recursal/Fanatic-Fandom huggingface dataset:
Blitz

Blitz
engineer attack

You shove enemies out of your way.

**Daily**

**Move Action**

**Range**: Move speed

**Special:** You can move through a target's space if it defends with Acrobatics, but you cannot stop there.

**Target:** all adjacent creatures along your path

**Attack:** Intelligence vs. Atheletics or Acrobatics

**Hit:** Target is pushed 1 and can't OA you this turn.

***Blitz*** is a Mechanized Armor engineer daily melee attack.
Halaman Utama

Selamat Datang di Shokugeki no Soma Wiki!
Shokugeki no Soma diserialisasikan dalam Mingguan Shonen Jump! kolaborasi antara penulis Yuto Tsukuda, artis Shun Saeki dan koki wanita terkenal Yuki Morisaki. Wiki ini bertujuan untuk menyediakan sumber informasi yang komprehensif untuk seri. Harap membantu kami dengan mengedit salah satu artikel kami!

SomaErinaMegumiIkumiTakumiAliceSatoshiHisakoAkiraJoichiroSenzaemonKojiro

* Anime mulai ditayangkan pada 3 April 2015
* Adaptasi Anime diumumkan pada 28 Oktober 2014 oleh Shueisha

Naruto • Avatar • SpongeBob SquarePants • Harry Potter • Hunter x Hunter • The Amazing World of Gumball • One Piece • Adventure Time • Detektif Conan • Bleach • Dragon Ball • Bima Satria Garuda • Teen Titans GO! • Fairy Tail • Avatar Fanon • Inazuma Eleven • Narnia • Camp Half-Blood • Saint Seiya • Naruto Fanon • SpongeBob Fanon • Frozen • Haikyuu • Indiana Jones • Plants vs. Zombies Pembuat Karakter • Bugtropolis • Star Wars • Paddle Pop Adventures • Mimpi Metropolitan

Bab 116: Pertumbuhan Buah yang Disebut

Bab 116 diterjemahkan! Apa yang ada di toko untuk kita? Jangan ragu untuk memposting pemikiran dan ide-ide di bagian komentar!

Episode 6: Penyerbu Daging

Soma tertarik dalam membuat hidangan Donburi baru dan dengan demikian berakhir mengunjungi Don RS, bersama Megumi. Namun, apa yang dia temukan tidak ada apa yang ia harapkan...

**Kojiro Shinomiya** (四宮 小次郎 *Shinomiya Kojirō*) adalah Generasi Ke-79 Alumnus Akademi Totsuki
dan kursi pertama sebelumnya Konsil Sepuluh Elite Dia adalah koki terkenal di dunia sebagai orang Jepang pertama yang mendapatkan penghargaan *Pluspol*. Ia juga protagonis utama dari manga spin-off, Shokugeki no Soma: L'étoile.
Acid Sprayer

***Acid Sprayer*** is an Engineer at-will attack power for the University of Fluid Dynamics.

Your education has taught you how to spray corrosive acids, bases, and other liquids safely. You crafted an acid sprayer that deals 1d4 acid damage in a cone or line, and 1d4 more acid damage at the end of the target's turn. It can be used at-will as an action. You can easily change the shape setting of the area of effect as a bonus action to a 15 foot cone, 10 foot cone, or 20 foot line. A creature that makes a successful Dexterity save versus your Invention save DC takes no damage.

The damage increases by 1d4 when you reach 5th leveI (3d4), 11th leveI (4d4), and 17th leveI (5d4). The target also takes additional damage at the end of its next turn starting at 11th level (1d4) and 17th level (2d4).

You can safetly overload your fuel tank to intensify the blast. Doing so increases damage by +3d4 per Overload Point up to your Overload Max per turn, and creatures that save still take half damage.

Acid sprayer
engineer attack

**At-Will** ✦ **Keywords**: overload, acid

**Standard Action**

**Range**: Close blast

**Requirement:** both hands

**Special:** You can increases damage by +3d4 per Overload Point up to your Overload Max. Targets save for half if you spend at least 1 point.

**Target:** 10ft cone, 15ft cone, or 20ft line

**Attack:** Invention Save DC vs. Dexterity

**Hit:** 1d4 acid damage and
1d4 acid at end of target's turn
**Level 5:** 2d4 acid; & 1d4 acid at end of target's turn
**Level 11:** 3d4 acid; & 2d4 acid at end of target's turn
**Level 17:** 3d4 acid; & 3d4 acid at end of target's turn
Rocket punch

Footwork lure
engineer attack

**At-Will** ✦ **Keywords**: weapon

**Standard Action**

**Range**: Melee weapon

**Target:** one creature

**Attack:** Intelligence vs. AC

**Hit:** 1d6 + Intelligence modifier bludgenoing damage. You can shift 1 square and slide the target 1 square into the space you left.

***Footwork lure*** is a Mechanized Armor engineer at-will attack power. On a hit, it deals damage equal to a melee basic attack, and also allows the user to shift then slide the target into the user's former space.
5e Ranger Archetype: Scout

The Ranger Archetype: Scout is available to the Ranger class.

Scouts favor mobility, perception and stealth.

## Expertise

At 3rd level, Perception, Stealth, and Survival now have their proficiency bonus doubled for you if you are proficient in them.

## Moving Target

Starting at 7th level, when you move at least 10 feet, you gain advantage on Dexterity saving throws, and all ranged attacks against you have disadvantage until the start of your next turn.

