recursal/Fanatic-Fandom huggingface dataset:
Lizardfolk

* **Ability Score Increase.** Your Constitution score increase by 2, and your Wisdom score increases by 1.
* **Age.** Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
* **Alignment**. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
* **Size.** Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
* **Bite.** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Cunning Artisan.** As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
* **Hold Breath.** You can hold your breath for up to 15 minutes at a time.
* **Hunter's Lore.** You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
* **Natural Armor.** You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
* **Hungry Jaws.** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
* **Languages.** You can speak, read, and write Common, Serpentine and Draconic.
Nomad

You come from a society where the people have no permanent homes. Instead, the community travels from place to place, usually in pursuit of the animals they hunt or their grazing livestock. Regardless of the exact reasoning, yours are a traveling people, and your background has taught you how to survive and even flourish while following a transient path with no long term place of residence.

* **Skill** **Proficiencies**: Nature, Survival
* **Tool** **Proficiencies**: Your choice of one musical instrument
* **Languages**: One of your choice
* **Equipment**: A piece of jewelry meaningful to your people worth 2 gp, a map of migratory routes for a particular region important to you, a musical instrument you are proficient with, a set of traveler’s clothes, and a pouch containing 5 gp.

### Feature: Nomadic Survival

While traveling through terrain that is similar to the lands you are used to traversing in the course of your nomadic lifestyle (decide this with the GM’s help), you always know the direction you are traveling. Additionally, you can reliably and accurately navigate such terrain without a map so long as you have gained some familiarity with the landmarks and features of the specific area you are traveling through. Such familiarity could come via the study of maps or by having discussions with people who are familiar with that area. You can also take from that land to gather food to eat and water to drink for yourself and up to five other people. This is sufficient to maintain at least a moderate level of healthy consumption as you travel.

### Fleshing Things Out

Some questions to consider when determining how this background applies to your character: What is the driving force behind you people’s nomadic lifestyle? Do they follow the movements of animals for their livelihood? If so, what sort(s) of animals do your people pursue? How do your people feel about their way of life? How do you feel about it?

If given a real chance to settle down somewhere, would you?

Do you value a life on the move? How do you feel about non-nomadic people and their lifestyles?

You should also consider what caused you to take up the role of an adventurer. Did you come across a path to adventure while pursuing your nomadic lifestyle? Did you find something interesting or dangerous that set you off on a quest that led into the life of adventure? Or did you lead a life of adventure first that eventually evolved into you living the life of a nomad, moving from place to place, following a natural path rather than settling down?

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Thief

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

## Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

## Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

## Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

## Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

## Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
School of Conjuration

**Conjuration Wizard**
 2nd
 6th
 10th
 14th

## Conjuration Savant

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

## Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

## Benign Transportation

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

## Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

## Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Circle of the Land

2nd
 3rd
 6th
 10th
 14th

## Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.

## Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

## Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark – and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

## Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

## Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

## Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.
Half-Orc

* **Ability** **Score** **Increase**. str +2, con +1
* **Age**. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
* **Size**. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet.
* **Darkvision**. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Menacing**. You gain proficiency in the Intimidation skill.
* **Relentless** **Endurance**. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
* **Savage** **Attacks**. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
* **Languages**. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Kitsune

* **Ability Score Increase**: Wis +2 Cha +1
* **Age**: Kitsune mature at the same rate humans do and reach adulthood around the age of 18, living up to about 350 years. On average most kitsune gain an extra tail every 50 years, impacting the more conservative cultural kitsune ideals. On rare occasion some kitsune are born with an additional tail, granting the notion of being wiser or prodigious of skill.
* **Alignment**: Most Kitsune are Chaotic Neutral, though they can be found in any alignment. Most are survivalists and tend to be mischievous, though they may be more than willing to help a fellow traveler in need.
* **Size**: Medium
* **Speed**: 30ft
* **Languages**: You can speak, read, and write Common and Sylvan.
* **Darkvision** - Accustomed to a nocturnal lifestyle, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Kitsune Magic.** You know the *produce flame* cantrip, with the exception that your flame is blue. When you reach 3rd level, you can cast the *charm person* spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the *calm emotions* spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
* **Light Orbs** - As a bonus action, you can call forth a mote of light to follow you, one for each tail you have. These motes occupy the same space as you and emit 20 ft. dim light. As an action, you can combine all motes together to make a target you can see within 30 ft. of you. This target must make a DC 14 Wisdom saving throw. Upon failure, the target takes 1d6 + your Charisma modifier of Radiant damage, and half as much on a successful one. Multiple motes do not increase damage. You must re-summon the motes after having made an attack with them. If you have multiple attacks within an attack action, this replaces one of them. Clandestine - You are able to hide the fact that you are a Kitsune and Skinwalker, and instead appear Human. As an action, you can magically hide your ears, fur, and tail(s), and visually replace them with human equivalents. You may drop the illusion as a free action.
Cetacin

