recursal/Fanatic-Fandom huggingface dataset:
Ardent Spirits

*Level 1 Misc, Common, 15gp market price*

This magical liquid is highly unstable, and creates a shockwave upon detonation.   As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the flask as an improvised weapon. On a hit, the target takes 1d8 thunder damage, and Large or smaller creatures within 5 feet are pushed back 5 feet directly away from the explosion.

*A creature skilled in Alchemy may craft this using 2gp of base materials and these special ingredients: 5gp aqua inimicus*

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Great Owl

The great owl doesn't provoke an opportunity attack when it moves out of an enemy's reach, while flying.

The great owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Carry Away.  When the great owl hits with its talons, it can choose to grapple the target as part of the attack (Athletics vs Acrobatics or Athletics checks). If the grapple succeeds, the target is restrained, and the great owl cannot use its talons on another target. The great owl does not expend extra flying movement to carry a medium or smaller creature while grappling it.
Fighter Class/Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

*3rd-level feature*

 Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

*7th-level feature*

 You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
 In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

*15th-level feature*

 Your weapon attacks score a critical hit on a roll of 18-20.

*10th-level feature*

 You can choose a second option from the Fighting Style class feature.

*18th-level feature*

 You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Knight of the Order/summary

You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerun don't restrict their membership to such individuals.

The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause.

* **Skill Proficiencies**: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
* **Tool Proficiencies**: One type of gaming set or musical instrument
* **Languages**: One of your choice
* **Equipment**: One set of traveler's clothes, a signet, banner or seal representing your place or rank in the order, and a pouch containing 10 gp
Anthropologist

**Anthropologist** is a background introduced in Tomb of Annihilation. A character with this background has studied other cultures in great detail and has even adopted some of the characteristics of one.

## Basic Features

* **Skill Proficiency:** Insight, Religion
* **Languages:** Two of your choice
* **Equipment:** A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of special significance, and a pouch containing 10 gp

## Feature

**Adept Linguist:** You can communicate with humanoids who don't speak any language you know so long as you observe them interacting with each other for at least one day.

## Characteristics

> *Main article: Characteristics*
>
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### Personality Traits

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### Ideals

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#### Bonds

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#### Flaws

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Hermit

## Overview

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

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

## Life of Seclusion

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

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## Feature: Discovery

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

## Other Hermits

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

## Suggested Characteristics

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

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Folk Hero

## Overview

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

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

## Defining Event

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

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## Feature: Rustic Hospitality

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

## Suggested Characteristics

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

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Artificer Class/Battle Engineer

Focusing on the infusion of weapons, the Battle Engineer employs a more direct approach when it comes to combat and field testing.

BONUS PROFICIENCIES

* When you choose this specialization at 1st level, you gain proficiency with shields and martial weapons.

ENCHANT EQUIPMENT

* Also at 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
* Once you use this feature, you can’t use it again until you finish a long rest.

EXTRA ATTACK

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

PERSONAL WEAPON AUGMENTATION

* At 11th level, you can temporarily enchant a nonmagical weapon you are holding to become more deadly. You learn the Magic Weapon and Elemental Weapon spells if you haven’t already and these spells do not count against the number of Artificer spells you know. Also, while holding a weapon under the effect of a Magic Weapon or Elemental Weapon spell cast by you, treat the spell as if it had been cast using a 9th level spell slot.

PERSONAL ARMOR INFUSION

* At 14th level, you can briefly infuse an article of clothing you hold to replicate an effect of a powerful magic item. You can use your action to touch a nonmagical piece of equipment you are wearing to give one of the following effects while you are wearing it for 1 minute.
	+ ***Armor of Invulnerability:*** You have resistance to nonmagical damage.
	+ ***Armor of Resistance:*** You have resistance to one of the following damage types of your choice: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.
	+ ***Cloak of Protection:*** You gain a +1 bonus to AC and saving throws.
	+ ***Mantle of Spell Resistance:*** You have advantage on saving throws against spells.
	+ ***Winged Boots:*** You have a flying speed equal to your walking speed.
Daylight's Strength

*Level 1 Misc, Common, 25gp market price*

This golden potion glows like a lit candle, and it warms the bottle like a cup of hot tea.   When you drink this potion, you gain the following benefits for 1 hour:

* Cold weather and climate does not affect you, and you have resistance to cold damage.
* Any sickness or disease afflicting you with chills or fever as symptoms has its remaining duration reduced by 3 days.
* You may re-roll any fire and radiant damage rolls once each.

