

## Subrace

* Deep gnome
* Forest Gnome
* Rock Gnome

**Ability Score Increase:** +1 Dex

**Languages:** Undercommon

**Superior Darkvision:** +60ft

**Stone Camouflage:** Gain advantage on *Stealth* *checks* when hiding near rocks

**Ability Score Increase:** +1 Dex

**Natural Illusionist:** Gain *minor illusion* (use Int as its SpellMod)

**Speak with Small Beasts:** You can convey simple ideas to small Beasts

**Ability Score Increase:** +1 Con

**Artificer's lore:** Gain double proficiency in *History* *checks* involving magic items, alchemical objects, and technological devices

**Tinker:** Gain proficiency with tinker's tools. You can spend 1 hour and materials worth 10gp to create a clockwork device (AC 5, 1 hp). It breaks after 24 hours unless maintained (you can reclaim the materials)

* **Clockwork Toy:** Moves 5ft in a random direction during your turn
* **Fire Starter:** As an action, light a flame
* **Music box:** Plays music when opened
Aasimar

## Traits

**Ability Score Increase:** +2 Cha

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common & Celestial

## Features

**Darkvision - 60ft:** You can treat dim light as bright light, and darkness as dim light

**Celestial Resistance:** Resist necrotic and radiant damage

**Healing Hands:** As an action, heal one creature you touch (healing = your CharaLevel)

**Light Bearer:** Gain *light* (use Cha as its SpellMod)

## Subrace

* Fallen
* Protector
* Scourge

**Ability Score Increase:** +1 Str

**Necrotic Shroud:** As an action, starting at 3rd level, transform for up to 1 minute or until ended as a bonus action. You can only use this 1/long rest. When you transform, creatures within 10ft of you make Cha *saves* vs being *frightened* of you until the end of your next turn (DC = 8 + ChaMod + Prof). While transformed; 1/turn, if you land and attack, you can add bonus necrotic damage to the attack equal your CharaLevel

**Ability Score Increase:** +1 Wis

**Radiant Soul:** As an action, starting at 3rd level, transform for up to 1 minute or until ended as a bonus action. You can only use this 1/long rest. While transformed; +30***flying*** speed & 1/turn, if you land and attack, you can add bonus radiant damage to the attack equal your CharaLevel

**Ability Score Increase:** +1 Con

**Radiant Consumption:** As an action, starting at 3rd level, transform for up to 1 minute or until ended as a bonus action. You can only use this 1/long rest. While transformed; you shed light in a 20ft radius (half bright, half dim), at the end of your turn, deal radiant damage equal to half your CharaLevel to yourself and creatures within 10ft of you, & 1/turn, if you land and attack, you can add bonus radiant damage to the attack equal your CharaLevel
Half-Elf

## Traits

**Ability Score Increase:** +2 Cha & +1 to two different

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common, Elvish, & one *standard*

## Features

**Darkvision - 60ft:** You can treat dim light as bright light, and darkness as dim light

**Fey Ancestry:** Gain advantage on *saves* vs *charmed* & ignore sleep magic

**Skill Versatility:** Gain two skill proficiencies

## Variant

You can replace your **Skill Versatility** with a different feature to better reflect your elvish heritage

* **Wood Elf:** Gain **Elf Weapon Training**, **Fleet of Foot**, or **Mask of the Wild**
* **High Elf:** Gain **Elf Weapon Training** or **Cantrip**
* **Drow:** Gain **Drow Magic**
* **Sea Elf:** +30***swimming*** speed
Shifter

## Traits

**Ability Score Increase:** +1 Dex

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common

## Features

**Darkvision - 60ft:** You can treat dim light as bright light, and darkness as dim light

**Keen Senses:** Gain proficiency in *Perception*

**Shifting:** As a bonus action, transform for up to 1 minute, until you die, or revert as a bonus action. You can only use this 1/short rest. When you transform, gain bonus effects based on your subrace & TempHP equal to your CharaLevel + ConMod (min of 1 TempHP)

## Subrace

* Beasthide
* Longtooth
* Swiftstride
* Wildhunt

**Ability Score Increase:** +2 Con

**Tough:** Gain proficiency in *Athletics*

**Shifting Feature:** While transformed, gain 1d6 TempHP & +1 AC

**Ability Score Increase:** +2 Str

**Fierce:** Gain proficiency in *Intimidation*

**Shifting Feature:** As a bonus action, make an unarmed strike with your fangs; dealing piercing damage equal to 1d6 + your StrMod

