recursal/Fanatic-Fandom huggingface dataset:
Elemental Air

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

Considered sacred by druids, this is air 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 diamond dust*

 Back to Alchemy Homepage
Aqua Inimicus

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

Usually used as an ingredient for other brews, this pale translucent solution is slightly acidic.   As an action, you can splash this solution onto a creature or object 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 1d4 acid damage.

*A creature skilled in Alchemy may craft this using 3gp of base materials.*

 Back to Alchemy Homepage
Firbolgs

Firbolgs

Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.

## Hidden Shepherds

As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws.

Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and ores. Such
events concern the firbolgs only when the events affect the forest. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic.

## Firbolg Adventurers

Generally, the last thing a firbolg would dream of is leaving their homes or attempting to integrate with other societies, but it does occasionally happen. Firbolgs can be cast out by their tribes by committing an unforgivable deed (usually one that harms the forest). They also might be sent on some urgent errand, or be seeking a lost tribe member or creature. Firbolgs are often worshippers of nature deities, and may be persuaded to leave their homes by a divine omen. In some tragic cases, a firbolg may leave home because there is no home to return to, or because their clan was wiped out.

## Firbolg Traits

**Firbolg Ancestral Traits**

   As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

   (Medium) Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds.

   30 ft.

    You can cast <Spell>Detect Magic</Spell> and <Spell>Disguise Self</Spell> with this trait, using Wisdom as your spell casting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of Disguise Self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

    As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

    You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

**Firbolg Cultural Traits**

   WIS +1

   Firbolgs are solitary people, and often the most important personal connection an individual feels is to the natural world around them. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.

   Common, Sylvan, Giant

    You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Mulmaster Aristocrat

## Overview

From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen.

* **Skill Proficiencies**: Deception, Performance
* **Tool Proficiencies:** One type of artistic artisan's tools and one musical instrument
* **Equipment**: One set of artisan's tools or musical instrument, a set of fine clothes, and a purse containing 10 gp.
* **Lifestyle**: Wealthy

## Feature: Highborn

Mulmaster is run by and for its aristocracy. Every other class of citizen in the city defers to you, and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other aristocrats and nobles accept you in their circles and likely know you or of you. Your connections can get you the ear of a Zor or Zora under the right circumstances. **Note**: This feature is a variant of the Noble feature.

## Personality

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Cleric Class/Life

The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

*1st-level feature*

 When you choose this domain at 1st level, you gain proficiency with heavy armor.

*1st-level feature*

 Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

*2nd-level feature*

 You can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

*6th-level feature*

 The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

*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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

*17th-level feature*

 When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Acolyte

## Overview

You have spent your life in the service of a temple to a specific god or pantheon of gods.You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine.You are not necessarily a cleric; performing sacred rites is not the same thing as channeling divine power. Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service.

* **Skill Proficiencies:** Insight, religion
* **Languages:** Two of your choice
* **Equipment:** A holy symbol, a prayer book or wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

## Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

## Suggested Characteristics

Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

### Personality Traits

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### Ideals

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### Bonds

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### Flaws

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Ilmater

Ilmater is the god of those who suffer. He takes special interest in the protection of those who suffer needlessly or unjustly, but also believes that mercy should be extended to all creatures if they are truly contrite.

## Doctrine

Ilmater seeks to offer relief, aid, and comfort to all those who are in pain, are oppressed, or are otherwise in great need. He encourages these people to take heart and hope, and to endure their suffering, for good things come to those who wait. He encourages his faithful to halt and alleviate the suffering of others, and to take it on themselves if they must. a

Ilmater's doctrine is one of non-violence typically, but should he encounter someone who is unremorseful concerning extreme suffering and cruelty they have inflicted upon innocents, the god becomes angry and unleashes his divine wrath upon them.

In particular, Ilmater treasures the lives of the innocent, especially children and small animals.

Ilmater's servants are angels and the spirits of martyrs long passed, and he often uses white doves as a sign. His servants act in his place where they can, alleviating the pain of others.