*A creature skilled in Alchemy may craft this using 10gp of base materials and these special ingredients: 5gp elemental fire*

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Bard Class/Eloquence

Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.

*3rd-level feature*

 You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

*3rd-level feature*

 You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

*6th-level feature*

 Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

*6th-level feature*

 You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
 Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

*14th-level feature*

 When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
 You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Hermit/summary

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

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

## Overview

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humour cuts to the quick. Whatever techniques you use, your art is your life.

* **Skill Proficiencies**: Acrobatics, Performance
* **Tool Proficiencies**: Disguise kit, one type of musical instrument
* **Equipment**: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp

## Entertainer Routines

A good entertainer is versatile, spicing up every performance with a variety of different routines.
Choose one to three routines or roll on the table below to define your expertise as an entertainer.

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## Feature: By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

## Variant: Gladiator

A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.

## Suggested Characteristics

Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities.
They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

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Jumping, Climbing, and Swimming

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

## Climbing, Swimming, and Crawling

While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

## Jumping

Your Strength determines how far you can jump.

 When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your DM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

 When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.

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Miyuki Suzumura

**Suzumura Miyuki** (涼村みゆき, ***Suzumura Miyuki***?) est un personnage mineur de *Tropical-Rouge! Pretty Cure*. Elle travaille chez pretty holic et est la mère de Sango Suzumura.

## Apparence

Miyuki a les yeux marrons, avec de longs cheveux violets ondulés qu'elle attache en une queue de cheval basse. Elle porte normalement un chemisier blanc avec une pièce indigo par-dessus qui a deux boutons blancs. Avec une jupe bleue et des boucles d'oreilles en perles.

## Histoire

Miyuki fait une brève apparition dans 'TRPC02pour accueillir Sango à la maison. Elle rencontre également Manatsu pour la première fois et l'invite à prendre le thé.
Goblins/culture

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**Goblin Cultural Traits**

   DEX +1

   Goblin culture is tight-knit, and family is almost as important to an individual as their own survival. This protectiveness or defensiveness manifests itself as distrust, hostility, or even violence against outsiders. Those raised in goblin culture tend to be neutral-aligned at best, and evil-aligned at worst.

   Common, Goblin

    You gain proficiency in either Deception or Persuasion, and you have advantage on skill checks made to haggle or barter with merchants and vendors.

    You gain proficiency in Tinker's Tools. If you find sufficient scrap or similar material, you can spend a short rest fashioning a makeshift set of Tinker's Tools, Thieves' Tools, Cook's Utensils, or a dagger. At the DM's discretion, you can also fashion other similar items.
Monk Class/Open Hand

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

*3rd-level feature*

 You can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

* It must succeed on a Dexterity saving throw or be knocked prone.
* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
* It can’t take reactions until the end of your next turn.

*6th-level feature*

 You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

*11th-level feature*

 You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary*1st-level Abjuration*
**Casting Time:** 1 bns
**Range:** 30 ft
**Components:** V,S,M
**Duration:** 1 min
1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

*17th-level feature*

 You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
 You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Humor of Black Bile

*Level 1 Misc, Uncommon, 50gp market price*

This syrupy brown liquid is often used by travelers to the Fey realm.   After drinking a vial of this humor, you gain advantage on saving throws against charm effects, and on checks and saves made against illusions. If you already have advantage against charms, you gain immunity to charm effects. This effect lasts for 8 hours.

*A creature skilled in Alchemy may craft this using 10gp of base materials and these special ingredients: 5gp mortflesh powder, 10gp aqua fortis*

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Elves/ancestry

Most elves seldom leave their home plane of Risilia, but occasionally people with elven ancestry can be encountered outside of that realm. People with elven blood are long-lived, dexterous, and beautiful. Each individual lives for at least 650 years, and is healthy and hale for nearly all of that time. Time is no object to someone of elvish descent; they will spend as long as necessary to complete a task to the best of their ability.
Learn more...
**Elvish Ancestral Traits**

   Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

   (Medium) Elves range from under 5 to over 6 feet tall and have slender builds.

   30 ft.

   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.

    You have proficiency in the Perception skill.

    You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

    Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Exhaustion

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Some Special Abilities and environmental Hazards, such as starvation and the long-­term effects of freezing or scorching temperatures, can lead to a Special condition called **exhaustion**. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on Ability Checks.

An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects Ending if a creature’s exhaustion level is reduced below 1.

Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.