**Ability Score Increase:** +1 Dex & +1 Cha

**Graceful:** Gain proficiency in *Acrobatics*

**Swift Stride:** +5***walking*** speed

**Shifting Feature:** While transformed, +5***walking*** speed & if an enemy ends it's turn within 5ft of you, as a reaction, you can move 10ft (doesn't provoke opportunity)

**Ability Score Increase:** +2 Wis

**Natural Tracker:** Gain proficiency in *Survival*

**Mark the Scent:** As a bonus action, mark one creature within 10ft of you. Until your next long rest, double your proficiency on any *check* you make to find the creature. You are aware of its location if it is within 60ft of you. You can only use this 1/short rest

**Shifting Feature:** Gain advantage on Wis *checks*
Faction Agent

## Stats

**Skill Proficiencies:** *Insight* & one based on your chosen faction

* **The Harpers:** *Investigation*
* **The Order of the Gauntlet:** *Religion*
* **The Emerald Enclave:** *Nature*
* **The Lords Alliance:** *History*
* **The Zhentarim:** *Deception*

**Languages:** Two *standard*

**Equipment:** faction emblem, common clothes, 15gp

* You can request aid from allied agents, but they wont do anything that will blow their cover
Far Traveler

## Stats

**Skill Proficiencies:** *Insight* & *Perception*

**Tool Proficiencies:** one musical instrument or gaming set

**Languages:** One *standard*

**Equipment:** traveler's clothes, one musical instrument or gaming set, homeland maps, jewelry(10gp), 5gp

## Feature

### All Eyes on You

Commoners find you interesting and like listening to your stories. Some scholars or noble's might even take a like to you.
Bugbear

## Traits

**Ability Score Increase:** +2 Str & +1 Dex

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common & Goblin

## Features

**Darkvision - 60ft:** You can treat dim light as bright light, and darkness as dim light

**Long-Limbed:** +5ft melee attack range

**Powerful Build:** Your size counts as large when carrying, pushing, or dragging

**Sneaky:** Gain proficiency in *Stealth*

**Surprise Attack:** If you land an attack on a surprised creature, add 2d6 to the damage roll. You can only use this 1/encounter
Fighter

* Stats

## Stats

**Hit Dice/ClassLevel:** 1d8 / **Save Proficiencies:** Str & Con

**Skill Proficiencies:** Two from among *Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception,* and *Survival*

**Armor & Weapon Proficiencies:** All armor, All weapons, Shields

**Tool Proficiencies:** None

**Starting Equipment** 1.(a)Chain Mail or (b)Leather Armor and 20 arrows,

2. (a)Martial Weapon and Shield or (b)two Martial Weapons,

3. (a)light crossbow and 20 bolts or (b)two handaxes

4. (a)dungeoneer's pack or (b)explorer's pack

## Subclass Features

<tabber>Arcane Archer =

 7th
**Magic Arrow:** Your arrows count as magical for the purposes of overcoming resistances and immunities, the magic fades once your attack hits or misses
 10th
 15th
 18th

 7th
 10th
 15th
 18th

 7th
**Know Your Enemy:** If you spend 1 minute out of combat interacting with a creature, you learn if two of the following are greater less than or equal to yours
* Str score
* Dex score
* Con score
* AC
* Current hp
* Total Class levels
 10th
 15th
 18th

**Born to Saddle:** You have advantage on all saves made to avoid falling off your mount, if you fall off your mount and fall 10 feet or less you can land on your feet, mounting and dismounting only costs 5 movement
 7th
 10th
 15th
 18th

 7th
 10th
 15th
 18th

 7th
 10th
 15th
 18th
Triton

## Traits

**Ability Score Increase:** +1 Str, +1 Con, & +1 Cha

**Size:** Medium / **Speed:** 30***walking*** & 30***swimming***

**Languages:** Common & Primordial

## Features

**Amphibious:** You can breath water

**Control Air and Water:** Gain *fog cloud* at 1st level, *gust of wind* at 3rd, and *wall of water* at 5th. They can only be cast 1/long rest (use Cha as their SpellMod)