## Opportunist

Starting at 11th level, when you make an attack with advantage, you may spend your Bonus Action to make another attack also with advantage against the same target.

## Ambush

Starting at 15th level, if you damage a creature whom hasn't acted yet, the creature must make a Wisdom save or be Frightened until the end of its next turn.
Ashen Blood Beast

***Aberrant Mind***. The blood-beast's thoughts can’t be read by telepathy or other means.

***Amorphous***. The blood-beast can move through a space as narrow as 1 inch wide without squeezing.

***False Appearance***. While the blood-beast remains motionless, it is indistinguishable from ordinary, inanimate ash.

***Innate Spellcasting***. The blood-beast's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

*At will*: control flames, druidcraft

*1/day*: misty step

#### ACTIONS

***Tentacle***. *Melee Weapon Attack*: +3 to hit, reach 5ft., one target. *Hit:* 1 necrotic damage.
5e Roguish Archetype: Thug

The Thug Archetype is available to the Rogue class.

Thugs favor intimidation and believe might makes right. They aren't as fragile as the average rogue and prefer to use light bludgeoning weapons.

## Brutal Sneak Attack

Starting at 3rd level, you may treat any melee weapon as a finesse weapon if it weighs 1/5 of your Strength score or less.

If you use a bludgeoning weapon to deliver a sneak attack, you may forgo applying your sneak attack as damage to push the target 5 feet and knock it prone if they fail a Strength save versus the sneak attack damage. Forgoing sneak attack damage in this way doesn't count against your limit of 1 sneak attack per turn.

## Unarmored Defense

Also starting at 3rd level, your Armor Class equals 10 + your Constitution Modifier + your Dexterity Modifier while you are not wearing any armor and not wielding a shield.

## Extra Attack

Starting at 9th level, you may attack twice when you take the Attack action.

## Frightening Presence

Starting at 13th level, you have advantage on all Intimidation checks. Additionally, you gain proficiency in Strength and Charisma saves.

## Heavy Weapon Sneak Attack

Starting at 17th level, you may sneak attack with any weapon.
Blood Ooze

*Medium ooze, unaligned*
Armor Class 8
Hit Points 76 (8d8+40)
Speed 15ft.
STR 13 (+1)
DEX 6 (-2)
CON 20 (5)
INT 2 (-4)
WIS 6 (-2)
CHA 1 (-5)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Skills Stealth +2
Senses blindsight 60ft. (blind beyond this radius), passive Perception 8
languages -
Challenge 1 (200 XP)

**Blood Feast**. When exposed to blood, the ooze heals 3 (1d6) hp and increases move speed to 30ft until end of next turn. The ooze can use this whenever it hits a creature or when an adjacent Bleeding creature loses max hp.

**False Appearance**. While the ooze remain motionless, it is indistinguishable from a puddle of blood.

**Amorphous**. The jelly can move through a space as narrow as 1 inch wide without squeezing.

**Spider Climb**. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

#### Actions

***Spiked Pseudopod**. Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 10 (3d6) piercing damage plus 3 (1d6) acid damage. Creatures hit must succeed at a DC 15 Constitution save or lose one hit dice and start Bleeding.
Madoka Enomoto

**Madoka Enomoto** (榎本 円 *Enomoto Madoka*) adalah murid dalam Akademi Kuliner Tōtsuki dan anggota Seminar Miyazato.

## Trivia

* Namanya belum terungkap atau disebutkan dalam manga sejauh ini. Namun, tankōbon untuk Volume 7 tersedia namanya bersama resep untuk Udon Keriting Sup Putih Zenji Marui.
* Madoka berarti *Lingkaran*. Enomoto berarti *Buku* *Hackberry Jepang* *(Enoki)*.
Gao Wei

**Gao Wei** (高 唯 *Gāo Wéi*) adalah Manajer Pelayanan Tokyo Shino dan mantan Kepala Boucher Shino.

## Sejarah

Sedikit yang diketahui tentang masa lalu Gao Wei. Dia digantikan oleh Lucie Hugo sebagai Kepala Boucher *Shino* dan kemudian menjadi Service Manager enam bulan sebelum pengenalan mereka. Dia sekarang adalah Manajer Pelayanan sekarang dari *Tokyo Shino* sejak pra-pembukaan.

## Gaya Masakan

* **Masakan Perancis** - Gao adalah mantan Kepala Boucher *Shino*, Restoran masakan Perancis.

## Trivia

* Gao mungkin baik berarti *tinggi, dari kelas unggul, keras,* oleh *tinggi*. Sementara Wei berarti *untuk, melakukan, bertindak sebagai, untuk melayani sebagai, menjadi, untuk sama,* atau *sake.*
* Nama Gao Wei diambil dari nama kaisar Qi Utara bernama Gao Wei.
Leonora Nakiri

**Leonora Nakiri** (薙切 レオノーラ *Nakiri Reonōra*) adalah Kepala Divisi Penelitian Internasional Nakiri dan ibu Alice Nakiri.

## Penampilan

Leonora memiliki banyak sifat yang diwariskan oleh putrinya, memiliki rambut perak dan mata merah yang sama. Rambutnya mencapai di atas punggungnya lebih rendah dan memiliki jalinan kecil di atas sisa rambutnya di belakang, yang ia memungkinkan mengalir unbraided. Banyak orang di penonton Final Autumn Pemilu ke-43 mencatat bahwa dia sangat cantik.