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Dragonborn/culture

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**Dragonborn Cultural Traits**

   STR +1

   Because dragonborn culture values intense commitments and expression, many raised in this culture find themselves drawn to one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.

   Common, Draconic

    Dragonborn communities are often proud of their draconic heritage. You have advantage on any Intelligence checks to recall information about dragons, and advantage on any Charisma checks when interacting with dragons.
Cleric Class/Nature

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

*1st-level feature*

 You gain proficiency with heavy armor.

*1st-level feature*

 You learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

*2nd-level feature*

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

*6th-level feature*

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

*8th-level feature*

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

*17th-level feature*

 You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Brewer's Acid

*Level 1 Misc, Uncommon, 15gp market price*

Commonly used to process and react with other ingredients in a laboratory, this powerful acid also sees use in the combat arsenals of more eccentric mercenaries and adventurers.   As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

*A creature skilled in Alchemy may craft this using 2gp of base materials and these special ingredients: 5gp aqua inimicus*

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Rabirin

**Mofurun a remarqué que cet article manque de contenu ou a de la grammaire et des informations inadéquates. Elle dit que vous pouvez aider en modifiant cette ébauche!**

**Lapirin** (ラビリン, ***Lapirin***?) est l'une des principales mascottes de *Healin' Good♡Precure*. Elle est aussi bien connue en tant que partenaire de Nodoka Hanadera. Lapirin est une fée de type lapine qui termine ses phrases avec **"~rabi"** (「～ラビ」, ***"~rabi"***?).

## Apparence

### Original

Lapirin est une petite fée rose clair qui a l'apparence d'une lapine. Son oreille interne et ses joues sont roses, et elle a des yeux arrondis rose foncé avec un seul cil sur chacun. Sa touffe de cheveux fuchsia se boucle du côté, et sur son cou est un châle rose avec un bourgeon de fleur magenta et une seule feuille au centre.

## Personnalité

Lapirin est énergique avec un fort sens de justice. Ce qui, du fait d'être trop entraînante, peut faire trop d'erreurs qui, à leur tour, finissent par entraîner Nodoka.

## Relations

### Nodoka Hanadera

Dans l'épisode 2, Lapirin rejette Nodoka car elle se soucie d'elle et de sa santé. Elle ne se sent elle-même pas capable de combattre.
Alchemist's Stasis

Alchemist's Stasis

*Transmutation cantrip*

***Casting Time:*** 1 min

***Range:*** Touch

***Components:*** V,S,M (the lid of your brewing vessel)

***Duration:*** Special

You take a moment to settle the magic in the brew you are making, preserving its current state and leaving you free to step away from your work. You may release this stasis as an action while touching your brew.

This spell is a delicate, impermanent stasis; if the potion spends a total amount of time equal to half its crafting time under the influence of this spell, if the potion vessel is broken, or if this spell is dispelled by any means, the potion will destabilize and explode violently. Each creature within 10 feet of the potion must make a DEX save (DC 14) or take a number of d6s of acid damage. The amount of damage dice rolled equals the potion’s level.
Gruul Anarch

## Overview

The entire world of Ravnica is a sprawling metropolis, but you are a native of the wild areas that still exist-the abandoned districts, the rubblebelts, the overgrown parks, and the crumbling ruins. You are part of a savage society that clings desperately to the Old Ways-attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization's march of progress

Proficiencies

* **Skill Proficiencies**: Animal Handling, Athletics
* **Tool Proficiencies**: Herbalism kit
* **Language Proficiencies**: Choose one of Draconic, Giant, Goblin, or Sylvan
* **Equipment**: A Gruul insignia, a hunting trap, a herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler's clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins)

## Feature: Rubblebelt Refuge

You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day.

## Feature: Gruul Guild Spells

Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Gruul Guild Spells table are added to the spell list of your spellcasting class (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

 1st
 2nd
 3rd
 4th
 5th

Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery effects, such as flames smoldering behind your eyes or dancing over your hands.

## Suggested Characteristics

Gruul ways aren't the ways of civilized folk, and the Gruul have little patience for social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan culture of Ravnica.

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Elemental Fire

*Level 1 Misc, Uncommon, 10gp market price*

Considered sacred by druids, this is fire in its purest form. Typically it must be gathered or distilled near a leyline or other magically potent location.   A bottle or other container of this substance can be used as an arcane or druidic focus.