**Emissary of the Sea:** You can convey simple ideas to aquatic Beasts

**Guardians of the Depths:** Resist cold damage & ignore the penalties of watery depths
Lizardfolk

## Traits

**Ability Score Increase:** +2 Con & +1 Wis

**Size:** Medium / **Speed:** 30***walking*** & 30***swimming***

**Languages:** Common & Draconic

## Features

**Bite:** You have natural melee weapons that deal piercing damage equal to 1d6 + your StrMod

**Cunning Artisan:** During a short rest, you can create an item out of the remains of a small or larger creature. You must have a bladed tool, and the creature must have been a Beast, Construct, Dragon, Monstrosity, or Plant. Items include: a shield, a club, a javelin, and 1d4 of darts/needles

**Hold Breath:** You can hold your breath for 15 minutes

**Hunter's Lore:** Gain two skill proficiencies from among *Animal Handling, Nature, Perception, Stealth,* and *Survival*

**Natural Armor:** Your unarmored AC = 13 + your DexMod

**Hungry Jaws:** As a bonus action, attack with your **Bite**. If it lands, gain TempHP equal to your ConMod (min of 1 TempHP). You can only use this 1/short rest
Movimiento de Países No Alineados

El Movimiento de Países No Alineados fue una agrupación de Estados conformada durante la Guerra Fría. Su origen fue en la Conferencia de Bandung en 1955 y, sobre todo, la Conferencia de Brioni (Yugoslavia) en la que los presidentes Nasser, Nehru y Tito decidieron oficialmente del MNA o Movimiento de los No Alineados.
El no alineamiento se define por una serie de principios: preservar las independencias nacionales frente a las dos superpotencias, no pertenecer a ningún bloque militar, rechazar el establecimiento de bases militares extranjeras, defender el derecho de los pueblos a la autodeterminación y la independencia y luchar por un "desarme completo y general". Se extendió por todo el mundo, participando 113 países en su última cumbre de Cartagena de Indias (Colombia) en 1955.
El MNA ha contribuido de forma innegable al triunfo de la lucha por la independencia nacional y la descolonización, lo que le permitió mantener un importante prestigio diplomático. Sin embargo, el MNA ha sido mudo ante el tema de los derechos del hombre y la democracia, gran parte de sus miembros han sido dictaduras que conculcaban esos principios. Después del fin de la Guerra Fría, el Movimiento de los No Alineados sufrió de falta de identidad, ya que el motivo de creación era tener un bando intermedio entre las dos superpotencias de la Guerra Fría, con lo que provocó que el MNA perdiera importantes apoyos y, en gran medida, su razón de ser.
Halfling

## Traits

**Ability Score Increase:** +2 Dex

**Size:** Small / **Speed:** 25***walking***

**Languages:** Common & Halfling

## Features

**Lucky:** If your die lands on 1 during an attack roll, ability check, or saving throw; you can reroll that die, but must use the new number

**Brave:** Gain advantage on *saves* vs *frightened*

**Halfling Nimbleness:** You can freely move through spaces occupied by larger creatures

## Subrace

* Ghostwise
* Lightfoot
* Stout

**Ability Score Increase:** +1 Wis

**Silent Speech:** You can telepathically speak to one creature withing 30ft of you

**Ability Score Increase:** +1 Cha

**Naturally Stealthy:** You can try to Hide under creatures larger than you

**Ability Score Increase:** +1 Con

**Stout Resistance:** Gain advantage on *saves* vs *poison* & resist poison damage
Races, Classes, & Backgrounds

## Races

* Aasimar
* Bugbear
* Centaur***UA***
* Changeling
* Dragonborn
* Dwarf
* Elf***UA***
* Firbolg
* Gith
* Gnome
* Goblin
* Goliath
* Grung
* Half-Elf
* Halfling
* Half-Orc
* Human
* Kalashtar
* Kenku
* Kobold
* Lizardfolk
* Minotaur***UA***
* Orc
* Shifter
* Tiefling***UA***
* Tortle
* Triton
* Warforged
* Yuan-ti Pureblood
* Revenant***UA***

## Classes

* Barbarian
* Bard
* Cleric
* Druid
* Fighter
* Monk
* Paladin
* Ranger***UA***
* Rogue
* Sorcerer
* Warlock
* Wizard
* Rune Scribe***UA***

## Backgrounds

* Charlatan
* City Watch
* Clan Crafter
* Cloistered Scholar
* Courtier
* Criminal
* Faction Agent
* Far Traveler
* Folk Hero
* Guild Artisan
* Haunted One
* Hermit
* Inheritor
* Knight of the Order
* Mercenary Veteran
* Noble
* Outlander
* Sage
* Soldier
* Urban Bounty Hunter
* Urchin
* Uthgardt Tribe Member
* Waterdhavian Noble