Selama Final, Leonora mengenakan gaun ungu tanpa lengan, glovelets, dan pompa.

## Personality

**Genmuda –**PlayStation 4 Pro rencananya luncur 10 November pertama kali di Amerika Serikat seharga 399 dolar AS (5,2 juta rupiah). Dengan perangkat barunya, beberapa *game* PS4 yang udah pernah diluncurin otomatis bakal terlihat jauh lebih realistis gambarnya.

Prosesor grafis berbasis ‘Polaris’ AMD yang ada didalamnya udah diatur supaya optimalin tampilan beberapa *game* lawas. Secara teknis, Polaris AMD jauh lebih kuat daripada prosesor grafis di PS4 atau PS4 Slim sekalipun.

Blog PlayStation 4 bilang kalo gambarnya bisa keliatan kece ketika dimainin di layar 4K (di atas HD) yang ada fitur *high dynamic range*(HDR). PS4 Pro sendiri tetap bisa aja dimainin di layar 2K / HD, tapi gambarnya engga keliatan jauh beda sama PS4 generasi sebelumnya.

Namun demikian, kalo ngomongin kualitas gambar di dalam *game* pasti bakalan jauh lebih *smooth*dan cepat. Intinya sih, ini *upgrade* besar-besaran buat PS4. Dan, berikut ini adalah *game-game* perdana yang bakal tampil lebih gokil di PS4 Pro:

## Sejarah

Tidak banyak yang diketahui tentang Leonora ini sejarah sampai dewasa muda ketika dia bertemu dengan cinta dalam hidupnya yang dia sayang disebut sebagai *Na-chan*. Orang ini adalah anggota dari keluarga Nakiri terkenal dan dua akhirnya menikah. Kedua akhirnya memiliki seorang putri, Alice Nakiri yang sangat mirip Leonora. Leonora akhirnya menjadi kepala Divisi Riset Tōtsuki Internasional dan saat ini tinggal di Denmark.
Ice Golem

***Cold Absorption***. Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.

***Immutable Form***. The golem is immune to any spell or effect that would alter its form.

***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects.

***Magic Weapons***. The golem's weapon attacks are magical.

#### ACTIONS

***Slam***. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 17 (2d8+3) bludgeoning damage.

***Icy Breath (Recharge 6)***. The golem exhales a chilling fog a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 8 (2d6) cold damage on a failed save, or half as much damage on a successful one.
University of Automata

The Engineer University: Automata is available to the Engineer class.

Engineers of the University of Automata create Automated Assistive Devices to help with everyday activities.

### Turret

Starting at 1st level, you can mount a ranged weapon on a machine that obeys your commands as best it can. It has its own stats, but it takes its turn on your initiative, though it doesn’t take an action unless you command it to.

Add your proficiency bonus to the turret’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your engineer level, whichever is higher. On your turn, you can verbally command the turret where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. If the turret is destroyed, you can craft another one by spending 8 hours along with 20gp worth of mechanical components in addition to spare parts.
Tide of iron

Tide of iron
engineer attack

**At-Will** ✦ **Keywords**: weapon

**Standard Action**

**Range**: Melee weapon

**Requirement:** using a shield

**Target:** one creature

**Attack:** Intelligence vs. AC

**Hit:** 1d6 + Intelligence modifier bludgeoning damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied

***Tide of iron*** is an at-will power available to Mechanized Armor engineers at 1st level.
5e Monastic Tradition: Way of the Ascetic Vow

The Ascetic Monastic Tradition is available to the Monk class.

Ascetic Monks make a vow of asceticism upon joining the order. They seek enlightenment beyond the material world. They forsake worldly possessions and are non-violent. They try to minimalize suffering by being vegan. Ascetic Monks will defend themselves when violence is thrust onto them, but only as self-defense.

## Tenets of Asceticism

Ascetic Monks must follow these Tenets or be unable to gain further levels in monk:

**Poverty.** Abstain from worldly pleasures. Donate all unnecessary worldly possessions (including magic items).

**Non-violence.** Only fight in self-defense.

**Minimalize Suffering.** Do not contribute to the death of any animal except in self-defense. Carry a broom to gently sweep insects out of your path. Cause no reasonable social conflict with the state of your hygiene.

**Enlightenment.** Seek enlightenment through meditation and travel.

## Enlightened Presence

Starting at 3rd level, you are surrounded by an aura of enlightened tranquility. You and all creatures within 20 feet of you add your 1/3 your Monk level Insight, Perception, and Survival checks.

You can spend 2 ki to cast Calm Emotions centered on you. The casting attribute is your Wisdom.

Also you can treat a broom as a quarterstaff.

## Enlightened Awareness

Starting at 6th level, you add your proficiency bonus to all Wisdom ability checks if you don't already.

Starting at 11th level, you gain 20 foot Blindsense.

## Harmony of Mind, Body, and Spirit

Starting at 11th level, you gain +1 magic bonus to your AC, saves, and unarmed strikes.

Starting at 17th level, your magic bonus to your AC, saves, and unarmed strikes increases to +2.

## Enlightened Master

Starting at 17th level, your Wisdom score increases by 4, and your maximum Wisdom increases by 4.