*A creature skilled in Alchemy may craft this using these special ingredients: 5gp ruby dust*

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Dwarves/ancestry

During the Conflagration, the vast majority of the dwarven homelands - along with most dwarves - vanished, leaving behind scattered remnants and outposts of their once-great civilization. Many descendants of those dwarves still exist, mingled with other societies or in small remote enclaves. Many a dwarven adventurer has struck out on a voyage of discovery, hoping to find the fabled civilization of their forebears.
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**Dwarvish Ancestral Traits**

   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.

   (Medium) Dwarves stand between 4 and 5 feet tall and average about 150 pounds.

   25 ft.

   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.

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

    Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Cactus Rot

*Level 2 Recipe, Rare, 100gp market price*

Native to Antok, this uncommon fungus can be scraped off of the cacti it feeds from. It is an expensive hallucinogen in most forms, but proper distillation results in a powerful inhibitor for potions and poisons.   When cactus rot is added to a liquid potion or poison, it delays the normal effects of the liquid. A half dose creates a delay of 1 minute, a full dose 5 minutes, two doses 1 hour, and three doses 1 day.

*A creature skilled in Alchemy may craft this using 20gp of base materials and these special ingredients: 20gp cactus rot hyphae, 10gp elemental earth*

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Elves/culture

The elvish ancestral and cultural homeland is Risilia, a land comprised of three island chains spiraling towards a central island mountain. Few outsiders are permitted to enter Risilia, and fewer still choose to stay and live amongst the elves there due to the extreme difference in the elvish outlook on life.

Those descended from the elves have extremely prolonged lifespans - pure-blooded elves can live 800 years or more - so most elves take their time in every aspect of life, and those who come from this culture are taught to see the world in the same light. The elvish people find the "rushing" lifestyle of other cultures to be shallow and wasteful; they prefer to immerse themselves in each experience long enough to truly appreciate every aspect of it. When elvish people mingle with others outside of Risilia, they seldom choose a life of constant change or motion, unless a great motivation drives them to it.

Learn more...

**Elvish Cultural Traits**

   DEX +1

   Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. Elven culture values other lives, but also harbors a bit of xenophobia, since other cultures do not treat the world with the same respect.

   Common, Elvish

    You have proficiency with the longsword, shortsword, shortbow, and longbow.

    You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Minotaurs/culture

Legend tells that ancient minotaurs lived in Friskal as their own tribe, and rose beyond their roots when a terrible dragon led an army of giants and trolls in an invasion of their lands. Uthgar, the tribe leader, trained his people to fight with him, and together they repelled the invading force.

Since those days minotaurs have followed a martial tradition, never forgetting the tale of Uthgar, and have become renowned as versatile and expert warriors. As a culture, they place a strong emphasis on tradition, reason, and logic, and for this reason they are often asked to be arbiters or peacekeepers. Minotaur tribes and cultural groups have spread throughout the Astral Reach - the most well-known being the Uthgardian Knights - but their strongest presence remains in their ancestral lands of Friskal.
Learn more...

**Minotaur Cultural Traits**

   STR +1

   Given the minotaur culture's long history of military tradition, most individuals raised among them lean toward lawful alignments.

   Common, Abyssal

    You have proficiency in the History skill.

    You have proficiency in the Battleaxe, Greatsword, Glaive, and Javelin.
Meril

Meril is the deity of light, purity, and the sun. She is worshiped throughout the Astral Reach, but nowhere more fervently than on Meridia. She is the patroness of the aasimari people and of Meridia as a whole, and is depicted as female. She is a benevolent goddess; according to aasimari legend, she created the land of Meridia amid the chaos that fractured the Astral Sea into what it is today. She also commands armies of angels in their fights against demons and devils, which occupies most of her attention.

***The Citadel of the Sun.*** Seemingly built upon banks of clouds, Meril's sanctuary in the Heavens is a city and fortress, with many lofty spires, cathedrals, and battlements protecting the central rise where her temple towers over the rest of the citadel. Should any army of evil breach the heavens, this citadel would surely be the last realm to fall to their siege. Though the citadel is built to withstand invasion, it is also a beautiful home for the army of angels and faithful that reside within its many levels, boasting many libraries, parks, fountains, and overlooks.

## Tenets

Meril teaches a message of vigilance, purity, and justice. Her followers are expected to stand against corruption and guard themselves and others against any influence from the Hells and the Abyss. Her core tenets are summarized in the central prayer of the Meridian religion, known as the **Way of Radiance**:

* My strength is the sun's blaze.
* My peace is in peace for others.
* My sight is to find goodness.
* My ears are to discern what is right.
* My hands shall serve Justice Without Chaos.
* My heart shall beat for my People.
* My back shall bear those who call for aid.
* My feet shall follow the Way.