***UA:** This item contains playtest material from the Unearthed Arcana. It is subject to change and is not officially part of the game*
Iósif Stalin

Jósif Stalin (1878-1953) fue el máximo dirigente de la Unión Soviética desde la muerte
de Lenin, en 1924, hasta la suya propia, en 1953. Después de una infancia bastante
desgraciada, Stalin ingresó en el seminario para poder realizar sus estudios. Allí,
comenzó a relacionarse con algunos grupos revolucionarios, que estaban tratando de
derribar al régimen absolutista de los zares. Stalin fue acumulando poder y, a la muerte
de Lenin, lo sustituyó en la jefatura del

estado. Sus maneras fueron brutales, sin dudar en deshacerse de opositores o cualquiera que pudiera aparecer una amenaza para él. A cambio, logró convertir a la Unión Soviética en una de las grandes
potencias mundiales. La Segunda Guerra Mundial hizo que fuera
considerado como uno de los líderes del mundo, participando en la organización geoestratégica de la postguerra. Sus posturas enfrentadas con el bloque occidental dieron paso a la llamada Guerra Fría. La victoria en la Guerra Mundial permitió a Stalin presentarse como el salvador de la Unión Soviética. La llamada, en la URSS, Gran Guerra Patriótica, le proporcionó una buena base propagandística ante su pueblo. En el
exterior, el líder soviético rodeó a su país de gobiernos afines, como defensa ante un posible ataque occidental. Algo similar hicieron los Estados Unidos, con la creación de alianzas militares. Uno de los puntos de inflexión en las relaciones internacionales fue el bloqueo de Berlín, ordenado por Stalin en 1948. Su intención era hacerse con el control total de la ciudad, entonces dividida entre las potencias vencedoras. Los occidentales montaron un puente aéreo para abastecer la ciudad y Stalin se vio obligado a abandonar. En 1952, ya mayor y enfermo, Stalin trató de retomar la iniciativa en el exterior. La Nota de Stalin fue un plan para reunificar Alemania sin que las superpotencias intervinieran, pero Estados Unidos deshecho el plan al no confiar en el
dirigente soviético.
Stalin murió en 1953, víctima de un ataque cerebrovascular. Años después, el Partido Comunista de la Unión Soviética condenó su régimen represor, causante de millones de muertes.
Knight of the Order

## Stats

**Skill Proficiencies:** *Persuasion* & one from among *Arcana, History, Nature,* and *Religion*

**Tool Proficiencies:** one gaming set or musical instrument

**Languages:** One *standard*

**Equipment:** traveler's clothes, signet ring, insignia of rank, 10gp

## Feature

### Knightly Regard

People sympathetic to your order might aid you in a variety of ways. The aid you can receive is determined by your order's ideals.
Goliath

## Traits

**Ability Score Increase:** +2 Str & +1 Con

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common & Giant

## Features

**Natural Athlete:** Gain proficiency in *Athletics*

**Stone's Endurance:** If you would take damage, as a reaction, you can reduce the damage by 1d12 + ConMod. You can only use this 1/short rest

**Powerful Build:** Your size counts as large when carrying, pushing, or dragging

**Mountain Born:** Ignore the penalties of high altitude and cold temperature
Kenku

## Traits

**Ability Score Increase:** +2 Dex & +1 Wis

**Size:** Medium / **Speed:** 30***walking***

**Languages:** Common & Auran (must use mimicry to speak)

## Features

**Expert Forgery:** Gain advantage on *checks* involving forgery

**Kenku Training:** Gain two skill proficiencies from among *Acrobatics, Deception, Stealth,* and *Sleight of Hand*

**Mimicry:** You can mimic sounds/voices you have heard. Suspicious creatures can make *Insight checks* vs your *Deception*
Hollymoin