Additionally, any dying creature you stabilize can spend one of your hit dice and regains that many hit points + your Wisdom modifier.
5e Artificer Specialist: Mechanic

The Mechanic Specialization is available to the Artificer class.

Some

## Master Mechanic

When you choose this specialization at 1st level, you gain proficiency in Tinker's tools, and you learn the Mending cantrip.

## Greater Mechanical Servant

Starting at 9th level, you upgrade your Mechanical Servant. It now uses your proficiency bonus for attack rolls, ability checks, and saving throws.
5e Prophecy Domain

The Prophecy Domain is a Divine Domain available to the Cleric class.

Prophecy Domain Clerics are often worshipers of the Draconic Prophecy.

## Prophecy Domain Spells

 3rd
 5th
 7th
 9th

## Feature

Prophecy Domain clerics are  When you choose this domain at 1st level, you

## Channel Divinity:

Starting at 2nd level, you gain the following Channel Divinity option:

. As an action, you

## Channel Divinity:

Starting at 6th level, you gain the following Channel Divinity option:

. When you

## Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
5e Bard College: Dirgesong

The Bard College: Dirgesong is available to the Bard class.

Dirgesinger Bards have a deep connection with death.

## Revealing Requiem

When you join the College of Dirgesong at 3rd level, you learn to play a magical song that reveals all undead within 30 feet that are invisible or on the ethereal plane.

## Dirgesong Familiar

Starting at 14th level, you learn

Starting at 3rd level, the College of Dirgesong lets you choose from an expanded spell list of spells when you learn a Bard spell. The following spells are added to the Bard spell list for you.

Dirgesong Expanded Spells
Snow Blower

***Snow Blower*** is an Engineer at-will attack power for the University of Fluid Dynamics.

Your education has taught you how to spray snow safely. You crafted a snow blower that deals 1d6 cold damage in a cone. It can be used at-will as an action. You can easily change the shape setting of the area of effect as a bonus action to a 15 foot cone or 10 foot cone. A creature that makes a successful Constition save versus your Invention save DC takes no damage.

The damage increases by 1d6 when you reach 5th leveI (2d6), 11th leveI (3d6), and 17th leveI (4d6).

You can safetly overload your fuel tank to intensify the blast. Doing so increases damage by +2d6 per Overload Point up to your Overload Max per turn, and creatures that save still take half damage.

Snow blower
engineer attack

"Brr..."

**At-Will** ✦ **Keywords**: overload, cold

**Standard Action**

**Range**: Close blast

**Requirement:** both hands

**Special:** You can increases damage by +2d6 per Overload Point up to your Overload Max. Targets save for half if you spend at least 1 point.

**Target:** 10ft cone or 15ft cone

**Attack:** Invention Save DC vs. Constitution

**Hit:** 1d6 cold damage
**Level 5:** 2d6 cold
**Level 11:** 3d6 cold & target's speed is halved
**Level 17:** 4d6 cold
Ground pound

Ground pound
engineer attack

**Daily** ✦ **Keywords**: force

**Standard Action**

**Range**: Self

**Target:** each adjacent creature

**Attack:** Invention save DC vs. Dexterity

**Hit:** 2d8 force damage and prones target

*Level 6:* 3d8 force damage

*Level 14:* 4d8 force damage
**Miss:** half damage

**Effect:** You create 5 foot radius difficult terrain centered on your square. This power can target a wall instead to create a vertical area of effect along the wall. If this power is used on a bridge, the area of effect may either extend further along the bridge or simply destroy the bridge, up to GM discretion.

***Ground pound*** is a Mechanized Armor engineer daily AoE attack.
5e Bard College: Ballistics

The Bard College: Ballistics is available to the Bard class.

Bards of the College of of Ballistics are experts on every aspect of projectiles.

*For flavor, ask your GM if you can treat crossbows as steampunk firearms. Treat the firearm as a hand crossbow, light crossbow, or heavy crossbow for weapon properties, range, damage, feats, and class abilities. The firearm has rifling to fire easy-to-craft stone bullets. Steam can be used to wind a powerful spring to allow for easy handling. The spring only need release a small portion of its potential energy to fire a bullet. You can easily craft cheap bullets out of common gravel and small rocks.*

## Bonus Proficiencies

When you join the College of Ballistics at 3rd level, you gain proficiency with all martial ranged weapons, Smith's tools, and Tinker's tools.

## Ballistics Tinkering

At 3rd level, choose one of the following:

* **Ammo Crafting.** You no longer need to keep track of ammo. You craft enough for your own use, and you critical hit on a natural 19 or 20 for all ranged attack rolls with the ammo.
* **Ammo Magazine.** Your education included how to craft ammo magazines. You can attach an ammo magazine to your crossbow or firearm so that you can fire 6 times before needing to reload. Reloading takes an action and uses both hands. At higher levels, your Magazine capacity increases to 12 at 6th-level and 18 at 14th-level.
* **Fine Tuning.** You can fine tune your ranged weapons giving you a +2 bonus on all ranged attack rolls.

## Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action with a ranged weapon on your turn.

At 14th level, your ranged weapons can attack three times instead of twice, with disadvantage on the 3rd shot.

