recursal/Fanatic-Fandom huggingface dataset:
SoU

image by User:StarryCloud12348

# *Basic Info*

*SoU* is SCRP character played by User:StarryCloud12348.

# *Appearance*

*SoU* is tortoiseshell cat with orange eyes and tuft of fur on her forehead that looks like bangs. Their biological sex is female.

# *Personality*

*SoU* is honest, quick thinker, loyal, ambitious and brave; But also is brutal, egocentric, argumentative, pessimistic, judgmental. Though, *SoU* cares about her crew and would do anything to protect members of their crew. They dislike when others don't listen to what they say and when someone lies. They prefer Our New Dawn to be honest with each other. Things that they also dislike is feeling powerless, being forgotten by someone and defeat. *SoU* likes swimming, fighting, hunting and planning things.

# *Extra info*

*SoU* is extrovert, but still does have introverted moments. They treat everyone in Our New Dawn like friend.

*SoU* is a great liar, but they don't show it because they're almost always honest.

*SoU* rarely banishes any members of their crew because there is rarely need to banish one. But when some members are constantly disrespectful and rude, they are not afraid to banish them.

*SoU* is still questioning their sexuality, but they will be most likely AroAce.

*SoU* is scared of wasps, bees and ladybugs. Though, they are mostly scared of wasps. They are not scared of dogs, dogs are scared of them.

*SoU* wakes up earlier than most of their clan, but goes to sleeps late. They don't need much sleep.

*SoU*'s favorite prey is fish and birds, but they prefer fish over birds.
Arbastrop

*"I heard yelling so I ran out to protect my coworkers. Sorry if I scared you or anything." - Arbastrop after helping defend against the Limbcutters*

## Arbastrop

### Aliases

DickstropEmployee of the month

The Pelvis Crusher

Bed Breaker

Gnome Crusher

### Relatives

Strop - FatherBromstrop - Brother

Unknown Mother

### Affiliation

Vhenningrave BrothelAryonian Cult

Strop family

## Physical description

### Biography

Arbastrop is a prostitute and former adventurer who works at the brothel in Vhenningrave. He often wins Employee Of The Month and has the most requests out of all the employees at the brothel. Although retired from adventuring, Arbastrop still dresses in a (very skimpy) barbarian outfit and wields a large greatsword, ready to defend the brothel and anyone else in danger. He is the son of the giant Strop and is the younger brother of the adventurer Bromstrop.

### History

Arbastrop originally adventured with his older brother when he was a teenager, quickly learning how to effectively wield a sword. Arbastrop regularly took on quests for little or no payment, enjoying being able to help those that might not be able to afford to otherwise. During his time adventuring, he discovered that he could fund his quest taking through prostitution whenever he rested between quests. Eventually Arbastrop would retire from adventuring and set aside his profits to provide payment for quests that needed undertaking on behalf of the less fortunate.

### *Tales Of Ye Old Interest*

The party met Arbastrop during a Limbcutter attack on the city of Vheninggrave in 4116 PCE, where he attacked Myth (who was disguised as a Limbcutter), defending his coworkers in the brothel. He would eventually aid the party in their defense against the Limbcutters, and befriend the party.

Sometime after the Limbcutter assault, in 4117 PCE, Arbastrop would adopt the faith of Aryonia and camp with the other faithful in the city. Arbastrop was eventually killed and resurrected as an undead servant to a the vampire, Larenspoke, while Myth was attempting to learn if Larenspoke was cheating at cards.

### Skills and Talents

* Incredibly strong due to his giant heritage
* Seemingly endless amounts of stamina
* Covered in highly reflective magical paint on much of his body. This provides him with some armor. He gets it from his brother Bromstrop.
Path of the Berserker

6th
 10th
 14th

## Frenzy

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

## Mindless Rage

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

## Intimidating Presence

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

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

## Retaliation

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

* **Ability Score Increase.** Dex +1
* **Age.** Canins reach the age of adulthood by 18 and last for a century.
* **Alignment.** Canins are often lawful in alignment because of Pack values. Good canins are more common than evil folks.
* **Size.** Canins are generally about the size of humans, averaging 5'5” to 6'. Your size is Medium.
* **Keen** **Smell**. Canins have advantage on Perception checks that rely on smell.
* **Speed.** Your base walking speed is 30 feet.
* **Languages.** You can speak, read, and write Common, Beastfolk and +1 extra language

## Subraces

### Lupine Canin

* **Ability Score Increase**. Str +1, Dex +1
* **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.
* **Fanged**. You have sharp teeth. Whenever you make an unarmed strike using a bite you deal 1d6 + Strength Modifier.
* **Pack** **Tactics**. You have advantage on an attack roll against a creature if at least one of the your allies is within 5 ft of the creature and the ally isn't incapacitated.