The Land of the elves reflects their culture and beliefs. The land is full of sprawling forests filled with wildlife and peaceful meadows and showcases the age and untouched beauty of this world. The capital city Elegante reflects just that. Located in the center of an enormous forest the city is shockingly beautiful and very serene and peaceful. The city is entwined with the enormous and ancient trees that grow at the center of the woods, the elves remove nothing but added may garden and smaller trees that grow out of larger trees to create a city that has a thousand levels of trees of varying ages to create something truly spectacular. Waterfalls flow down trees and snake through the streets as rivers and streams.  Every single building is made of a hollowed tree, the stairs leading up the college of nature are made of bramble, and everything is natural, the things that are man made are the thousands of lights that cast a warm light on the city as the sun falls asleep. The oldest tree known as Umbra, meaning grandfather sits at the top of the city and was hollowed out to become the home to the royal family. The tree reaches all the way up into the low flying clouds, high above the forest roof along with most of the city that can be seen from the Sunstar Mountains and the main road to Hobeliton. Zelany Kyrinstan, the Sister of the last leader of the elvish military currently controls the Lands of Hollymoin when she beat the king in a battle of wits, a battle simulation, and a duel. She has then crowned the queen of Hollymoin and took the throne, which was twenty-five years ago. She still sits on the throne and commands the elvish armies of Hollymoin. On the other side of Hollymoin rests the lands of the dark elves who reside under the mountains of the great swamp, they are still a part of Hollymoin but much lesser so. Maleficus Malum, the King of the dark elves is upset with how Zelany treats the dark elves in the west and wants to rebel or possibly even challenge her to a game of wits to win the throne for himself ant the empire of dark elves supporting him. It’s tricky though; the dark elves have a long history of violence and rushing into war without thinking about consequences and tarnishing the elves pristine record as a peaceful, quiet and silent race. They are known as hostile and violent troublemakers with a history of devil worship and burning settlements to the ground for no purpose other than having fun so naturally they were shunned out.
Kobold

## Traits

**Ability Score Increase:** +2 Dex & -2 Str

**Size:** Small / **Speed:** 30***walking***

**Languages:** Common & Draconic

## Features

**Darkvision - 60ft:** You can treat dim light as bright light, and darkness as dim light

**Sunlight Sensitivity:** Gain disadvantage on attack rolls and *Perception* *checks* made in direct sunlight

**Pack Tactics:** Gain advantage on your attack roll if an ally is within 5ft of your target

**Grovel, Cower, and Beg:** As an action, until the end of your next turn, allies gain advantage when attacking creatures with 10ft of you. You can only use this 1/short rest
Seth Rollins

Seth Rollins

Companies: WWE, PWG, ROH, FCW, (5 others)

Debut (Wrestling): 2005 (14 yrs.)

Debut (WWE): 2012 (7 yrs.)

Height: 6 ft 1in

Weight: 217 lbs

Accomplishments

WWE Universal Champion (2 time, Current)

WWE Champion (2 time)

WWE Intercontinental Champion (2 time)

WWE United States Champion (1 time)

NXT Champion (1 time)

RAW Tag Team Champion (Roman Reigns(1), Dean Ambrose(1), Jason Jordan(1))

Money in the Bank (2014)

AIW Intense Champion (1 time)

AAW Heavyweight Champion (2 time)

AAW Tag Team Champion (Marek Brave(1) & Jimmy Jacobs (1))

FCW Heavyweight Champion (1 time)

FCW 15 Champion (1 time)

FCW Tag Team Champion (Richie Steamboat(1))

FIP World Heavyweight Champion (1 time)

IWA Mid-South Light Heavyweight Champion (1 time)

MCPW World Heavyweight Champion (1 time)

NWA Midwest Tag Team Champion (Marek Brave(1))

PWG Tag Team Champion (Jimmy Jacobs(1))

ROH World Champion (1 Time)

ROH Tag Team Champion (Jimmy Jacobs(2))

Money in the Bank Winner (2014)

Royal Rumble Winner (2019)
Neoliberalismo

El neoliberalismo es el
resurgimiento de las ideas asociadas al liberalismo clásico o *primer liberalismo* desde las décadas de
1970-80 . Actualmente, el término neoliberalismo suele asociarse con políticas
que implican apoyar una amplia liberalización de la economía, el libre comercio
en general, grandes reducciones del gasto público y de impuestos , así como
disminución de la intervención del Estado en la sociedad y economía en favor
del sector privado, conformado principalmente por consumidores y empresarios.

Con el objetivo principal de la búsqueda del apoderamiento económico, político
y social. El uso y definición del término ha ido
cambiando con el paso del tiempo y en la actualidad no hay un criterio
unificado para determinar qué es «neoliberalismo», por lo que generalmente se
lo utiliza como un término asociado a la derecha o ultraderecha  y es empleado de manera coloquial para
englobar una gran diversidad de ideas muy dispares presentes dentro de los
espectros del liberalismo, conservadurismo, feudalismo o fascismo.