## Charged Shot

Starting at 14th level, you can channel your magic into an arcane beam attack from your ranged weapon. One time before a short or long rest, you may charge your ranged weapon and ammo with magic by sacrificing an unused spell slot for that day and a use of Bardic Inspiration, with no action required. The next attack from that ranged weapon deals force damage equal to your base ranged weapon damage +1d10 per spell level sacrificed, in a line 5 feet wide with a length equal to its maximum range. Use the same attack roll against every creature in the area of effect, with advantage on the attack roll if at least one of your allies is in the line. Roll your sacrificed Bardic Inspiration die, and you may exclude that number of allies in the area of effect from the damage, as well as granting them advantage on their next attack roll.
5e Roguish Archetype: Thief of Life

The Thief of Life Archetype is available to the Rogue class.

A Thief of Life is a Seeker of the Blood of Vol. They use their understanding of blood, death, and divinity to to unlock personal power and to cheat death itself.

## Lifesense

Starting at 3rd level, you can sense living creatures within 5 feet of you as if you had blindsense.

The range increases by 10 feet when you reach 9th leveI (15ft), 13th leveI (25ft), and 17th leveI (35ft).

## Borrow Vigor

Also starting at 3rd level, you gain temporary hit points when you drop an enemy to 0 hit points or lower. The amount of temp HP gained equals your (Rogue level+creature's HD)/2. These temporary hit points last a maximum of 1 hour.
Main

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## Homebrew for Dungeons and Dragons

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5e Monster: Crysmal

***Stone Camouflage***. The crysmal has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

***Crystal Sense***. The crysmal can pinpoint, by scent, the location of crystals and gems within 30 feet of it.

***Innate Psionics***. The crysmal's psionic ability is Charisma (save DC 12). It can innately manifest the following:
*At-will*: control sound, detect psionics, empty mind, mind thrust (2d10)
*3/day*: psionic dimension door

#### ACTIONS

***Sting***. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 16 (4d6+2) piercing damage.

***Shard Spike*** (Recharge 6). Ranged Weapon Attack: +4 to hit, range 60 ft. Hit: 21 (6d6) piercing damage to the target and 5 (2d4) points of piercing damage to all creatures in adjacent squares.
Song of the Summer

The Song of the Summer contest is a yearly tradition wherein listeners submit their suggestions for the song that will be blasting out of everyone's car stereos, the song you will hear at every party, the song that will sum up the entire summer. Up to sixteen songs are pitted up against each other in a bracket, and after several weeks of voting a winner is crowned.

## 2015

Elle King Ex's & Oh's

TBTL Song of the Summer 2015 Playlist (Spotify)

## 2013

I Love It - Icona Pop

TBTL Song of the Summer 2013 Playlist (Spotify)

## 2012

Dokad - Muzyka Konca Lata

TBTL Song of the Summer 2012 Playlist (Spotify)

## 2010

California Gurls - Katy Perry ft. Snoop Dogg
Marsupial Gurgle

TBTL Patron Saint Linh Pham hosts Marsupial Gurgle , your source for the hottest TBTL sounds and ringtones. Linh scours each show for the funniest sounds and quotes and makes them available for download, along with all of the most commonly used drops on the show. If you'd like to be forced to explain what TBTL is to your friends and co-workers because your ringtone is "I saw myself poop, and I was just like you've got to be kidding me," this is the site for you.

If you hear a moment on the show that you would like to use as a ringtone, send Linh a request here . And please consider dropping him a few hundos to support this important work.
5e Martial Archetype: Juggernaut

The Juggernaut Martial Archetype is available to Fighters.

When a Juggernaut goes charging, you would be well advised to get out of the way. Juggernauts wear heavy armor, and use their bulk to their advantage. They are not easily taken down, and truly are a force to be reckoned with. Juggernauts prefer bludgeoning or slashing melee weapons.

## Wild Swing

Starting at 3rd level, if you miss with a Bludgeoning or Slashing melee weapon, you can use your Bonus Action to make an attack against another target within your reach.

In addition, you can add your proficiency bonus to attack rolls with all improvised melee weapons. Treat them as a club, dagger, greatclub, mace, or whip depending on the weight and how the improvised weapon fuctions (subject to DM ruling). If you are strong enough, you can treat a grappled creature as an improvised melee weapon that deals 1d4 + Strength modifier bludgeoning damage to both creatures. You need 1 Strength modifier for every 10 pounds the creature weighs to wield it as an improvised heavy two-handed melee weapon.

## Juggernaut's Innertia

Starting at 7th level, subtract 1/20th of your armor weight (rounded down) from the number of squares you are force moved (minimum 0 squares).

Additionally, difficult terrain does not cost extra movement while you Dash. You can also attempt to move into an enemy's space during a Dash. If you do so, treat this as an opposed Shove check. You cannot use this to end in the enemy's space if it is within 1 size category of you.

## Brace Yourself

Starting at 10th level, as a Reaction after taking damage, you gain resistance to that damage type for 1 minute. If you Ready an action to Brace Yourself, the resistance applies before the triggering damage instead of after.

## Whirlwind

Starting at 15th level, you can make an attack against every enemy within your reach with a Bludgeoning or Slashing melee weapon as an Action.

## Glancing Blow

Starting at 18th level, you deal your Strength modifier in damage even when you miss with a weapon attack. No bonuses may be added to damage dealt this way.
Swarm of Frogs

*Medium swarm of Tiny beasts, unaligned*
Armor Class 11
Hit Points 24 (7d8-1)
Speed 20ft., swim 20ft.
STR 5 (-3)
DEX 13 (+1)
CON 9 (-1)
INT 2 (-4)
WIS 8 (-1)
CHA 2 (-4)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Skills Perception +1, Stealth +3
Senses darkvision 30ft., passive Perception 11
Languages -
Challenge 1/8 (25 XP)

***Amphibious*.** The frogs can breathe air and water.

***Standing Leap*.** The frogs' long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny frog. The swarm can 't regain hit points or gain temporary hit points.