## Religion

Worship of Meril was begun by the aasimari, who are almost all strongly devoted to her and her champions. Over the centuries the Meridian religion spread to every material plane, brought by missionaries and faithful converts. Every major city has a temple to Meril, where clerics preach weekly or even daily to their congregation, extolling Meril's tenets and calling people to a virtuous and pure lifestyle.

See Meridia for more information on the Meridian culture and religion.

***Monastic Tradition.*** Many faithful cloister themselves in monasteries throughout the Material Planes, seeking a life of purity free from the distractions and ties that the world is filled with. These monks, clerics, and paladins pray using an ancient form of the Way of Radiance which is as much physical activity as it is meditation and prayer. This tradition focuses on different "Paths" of the Way - martial exercises, stretches, and combat attack forms. Some of them are listed here: *Rising Sun, Casting Shadows, Gentle Light, Dappled Beams, Sunlight through Branches, Light over Water, Shifting Beams, Blazing Noon, Sun and Sky.*

 Cleric Domains
Grave •
Forge •
Knowledge •
Life •
Light •
Nature •
Protection •
Tempest •
Trickery •
War
Fighter Class/Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.

*3rd-level feature*

 When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

*3rd-level feature*

 Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
 You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

*7th-level feature*

 Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
 Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

*10th-level feature*

 When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

*15th-level feature*

 You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

*18th-level feature*

 Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
 Once you use this feature, you can’t use it again until you finish a long rest.
Algarot

*Level 1 Misc, Common, 5gp market price*

This grey-brown powder is mostly odorless and tasteless, though keen senses can detect a faint sulfurous air to it. Algarot is often used medicinally, but has also been used as a form of poison by creative assassins or pranksters.   When ingested, a dose of this mixture induces nausea and vomiting in a living creature. The effects usually take 10 minutes to begin, at which point the creature must succeed a DC 12 Constitution save at the start of each of its turns, or spend its turn incapacitated as they vomit forth the contents of their stomach. The effects last 10 minutes, or until the creature has failed 3 such saves.

*A creature skilled in Alchemy may craft this using 3gp of base materials and these special ingredients: 1gp mortflesh powder*

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Charlatan/summary

You have always had a way with people. You know what makes them tick, you can tease out their heart’s desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink coloured liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

* **Skill Proficiencies**: Deception, Sleight of Hand
* **Tool Proficiencies**: Disguise Kit, Forgery Kit
* **Equipment**: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp
Goblins

Goblins

Goblins are not often seen in society, because they are generally spiteful and evil creatures. However, occasionally, a goblin will make its way into the inhabited places of the world and integrate as best they can.

Most goblins who do this have difficulty learning social cues and customs, and must learn things such as "stealing is frowned upon" and "we don't eat cats off the street".

## Goblin Traits

**Goblin Ancestral Traits**

   Goblins reach adulthood at age 8 and live up to 60 years.

   (Small) Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds.

   30 ft.

   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.

    When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

    You can take the Disengage or Hide action as a bonus action on each of your turns.

**Goblin Cultural Traits**

   DEX +1

   Goblin culture is tight-knit, and family is almost as important to an individual as their own survival. This protectiveness or defensiveness manifests itself as distrust, hostility, or even violence against outsiders. Those raised in goblin culture tend to be neutral-aligned at best, and evil-aligned at worst.

   Common, Goblin

    You gain proficiency in either Deception or Persuasion, and you have advantage on skill checks made to haggle or barter with merchants and vendors.

    You gain proficiency in Tinker's Tools. If you find sufficient scrap or similar material, you can spend a short rest fashioning a makeshift set of Tinker's Tools, Thieves' Tools, Cook's Utensils, or a dagger. At the DM's discretion, you can also fashion other similar items.
Monk Prestige Class: Necromancy

Since Ki is the energy of one's own life force, it is possible for monks to channel it in ways that students of the arcane would consider to be Necromancy. Indeed many of these techniques do bridge the gap between the two traditions. Some of the abilities granted by this sort of Ki are considered Dark, and used with strict discipline.

*This prestige class functions as a sort of skill tree, with the player being able to take a level in the class when they gain a character level, if they meet the prerequisites. Some of the abilities are free, but others replace monk abilities. It is up to the player how far they wish to progress through the class.*

 ***Ki-Infused Body.*** You may spend 1 Ki point to cast False Life on yourself at first level without expending any spell slots or material components.