### Vixen Canin

* **Ability Score Increase.** Cha +2
* **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.
* **Fox Cunning.** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
* **Foxy.** Your foxy demeanor makes you hard to resist, before making a Charisma based skill check you can choose to grant yourself advantage. You regain usage of this feature when you complete a long rest.
Organizacja Badawcza Kauera

Logo od lat 70.

**Kauer Research Organization** (KRO), właść. **Kauer-Forschungsorganisation** czyli **Organizacja Badawcza Kauera** to interdyscyplinarna grupa badawcza o niemieckich korzeniach działająca na Zapleczu, której celem jest badanie anomalnych i szkodliwych obiektów znalezionych na różnych poziomach. Organizacja została założona gdzieś między 1945 a 1949 rokiem przez austriackiego profesora Ericha Kauera, który trafił do Zaplecza potknąwszy się o kawałek drutu podczas oblężenia Berlina wypadł poza rzeczywistość i wylądował na Zapleczu po czym zaczął zrzeszać sobie podobnych. Na przełomie lat 50. i 60. organizacja wyrosła na główne niemieckojęzyczne stowarzyszenie Zaplecza, ustanawiając placówki badawcze w wielu lokalizacjach pierwszych 400 poziomów Klastra I wraz ze swoją siedzibą zlokalizowaną na 752 piętrze Nieskończonych Apartamentów Poziomu 13.

Obecnie znaczna część dawnych placówek KRO została wchłonięta przez MEG, sama grupa trzyma się zaś raczej w cieniu, a ich praktyki są utrzymywane w tajemnicy, a dokumentacja w większości została uznana za poufną; być może w związku z użyciem metod badawczych, które po upadku Rzeszy Niemieckiej mogą uchodzić gdzieniegdzie za kontrowersyjne. Chociaż potwierdzono, że sam Erich Kauer zginął w latach 60. pożarty przez windę na Poziomie 365, kierownictwo pozostaje raczej stabilne, a cała władza pozostaje skupiona w rękach enigmatycznej rady KRO-5, kolegialnego ciała obradującego gdzieś w głębi apartamentu 752-14C.

Grupa znana jest też ze stworzenia i wyznawania tzw. Tezy Kauera, naukowej hipotezy o przyczynie powstania Zaplecza jako "iluzorycznej tulpy stworzonej z wiary wielu"

1. ↑ O tych mu podobnych mówi się żartobliwie bądź nie że ukryli się Zapleczu uciekając przed procesami w Norymberdze
Big Brother 4

**Big Brother 4**, is the fourth installment of the *DTV Longterms* franchise.

## Twists

* **No Screenshots:** Houseguests aren't allowed to send screenshots of in-game conversations to other Houseguests. Doing so will result in a strike, and a penalty vote counting towards the next time that Houseguest is nominated for eviction.
* **Re-Entry Competition:** The first five evicted houseguests, competed against one another for a spot to return back into the game. The houseguest who lasts the longest would return to the household, but would also be immune and compete for HOH.

## Houseguests

 **Winner**

 **Runner-Up**

 **Jury: *Kurse***

 **Jury: *Maddie***

 **Jury: *Kurse***

 **Jury: *Maddie***

 **Jury: *Maddie***

 **Jury: *Kurse***

 **Jury: *Kurse***

 **Evicted**

 **Evicted**

 **Evicted**

 **Evicted**

 **Evicted**
Mountain Dwarf

* **Ability Score Increase**. Con +2, Str +2
* **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.
* **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.
* **Dwarven** **Armor** **Training**. You have proficiency with light and medium armor.
* **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.
* **Languages**. 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.
School of Illusion