The frogs have no effective attacks. They feed on small insects and typically dwells near water, in trees, or underground.
5e Cantrip: Arya's Animated Art

## Arya's Animated Art

*transmutation cantrip*
**Casting Time:** 1 minute
**Range:** Touch
**Components:** V, S, M (an illustration or some writing)
**Duration:** until dispelled

You touch an illustration or some writing within a 5 foot square flat surface, and transmute it with one of the following effects:

**Animate**. The drawing or writing moves within the 5 foot square surface in a repetitive pattern that you program. This cannot be used to obfuscate or mask the writing.

**Illuminate**. The drawing or writing sheds dim light in a 5 food radius. The color of the light matches the color of the medium used. The light can be programmed to flash on and off.

**Protect**. The drawing or writing becomes resistant to wear and tear. This does not protect the surface beneath.

**Restore**. You repair damage to a drawing or writing if at least half remains. This requires an Intelligence (History) or (Investigate) check with a DC dependent on how damaged it is. This restoration can be dispelled.
Footwork lure

Footwork lure
engineer attack

**At-Will** ✦ **Keywords**: weapon

**Standard Action**

**Range**: Melee weapon

**Target:** one creature

**Attack:** Intelligence vs. AC

**Hit:** 1d6 + Intelligence modifier bludgenoing damage. You can shift 1 square and slide the target 1 square into the space you left.

***Footwork lure*** is a Mechanized Armor engineer at-will attack power. On a hit, it deals damage equal to a melee basic attack, and also allows the user to shift then slide the target into the user's former space.
Amersham

Amersham is a station in Travelcard zone 5 on the Stockstad Underground. It is the southern term of the City Line and serves the surrounding area of Amersham, which has poor road and bus transport.

## History

Amersham station opened in 1961 along with the rest of the city line south of Chalk Farm. It was transferred from Stockstad Rail, along with the rest of the line. It became immediately popular as an area due to the fact that it served as a mountain retreat. It served the surrounding area of Amersham, which then was just a small town. Thanks mainly to the Station, Amersham (unlike its northerly neighbour Ruislip) acts a small suburb, where the houses are large, beautiful and expensive. The station serves the nearby Peak Lake.

## Possible extension

Amersham is the farthest south station on the network. Many of the residents want the line extended beyond Amersham, and to do so, they jokingly suggest an extension to Brill. TFS does not have a comment on this matter however many believe that they are considering it.

## Trivia

-There is a mock up model of Hill Valley disused station close to the station referencing, that the station is the lightest served on the line (Next to Oakwood).
-The area is very popular for house testing's, so many come to build their house here
5e Bard College: Words of Light

Words of Light is a Bard College available to the Bard class.

Light Bards are masters of the visual arts. They weave illusions and paint the world. Some might produce high quality graffiti. The runes they write are infused with their magical power.

## Tools of the Trade

When you join the Words of Light College at 3rd level, you gain proficiency in Arcana, Calligrapher's supplies, and Painter's supplies.

Additionally, you learn Arya's Animated Art cantrip.

## Daily Inspiration: Color Wheel

Starting at 3rd level, you have a different Daily Inspiration. Roll 1d6 at the end of each Long Rest to determine your Daily Inspiration color. As a Reaction, you can spend and roll a Bardic Inspiration to grant a bonus to an ally on an Ability Check, Save, or single target Damage roll associated with your Daily Inspiration color. This use of Bardic Inspiration only requires line of sight and ability to use verbal components. You can also use an Action to grant an ally an immediate Saving throw with the associated attribute by spending your Bardic Inspiration.

1. Red: Passion. Strength. Fire. Thunder. Slashing.
2. Orange: Happiness. Charisma. Acid. Bludgeoning.
3. Yellow: Energetic. Intelligence. Lightning. Radiant.
4. Green: Envy. Dexterity. Poison. Piercing.
5. Blue: Sadness. Constitution. Cold. Necrotic.
6. Violet: Mysterious. Wisdom. Psychic. Force.
Rubber Golem

***Bludgeoning Backlash***. Whenever the golem is subjected to bludgeoning damage from a melee attack, it may use its reaction to shove the source of the bludgeoning damage. Any creature subject to this backlash must make an Atheletics or Acrobatics check vs DC 16 or be pushed back 5 feet and knocked prone

***Berserk.*** Whenever the golem starts its turn with 50 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

***Immutable Form***. The golem is immune to any spell or effect that would alter its form.

***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects.

***Magic Weapons***. The golem's attacks are magical.

#### ACTIONS

***Multiattack***. The golem makes two slam attacks.

***Slam***. *Melee Weapon Attack*: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning damage.

***Stretch***. The golem makes a slam, grapple, or shove with 20 foot reach. A creature grappled in ths way gets pulled to a space adjacent to the golem.
Firewater Elemental

***Firewater Form***. It can move through a space as narrow as 1 inch wide without squeezing. The elemental can enter a hostile creature's space and stop there. Any creature that breathes or drinks some of its liquid must make a DC 15 Constitution saving throw or suffer the poisoned condition while inebriated for 1 hour. The creature may make another Constitution saving throw at the end of its turns to end this effect.