* **Ability Score Increase.** Con +1
* **Age.** Cetacins reach the age of adulthood by 18 and last for a century.
* **Alignment.** Cetacins are often lawful in alignment because they form Packs. And they are an honor bound people.
* **Size.** Cetacins are generally about the size of humans, averaging 5'6” to 7'. Your size is Medium.
* **Echolocation**. You can produce a series of clicks that reaches 300 ft. This ability is blindsight and lets you see everything with 300 feet. You can only use this ability a number of times equal to your proficiency bonus.
* **Speed.** Your base walking speed is 30 feet.
* **Swimmer.** You have a swim speed of 35 feet.
* **Languages.** You can speak, read, and write Common, Beastfolk and +1 extra language

## Subraces

### Orca Cetacin

* **Ability Score Increase**. Str +2
* **Darkvision**. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Pack** **Tactics**. You have advantage on an attack roll against a creature if at least one of the your allies is within 5 ft of the creature and the ally isn't incapacitated.
Waterborn Noble

* **Skill** **Proficiencies**: Arcana, Persuasion
* **Tool** **Proficiencies**: One musical instrument of your choice
* **Languages**: Primordial (Aquan)

1. **Equipment**: A set of fine clothes, a signet ring or emblem of your noble family, a scroll of pedigree or a letter of recommendation from your family, a musical instrument, and a pouch containing 25 gold pieces.
2. **Feature**: Noble Water Legacy Your noble lineage has a deep connection to the element of water. As a member of a noble family specializing in water magic, you have access to resources and knowledge that others can only dream of. Your family is likely known and respected within magical and noble circles for their mastery of water-based sorcery.
Draconic Bloodline

## Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

 Black
 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

## Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

## Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

## Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

## Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Nature Domain

1st
 2nd
 6th
 8th
 17th

 1st
 3rd
 5th
 7th
 9th

## Acolyte of Nature

At 1st level, you learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

## Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

## Channel Divinity: Charm Animals and Plants

Starting at 2nd level, 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.

## Dampen Elements

Starting at 6th level, 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.

## Divine Strike

At 8th level, 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.

## Master of Nature

At 17th level, 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.
Great Old One

1st
 6th
 10th
 14th

## Expanded Spell List

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

**Great Old One Expanded Spells**
 2nd
 3rd
 4th
 5th

## Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

## Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

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

## Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

## Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
King Ernard III

*"Four centuries of blood poured into our northern waters over a war no one had been born into for centuries. My father was wise and chose to end it, sparing his people another century of violence against the dwindling surviving non-humans. I've continued my father's wishes, and now Igorland has seen generations grow up without blood polluting our waters. For as long as I carry this crown, I will not see lives needlessly wasted on prejudices." - King Ernard III*

## King Ernard III

### Relatives

King Ernard II - Father (Deceased)Queen Vaela - Wife (Deceased)

Crown Prince Ernard IV - Son (Deceased)

Princess Minva - Daughter (Deceased)

Crown Prince Herrid - Son (Deceased)

Princess Corla - Daughter (Deceased)

Prince Hector - Son

Princess Helva - Daughter

Princess Evri - Daughter

Princess Thala - Daughter

Prince Gromvi - Son

## Physical description

### Biography

King Ernard III is the current ruler of Igorland, having sat on the throne since 4052 (PE). Under his rule, Igorland has not seen a major conflict, and non-humans have settled in the western forests, being tolerated as defacto citizens of the human kingdom. His current heir is unknown as of 4119 Arkonrana, after the death of Crown Prince Herrid.

In his youth King Ernard III was a famed warrior and adventure, leading multiple expeditions to the Isle Of The Lich. Many items from the isle, that exist on the mainland, can be traced back to his expeditions.

### *Tales Of Ye Old Interest*

King Ernard III has been mentioned throughout *Tales Of Ye Old Interest,* but, has never actually appeared in the campaign. He has been resistant to Aryonia's conquest, pushing forward alliances to defend the South of Veshen, even allying with the Southern Hill Clan Coalition, a non-human kingdom.