2nd
 6th
 10th
 14th

## Illusion Savant

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

## Improved Minor Illusion

When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

## Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

## Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

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

## Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.
Aqua Pura

> ***These formidable spellcasters are renowned for their ability to harness the fluid and adaptable nature of water, using it to both protect and devastate with their magic. Whether they conjure massive tidal waves to engulf their foes or create intricate patterns of dancing water to shield their allies, the Aqua Pura Sorcerers are masters of this primal elemental force.***
>
>

## Aqua Pura Sorcerous Origin Spells

Your connection to water allows you to access a unique set of spells. At 1st level, you gain the following spells as Sorcerer spells:

* **1st level:** Create or Destroy Water, Purify Food and Drink
* **3rd level:** Misty Step, Scalding Torrent
* **5th level:** Tidal Wave, Water Walk,
* **7th level:** Control Water, Ice Storm
* **9th level:** Conjure Elemental (Water only), Maelstrom

## Water's Resilience

Starting at 1st level, you have an innate resistance to cold damage. If you already have cold resistance you instead have immunity. Additionally, you can breathe underwater as easily as you breathe air, and you gain a swim speed equal to your walking speed.

## Channel Water

At 1st level, you can use your reaction to deflect incoming attacks or spells. When you take damage from a spell or an attack, you can use your reaction to absorb the damage into water. You take no damage from the attack, but you must spend a sorcery point and roll your Hit Die. You can only absorb damage up to the damage rolled with your Hit Die.

## Fluid Casting

Beginning at 6th level, you can shape and bend water to empower your spells. When you cast a spell that deals cold damage, you can spend 1 sorcery point to increase the damage dealt by your spell by an amount equal to your Charisma modifier.

## Aquatic Mastery

At 14th level, you gain a deep understanding of the flow of water, granting you exceptional control over it. You can cast Control Water at will without expending a spell slot. Additionally, you can use your sorcery points to cast Water Walk and Water Breathing without expending a spell slot.

## Aquatic Tempest

At 18th level, you can call upon the full fury of the sea to unleash a massive tsunami. As an action, you can summon a colossal wave that crashes over your enemies. The tsunami originates from a point you choose within 120 feet of you and travels in a 60-foot-wide, 120-foot-long line in the direction you specify. All creatures caught in its path must make a Dexterity saving throw.

On a failed save, a creature takes 10d12 cold damage and is knocked prone, and the water fills their space until the end of your next turn. On a successful save, a creature takes half damage and isn't knocked prone. The tsunami wave then surges forward, moving the full 120 feet in the direction you specified, carrying away objects and creatures in its path. After the wave passes, the water remains in the area, creating difficult terrain for 1 minute.

You can use this feature once, and you regain the ability to use it after a long rest.
Dark Elf

* **Ability Score Increase**. Dex +2; Cha +1
* **Age**. Elves become adults by 100 and can live up to 1000 years old.
* **Size**. Elves average at 5 to 6 ft tall. Your size is Medium.
* **Speed**. 30 feet.
* **Superior** **Darkvision**. Your darkvision has a range of 120 feet, instead of 60.
* **Sunlight** **Sensitivity**. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
* **Fey Ancestry.** You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* **Trance.** Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day.
* **Keen Senses.** You have proficiency in the Perception skill.
* **Languages**. Common, Elven and +1 Other Language
* **Drow** **Magic**. You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire 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 onceand regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Drow** **Weapon** **Training**. You have proficiency with rapiers, shortswords, and hand crossbows.
Archfey

1st
 6th
 10th
 14th

## Expanded Spell List

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

 1st
 2nd
 3rd
 4th
 5th

## Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

## Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

## Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

## Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.
Chromatic Dragonborn

* **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.
* **Size**. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet.
* **Draconic** **Ancestry**. You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.
* **Draconic Bearing.** You are proficient in the Intimidation skill.
* **Draconic** **Resistance**. You have resistance to the damage type associated with your Chromatic Ancestry.
* **Chromatic** **Warding**. Starting at 3rd level, as an action, you can channel your draconic energies to protect yourself. For 10 minutes, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.
* **Languages**. You can read, speak, and write Common and Draconic.
* **Breath** **Weapon**. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, A creature takes 2d4 damage on a failed save, and half as much damage on a successful one. the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. The damage increase to 3d4 at 6th level, 4d4 at 11th, and 5d4 at 16th level. You can use this attack once per action.
	+ **Destructive** **Blast**. You draw in all of your draconic energy and unleash a devastating attack as an action. The DC is still the same as your Breath Weapon. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 4d6 at 6th level, 5d6 at 11th, and 6d6 at 16th level. After using your destructive blast, you cannot use it again until you complete a short or long rest

 Black
 Blue
 Green
 Red
 White
Essil

### Biography

Essis was a powerful Hand Of Aryonia, acting as Aryonia's main assassin. He was shown to be capable of tracking his targets through hostile territory and even to other planes, patiently waiting for his moment to strike.