***Ignite***. The elemental gains 10 move speed and the fire elemental's Fire Form and Illumination for 1 minute after taking fire damage.

***In*ebriating *Vapors***. Any creature that starts its within 5 feet of the elemental must make a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the inebriating vapors of all firewater elementals for 1 hour.

#### ACTIONS

***Multiattack***. The elemental can make two slam attacks.

***Slam***. *Melee Weapon Attack*: +6 to hit, reach 5ft., one target. *Hit:* 12 (2d8+3) bludgeoning damage.

***Grease (Recharge 6)***. Each creature in the elemental's space must make a DC 14 Dexterity saving throw. On a failure, a target becomes prone and has disadvantage on Dexterity saving throws until the end of its next turn. The space the elemental is in becomes difficult terrain for 1 minute, Any creature that enters the area or starts its turn there must make a DC 14 Dexterity saving throw or become prone. If this area is exposed to fire, it ignites into flash fire before disappearing immediately after. Creatures in the area of flash fire must make a DC 14 Dexterity saving throw or take 11 (2d10) fire damage.
5e Spell: Power Word Madness

## Power Word Madness

7*th-level enchantment*
**Casting Time**: 1 action
**Range**: 60 feet
**Component**s: V
**Duration**: Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it either becomes insane or you can choose an obsession or phobia to inflict for 1d10 hours. Otherwise, the spell has no effect.

The insane target must make a Wisdom saving throw at the end of each of its turns. On a successful save, the insane condition ends.
5e Monster: Pinkie Pie

***Bottomless Stomach***. The Pinkie Pie can eat baked goods as fast as one large cake per turn.

***Calendar Memory***. The Pinkie Pie never forgets a name nor birthday.

***Evasion***. When the Pinkie Pie is subjected to an effect that allows a Dexterity saving throw to take only half damage, she instead take no damage if she succeeds on the saving throw, and only half damage if she fails.

***Pinkie Sense***. The Pinkie Pie can predict falling items a moment before they start falling. She has advantage on all saves against falling objects, and attack rolls from falling objects have disadvantage against her.

#### ACTIONS

***Hooves**. Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit: 9* (2d4+4) bludgeoning damage.

***Party Cannon (3/day)***. Target a space within 60 feet. A 30 foot cube around it fills with confetti and party decorations. Any summoned creature directly hit by the party cannon is automatically banished.
Brash strike

Brash strike
engineer attack

**At-Will** ✦ **Keywords**: weapon

**Standard Action**

**Range**: Melee weapon

**Target:** one creature

**Attack:** Intelligence + 2 vs. AC

**Hit:** 1d10 + Intelligence modifier damage

**Effect:** You grant combat advantage until the start of your next turn

***Brash strike*** is an Engineer at-will attack power. It grants advantage to the target, but is more accurate than a regular melee attack. It can deal more damage than a melee basic attack on a hit as well.

It improves accuracy of your attack and improves your damage roll.
Swarm of Dolls

*Medium swarm of Tiny constructs, neutral*
Armor Class 12
Hit Points 49 (11d8)
Speed 20ft., climb 5ft.
STR 8 (-1)
DEX 15 (+2)
CON 11 (+0)
INT 12 (+1)
WIS 10 (+0)
CHA 6 (-2)
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 10
Languages same as creator
Challenge 2 (450 XP)

***False Appearance***. While the dolls remain motionless, it is indistinguishable from ordinary, inanimate dolls.

***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny doll. The swarm can 't regain hit points or gain temporary hit points.

#### ACTIONS

***Muliattack***. The swarm of dolls make two melee attacks of its choice.

***Tiny Improvised Weapons***. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space.
Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the swarm's next turn.

***All Tied Up***. Melee Attack: +4 to hit, reach 0ft., one target in the swarm's space.
Hit: Target is restrained. (Escape DC 13)

***Terrifying Glare**.* The dolls target all creatures it can see within 30 feet of it. If the target can see the dolls, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the swarm's next turn. The frightened targets are paralyzed.
5e Bard College: The Misfit Banshee

The Bard College: The Misfit Banshee is available to the Bard class.

Bards of The Misfit Banshee tend to be chaotic.

## Lore of the Misfit Banshee

When you join the College of The Misfit Banshee at 3rd level, you gain proficiency in Insight. Additionally, you gain the following spells at the listed bard level. These spells do not count against the number of bard spells you know.

The Misfit Banshee Bonus Spells

## Wreck the Walls

Starting at 3rd level, you learn to cast spells that deal thunder damage with only verbal and costly material components (if any). If your spell can harm objects, it now deals double damage against them.

## Authentic Self

Starting at 6th level, you can add your Jack of All Trades bonus on all saving throws that don't already add your proficiency bonus.

## Liberty's Lament

Starting at 14th level, you learn to use your music to help you and your allies find authenticity. As an action, you can spend a use of Bardic Inspiration to attempt to remove one negative ongoing effect from each ally within 30 feet that can hear you. You can roll a Charisma (Performance) or musical instrument check in place of a saving throw against each effect DC. Additionally, you can roll your Bardic Inspiration die and add it to one Lament check for one ally. You can decide to add the die after you already rolled the check, but before the DM says whether the roll succeeds or fails.