It has been implied that King Ernard III's health has been failing, leading to concerns about the future of Igorland if he were to pass away before the Aryonian conquest could be settled. With the death of Crown Prince Herrid, he needs to officially name a new heir, with Prince Hector expected to be named.
Rivingolm Wiki

**Welcome to the Rivingolm Wiki!**
> Welcome to the official Dungeons and Dragons homebrew wiki for the games run by Ebicrone, set in the wondrous continent of Eldoria. Here, adventurers from all corners of the realm gather to embark on daring quests, unravel ancient mysteries, and forge their legends.
>
>
> In your travels, you'll encounter a myriad of creatures and beings, from noble elves guarding ancient secrets in their forest sanctuaries to fearsome dragons guarding their hoards in the depths of treacherous dungeons. You might form lasting friendships with colorful NPCs or find yourself locking swords with dangerous villains.
>
>
> As an adventurer in this world, you'll have the opportunity to create your own unique character. Will you be a valiant knight, a cunning rogue, a wise druid, or a powerful sorcerer? The possibilities are endless, and the choices you make will shape your journey.
>
>
>
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*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Metallic Dragonborn

* **Ability** **Score** **Increase**. Your Strength score increases by 2, and your Charisma score increases by 1.
* **Age**. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
* **Size**. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet.
* **Draconic** **Ancestry**. You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.
* **Draconic Bearing.** You are proficient in the Intimidation skill.
* **Draconic** **Resistance**. You have resistance to the damage type associated with your Metallic Ancestry.
* **Hardened Scales.** As a reaction you harden your scales and halve any damage source that is non-magical bludgeoning, piercing or slashing. You can use this feature a number of times equal to twice your proficiency bonus.
* **Languages**. You can read, speak, and write Common and Draconic.
* **Breath** **Weapon**. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, A creature takes 2d4 damage on a failed save, and half as much damage on a successful one. the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. The damage increase to 3d4 at 6th level, 4d4 at 11th, and 5d4 at 16th level. You can use this attack once per action.
	+ **Destructive** **Blast**. You draw in all of your draconic energy and unleash a devastating attack as an action. The DC is still the same as your Breath Weapon. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 6th level, 5d6 at 11th, and 6d6 at 16th level. After using your destructive blast, you cannot use it again until you complete a short or long rest.

 Brass
 Bronze
 Copper
 Gold
 Silver
Dhampir

* **Ability** **Score** **Increase**. Your ability score is determined by your subrace.
* **Languages**. You can speak, read, and write Common and 1 other language.
* **Age:** You reach adulthood at 18 and live up to 300 years.
* **Creature Type**. You are a Humanoid. You are alive but cold blooded unlike vampires.
* **Size**. You are Medium
* **Speed**. Your walking speed is 35 feet.
* **Darkvision**. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
* **Spider Climb.** You have a climb speed of 20 ft and 15 ft upside down.
* **Fanged.** Your fangs are a natural weapon which you can use to make unarmed strikes. Your fangs count as a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.

## Subraces

### Fermac Dhampir

* **Ability** **Score** **Increase**. Cha +2, Dex +1
* **Vampiric Allure.** When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Suggestion spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 7th level, you can cast the Charm Monster spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

### Puternic Dhampir

* **Ability** **Score** **Increase**. Str +2, Dex +1
* **Misty Form.**

### Cursed Dhampir

###### You were recently attacked by a vampire and survived the encounter. But forever changed. You did not become a spawn but your form has warped, Your skin grows pale, Your eyes turn red and your ears grow long (if not already). Your body becomes slimmer and you become more attractive. Whatever humanoid race you were, None of its traces remain on you.

* **Ability** **Score** **Increase**. Any +2, Str +1
* **Sunlight Sensitivity.** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
* **Cursed**. You must consume the blood of a humanoid every full moon, or you will enter a state called Vampirism.
* **Invigorate** – Once per long rest, when you successfully attack a living humanoid with blood using your fangs, you can spend one Hit Die to heal yourself (no action required). Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total. Using this ability counts as a source of blood for the blood curse effect.
College of Lore

3rd
 6th
 14th

## Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

## Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

## Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

## Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
Battle Master

Battle Master Fighter
 3rd
 7th
 10th
 15th

## Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

* ***Maneuvers**.* You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
* ***Superiority** **Dice**.* You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
* ***Saving** **Throws**.* Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

**Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

## Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

## Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Strength score
* Dexterity score
* Constitution score
* Armor Class
* Current hit points
* Total class levels, if any
* Fighter class levels, if any

## Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

## Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die
Tempest Domain

1st
 2nd
 6th
 8th
 17th

 1st
 3rd
 5th
 7th
 9th

## Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

## Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

## Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

## Thunderous Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

## Divine Strike

At 8th level, 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

## Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
College of Valor

3rd
 6th
 14th

## Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

## Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

## Extra Attack

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

## Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
Steelbrawn Piplin

* **Ability Score Increase.** Str +2, Con +1
* **Age**. Piplins mature at the same rate as humans, and most are expected to be adults by 60. They can live up to 300 on average but it's not rare for piplins to reach the age of 700.
* **Size**. Piplins are 3 feet tall and weigh around 40 pounds. Your size is Small.
* **Speed**. Your base walking speed is 25 feet.
* **Darkvision**. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray
* **Warborn.** You can have proficiency two-handed and heavy weapons, and you can wear medium and heavy armor.
* **Poweful** **Build**. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Languages**. You can read, speak, and write Common and Piplish
Way of the Open Hand

6th
 11th
 17th

## Open Hand Technique

Starting when you choose this tradition at 3rd level, 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.

## Wholeness of Body

At 6th level, 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.

## Tranquility

Beginning at 11th level, 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 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.

## Quivering Palm

At 17th level, 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.
Hand of Radiance

*Evocation cantrip*

* **Casting Time:** 1 action
* **Range:** 5 feet
* **Components:** V, S
* **Duration:** Instantaneous

You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.

***At Higher Levels:*** The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

***Spell Lists:*** Cleric, Sorcerer (Aldrezzar)
Lapin

* **Ability Score Increase**. Dex +2, 1 Any
* **Languages**. You can speak, read, and write Common, Beastfolk and 1 extra language.
* **Age**. Lapins have a life span of about a century.
* **Size**. You are Medium or Small. You choose the size when you select this race.
* **Speed**. Your walking speed is 35 feet.
* **Mad** **Rabbit**. You can add your proficiency bonus to your initiative rolls.
* **Leoprine** **Senses**. You have proficiency in the Perception skill.
* **Sharp** **Claws**. You have claws on your hands and because of them you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Lucky Footwork**. Whenever you make a Dexterity save, You may roll a d4 to and add it to your roll.
* **Spring** **Foot**. As a reaction to a targeted attack you reduce the damage to 0, You may move up to half your movement by leaping away. You may use this ability once per long rest. Additionally, You no longer need 10 ft of your movement to be on foot whenever you do a long jump.
Half-Elf

* Ability Score Increase. Cha +2, +1 Other Ability Score
* Age. Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.
* Size. Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
* Speed. Your base walking speed is 30 feet.
* Darkvision. Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* Skill Versatility. You gain proficiency in two skills of your choice.
* Languages. You can read, speak, and write Common, Elven, and one language of your choice.
Tiefling

* **Ability** **Score** **Increase**. Cha +2
* **Age**. Tieflings mature at the same rate as humans but live a few years longer.
* **Size**. Tieflings are about the same size and build as humans. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet.
* **Darkvision**. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* **Hellish** **Resistance**. You have resistance to fire damage.
* **Languages**. You can speak, read, and write Common and Infernal.

## Subraces

### Bloodline of Asmodeus

* **Ability** **Score** **Increase**. Int +1.
* **Infernal** **Legacy**. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Arcanian Piplin

* **Ability Score Increase**. Int +2, +1 Any
* **Age.** Piplins mature at the same rate as humans, and most are expected to be adults by 60. They can live up to 300 on average but it's not rare for piplins to reach the age of 700.
* **Size**. Piplins are 3 feet tall and weigh around 40 pounds. Your size is Small.
* **Speed**. Your base walking speed is 25 feet.
* **Darkvision**. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray
* **Gift of the Stars.** Starting at 1st level you know the Prestidigitation cantrip. Once you reach 3rd level, you can cast the Melf's Minute Meteors spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Telekinesis spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
* **Winged.** You can innately fly using your wings for 30 ft. To use this speed, you can’t be wearing medium or heavy armor.
* **Languages.** You can read, speak, and write Common and Piplish
Light Domain

2nd
 3rd
 6th
 8th
 17th

 1st
 3rd
 5th
 7th
 9th

## Bonus Cantrip

When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

## Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

## Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

## Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

## Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

## Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Circle of the Moon

2nd
 6th
 10th
 14th

## Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

## Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

## Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

## Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

## Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
Resistance

Abjuration cantrip

* **Casting** **Time**: 1 action
* **Range**: Touch
* **Target**: One willing creature
* **Components**: V S M (A miniature cloak)
* **Duration**: Up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

**Classes**: Cleric, Druid, Sorcerer(Aldrezzar)