After confronting Eldremon and Myth in Wyvkryszta, nearly killing Myth, Essil was defeated after being forced to drink poison Myth received from Sylas Eaveswind. Unlike others that were killed by the poison, Essil disintegrated into ash.

### Powers

* Essil was shown to be capable of 9th level spells like Time Stop and Power Word Kill, showing he was among the most powerful magic casters in Veshen.
* Master of stealth, shown when he successful hid in a tree, waiting for the opportune moment to strike at Myth.
* Essil was shown to expertly wield a large great sword with one hand.
* Essil could travel to other planes when tracking his targets. How he achieved this was unclear.

### Trivia

* Essil never spoke to the party apart from when he attempted to lure Elfi closer in the veil.
* Essil spent time in one of Elfi's classes in Vheninggrave, posing as a student.
* It is assumed that Essil took over Yorva's role for Aryonia after she defected.
* During a long stretch of downtime, Essil attacked Eldremon, Elfi, and Uhtred separately. It is not clear if these were genuine assassination attempts or Essil sizing up the party.
Hill Dwarf

* **Ability Score Increase**. Con +2, Wis +1
* **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.
* **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.
* **Dwarven** **Toughness**. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
* **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.
* **Languages**. 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.
Freefolk Piplin

* **Ability** **Score** **Increase**. Int +2, Wis +1
* **Age**. Piplins mature at the same rate as humans, and most are expected to be adults by 60. They can live up to 300 on average but it's not rare for piplins to reach the age of 700.
* **Size**. Piplins are 3 feet tall and weigh around 40 pounds. Your size is Small.
* **Speed**. Your base walking speed is 25 feet.
* **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
* **Gift of the Trees.** You know 2 cantrips, Druidcraft and Guidance. Once you reach 3rd level, you can cast the Conjure Animals spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Wisdom is your spellcasting ability for these spells.
* **Languages**. You can read, speak, and write Common and Piplish
Viprin

* **Ability Score Increase**. Cha +2, Wis +1
* **Age**. Viprins mature at the same rate as humans and have lifespans similar in length to theirs.
* **Size**. Viprins match humans in average size and weight. 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.
* **Innate** **Spellcasting**. You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Hypnotic Pattern with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Poison** **Resistance**. You are resistant to poison damage and immune to the poisoned condition.
* **Languages**. You can speak, read, and write Common, Serpentine, and Draconic.
Horn of Djinni Summoning

*Wondrous Item, very rare*

The Horn of Djinni summoning is made of Ivory and is adorned with golden patterns. When you use an action to blow on the smaller end, a cloud of thick smoke flows out of the Horn's bell. At the end of your turn, the smoke disappears with a flash of harmless fire, and a Djinni appears in an unoccupied space within 30 feet of you.

The first time the bottle is opened, the GM rolls to determine what happens.

 11-90
 91-00
Assassin

**Assassin Rogue**
 3rd
 9th
 13th
 17th

## Bonus Proficiencies

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

## Assassinate

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

## Infiltration Expertise

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

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

## Impostor

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

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

## Death Strike

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

* **Ability** **Score** **Increase**. Cha +2, +1 Any
* **Age**. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
* **Alignment**. Changelings tend toward pragmatic neutrality, and few changelings embrace evil.
* **Size**. In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet.
* **Shapechanger**. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
	+ You stay in the new form until you use an action to revert to your true form or until you die.
* **Changeling** **Instincts**. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
* **Languages**. You can speak, read, and write Common and two other languages of your choice.
School of Necromancy

2nd
 6th
 10th
 14th

## Necromancy Savant

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

## Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

## Undead Thralls

At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:

* The creature's hit point maximum is increased by an amount equal to your wizard level.
* The creature adds your proficiency bonus to its weapon damage rolls.

## Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

## Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
School of Evocation

2nd
 6th
 10th
 14th

## Evocation Savant

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

## Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

## Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

## Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to one damage roll of any wizard evocation spell that you cast.

## Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Triton

* **Ability Score Increase.** Your Strength, Constitution, and Charisma scores each increase by 1.
* **Age.** Tritons reach maturity around age 15 and can live up to 200 years.
* **Alignment.** Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.
* **Size**. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
* **Amphibious.** You can breathe air and water.
* **Control Air and Water**. A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it.
* Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Emissary of the Sea.** Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
* **Guardians of the Depths.** Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
* **Languages.** You can speak, read, and write Common and Primordial.
Humboldt Piplin

* **Ability Score Increase**. Int +2, Cha +1
* **Age**. Piplins mature at the same rate as humans, and most are expected to be adults by 60. They can live up to 300 on average but it's not rare for piplins to reach the age of 700.
* **Size**. Piplins are 3 feet tall and weigh around 40 pounds. Your size is Small.
* **Speed**. Your base walking speed is 25 feet.
* **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
* **Golden Thumb**: Whenever you make an Intelligence (Investigation) involving any contraption, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
* **Tinker**. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
	+ **Clockwork Toy**. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
	+ **Fire Starter**. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
	+ **Music Box**. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
	+ At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

* **Boom Clink**: You have proficiency with artisan tools (tinker's tools). Using those tools, you can construct a Tiny clockwork device as per the Tinker feature When you create a device, you can decide what triggers it to explode. Common triggers include touching the device, approaching within a certain distance of the device, or the end of a timer that starts when the device is used. When it explodes, each creature within 5 feet of the device must make a Dexterity saving throw, taking 1d6 bludgeoning damage on a failed save. The damage increases 1 die per 10 gold to a maximum of 1d12
* **Languages**. You can read, speak, and write Common and Piplish
Monster Slayer

3rd
 5th
 7th
 11th
 15th

## Slayer’s Mysticism

You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.

 3rd
 5th
 9th
 13th
 17th

## Slayer’s Eye

Starting at 3rd level, you gain the ability to study and unravel a creature’s defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target’s vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.

In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.

This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.

## Extra Attack

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

## Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll.

## Relentless Slayer

At 11th level, you gain the ability to foil your foe’s ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer’s Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.

## Slayer’s Counter

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

1st
 6th
 10th
 14th

## Expanded Spell List

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

 1st
 2nd
 3rd
 4th
 5th

## Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

## Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

## Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

## Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

*2nd-level Transmutation*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a small vial of water)
* D**uration:** Concentration until the caster stops or the target succeeds on the save.

You create a sphere of water around a creature smaller than Medium size that you can see within range. The target must make a Strength saving throw or be engulfed by the sphere. On a failed save, the target is restrained, begins to suffocate, and starts drowning. They are able to hold their breath for a number of minutes equal to their Constitution modifier(minimum of 1) after which they drop to 0 hit points.

While the target is restrained in the Aqua Prison, they can attempt to break free by making a Strength saving throw at the end of each of their turns. On a successful save, the sphere dissipates, and the target is no longer restrained. If the target has a swim speed they can easily get out of the sphere.

A creature that is restrained by the Aqua Prison can also attempt to cut or break the sphere from the inside. The sphere has an AC of 12 and 20 hit points. If the sphere's hit points are reduced to 0, it shatters, freeing the creature inside.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target a creature one size category larger for each slot level above 2nd. For example, using a 3rd-level slot, you can target a Large creature, and using a 4th-level slot, you can target a Huge creature.

**Spell Lists:** Sorcerer, Druid, Wizard
Hunter

**Hunter Ranger**
 7th
 11th
 15th

## Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

* **Colossus** **Slayer**. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
* **Giant** **Killer**. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
* **Horde** **Breaker**. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

## Extra Attack

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

## Defensive Tactics

At 7th level, you gain one of the following features of your choice.

* **Escape the Horde**. Opportunity attacks against you are made with disadvantage.
* **Multi attack Defense**. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
* **Steel Will**. You have advantage on saving throws against being frightened.

## Multiattack

At 11th level, you gain one of the following features of your choice.

* **Volley**. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
* **Whirlwind** **Attack**. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

## Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

* **Evasion**. When you are subjected to an effect,such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
* **Stand** **Against** **the** **Tide**. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
* **Uncanny** **Dodge**. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.