You may continue your song on your following turns, by spending your Bonus action on each subsequent turn. This continued usage may only target 1 ally in range each turn, and you add no further inspiration dice after you have already added one per song.
Ash Wraith

***Ash Cloud Form***. The ash wraith can move through a space as narrow as 1 inch wide without squeezing. It can enter a hostile creature's space and stop there. If a creature starts its turn in the ash wraith's space, it must hold its breath or take 4 (1d8) fire damage from breathing in hot ash.

***False Appearance***. While the ash wraith remains motionless, it is indistinguishable from ordinary, inanimate ash.

***Sunlight Sensitivity***. While in sunlight, the ash wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

***Wind Susceptibility***. A moderate wind deals 5 (1d10) force damage to the ash wraith at the start of each of its turns. A strong wind deals 11 (2d10) force damage instead.

#### ACTIONS

***Multiattack***. The elemental can make two touch attacks.

***Touch***. *Melee Weapon Attack*: +6 to hit, reach 5ft., one target. *Hit:* 10 (2d6+3) fire damage + 5 (2d4) necrotic damage.

***Horrific Visage (1/day)***. Each humanoid within 10 feet of the ash wraith must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 13 (3d8) psychic damage and is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the ash wraith is within line of sight, ending the effect on itself on a success. On a successful initial saving throw, the creature takes half psychic damage and isn't frightened.
Magical Beast

## Introduction

Magical beasts are all divided into four ranks: elementary level, intermediate level, high level, and peak level. The biggest difference between magical beasts and wild beasts is their ability to use spiritual energy power to enhance themselves and attack the enemy.

Magical beasts of the first rank are rather weak, they cannot use abilities using spiritual energy to attack their enemies and can only use them to strengthen themselves. This scorpion-tailed lizard is of this kind, a carnivorous magical beast. The scales and the shell at its back have great defensive abilities, its tail has a poisonous hook, and its weak point is on its stomach. However, because this beast attacks while crawling on the ground, its belly will rarely be exposed.

Magical Beast are divided in to two category:

* Wild beasts: Any magical beast without a master. Range from step 1-10.
* Mounts: Magical beast that are partners to knights that support them in combat ,they range from step 1-9 with possibility to evolve further to step 10.

Upon meeting magical beasts of different levels, this token will take on a different color. In the knights’ Sacred Mountain, the weakest beasts are at the second rank, corresponding to a red color. In a similar fashion, the others colors are yellow, green, dark green, blue, purple, white, and silver. Ninth is the peak level here. If a shining golden color appears, it means you have encountered an aggressive beast.

## Ranks (steps)

Their steps are measured differently than humans. It was stated that generally that Magical Beasts and Demons, will be stronger than humans of the same rank but still within boundaries of the rank. It has been confirmed that at higher ranks, mounts becoming weaker than humans or demons of the same rank.

Beast Rank 2 around the same as a step 2 knight.

Beast Rank 3 around the same as a step 3 knight.

Beast Rank 4 around the same as a step 4 knight.

Beast Rank 5 around the same as a step 5 knight.

Beast Rank 6 around the same as a step 6 knight.

Beast Rank 7 being the same as as a step 7 knight.

Beast Rank 8 being at least of as a step 8 knight.

Beast Rank 9 around the same as a step 9 knight.

Beast Rank 10 being at least of a step 10 knight.

Every rank contains 4 ranks: Elementary (low or basic), Intermediate (middle), High, Peak.

## Mounts

Lulu

Hao Yue
5e Druid Circle: Circle of Civilization

The Circle of Civilization is a Druid Circle available to the Druid class.

Civilization Druids thrive in an urban environment.

## Circle of Civilization Spells

These spells are always prepared and do not count against the number of your Druid spells prepared.

Circle of Civilization Spells
 3rd
 5th
 7th
 9th

## Guild Membership

Starting at 2nd level, you belong to guild of your choosing. You can claim the benefits of the guild so long as you remain in good standing. You keep your proficiencies and cantrip regardless. You may only pick one guild:

Adventurer: You gain proficiency in Perception and one Gaming set of your choice. You learn the Produce Flame cantrip.

Apothecary: You gain proficiency in Medicine and Herbalism kits. You learn the Druidcraft cantrip.

Artisan: You gain proficiency in Insight and one Artisan tool of your choice. You learn the Guidance cantrip.

Merchant: You gain proficiency in Persuasion and Land vehicles. You learn the Prestidigitation cantrip.

Thespian: You gain proficiency in Performance and DIsguise kit. You learn the Minor Illusion cantrip.

Thieves: You gain proficiency in Stealth and Thieves tools. You learn the Mage Hand cantrip.

## Urban Shape

Starting at 6th level, you can now use Wild Shape to turn into a Flying Sword or Animated Armor.

## Under Construction

Starting at 10th level, your wall spells create double the panels or circumference. Once a week, your Wall of Force, Wall of Ice, or Wall of Thorns can be made permanent if you maintain concentration for a full 10 minutes. The wall will repair itself if damaged at a rate of 1 hit points an hour.

## Master Guildsman

Starting at 14th level, you no longer need to pay dues to your guild to maintain membership. You can officially start your own guild in another town. Also your position commands respect, granting you advantage on social interactions with members of your guild. Once a week, you can call upon an appropriate favor from your guild.

Additionally, you can double the proficiency bonuses that Guild Membership grants you.