 Cleric Domains
Grave •
Forge •
Knowledge •
Life •
Light •
Nature •
Protection •
Tempest •
Trickery •
War
Elemental Earth

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

Considered sacred by druids, this is earth 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 topaz dust*

 Back to Alchemy Homepage
Calmcap Curry

*Level 1 Recipe, Common, 40gp market price*

The numbing effects of calmcap mushrooms can dull pains and aches, when they are steeped correctly. The flavor is unpleasant on its own, but goes very well with hot-tasting spices.   A creature that consumes one batch of this broth over the course of a day can add 1d4 to any Constitution saves they make that day for the Recovering downtime activity.

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

 Back to Alchemy Homepage
Character Creation: Abilities

Your ability scores are the main statistics (besides your HP) that your character uses in die rolls. There are six of them: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). Once you determine these, you'll use them to calculate other modifiers in the next step (weapon attacks, spellcasting, intimidation and perception etc).

There are two methods to picking the actual scores for your character's abilities (Strength, Dexterity, Wisdom, and so on). Each has its benefits, but ultimately it is up to the DM to decide which method you must use.

* ***Rolling Method.*** With this method, six ability scores are generated randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. These six numbers may be assigned to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma as you please, but you may only use each number once.
* ***Point-Buy Method.*** With this method, you purchase scores from a table. Each player gets 61 points to spend - higher scores cost more points than lower ones do. See this page for more information, and for a spreadsheet that can calculate costs for you.

A score of 10 or 11 in an ability represents the perfect average score. A character with a Strength 10, for example, would get no bonus or penalty to rolls for Strength: their total for a Strength check would equal the value on the dice. Scores lower than 10 suffer a penalty to those checks, while scores above 11 gain bonuses to those rolls. Choose where you assign your scores carefully to get the most out of your abilities.

When you are choosing your scores, keep in mind that even numbers are better than odd numbers. The reason for this will become apparent when you calculate your modifiers in the coming steps; just know that a 15 is effectively the same as a 14, and a 17 is the same as a 16., etc.

## What Do I Write Down?

Your character sheet has places to write in your Strength, Dexterity, etc. ***Pencil in***  your ability scores, since you'll be adding a couple more points to some of them in the next step.

 Classes
 Equipment
 Worldbuilding
Druid Class/Twilight

The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.

*2nd-level feature*

 You learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.
 When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead. You regain the expended dice when you finish a long rest.

*6th-level feature*

 You gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast Speak with Dead*3rd-level Necromancy*
**Casting Time:** 1 a
**Range:** 10 ft
**Components:** V,S,M
**Duration:** 10 min
1 corpse with mouth answers 5 questions with knowledge it had in life; can cast on same every 10 days without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak. Once you use this feature, you can’t use it again until you finish a short or long rest.

*10th-level feature*

 You gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws.

*14th-level feature*

 Your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast Etherealness*7th-level Transmutation*
**Casting Time:** 1 a
**Range:** Self
**Components:** V,S
**Duration:** 8 h (D)
1/SL willing crea go to Ethereal Plane; move there, but able to perceive 60 ft into the normal plane. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.
Inheritor

## Overview

You are the heir to something of great value - not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you- by force, if need be.

* **Skill Proficiencies**: Survival, plus one from among Arcana, History, and Religion
* **Tool Proficiencies**: Your choice of a gaming set or a musical instrument
* **Languages**: Any one of your choice
* **Equipment**: Your inheritance, a set of traveler's clothes, the tool from this background that you chose to be proficient with, and a pouch containing 15 gp

## Feature: Inheritance

Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.

The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.

When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.

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## Suggested Characteristics

Use the tables for the folk hero background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor. Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.

## Reference

1. ↑ @JeremyECrawford. "The inheritor background should say you get the tool that the background gives you proficiency with. The text is incorrect. #DnD" *Twitter,* 17 Oct. 2016, 5:44 P.M., twitter.com/JeremyECrawford/status/788148668725469185
Mercenary Veteran

## Overview

As a sellsword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.

* **Skill Proficiencies**: Athletics, Persuasion
* **Tool Proficiencies**: One type of gaming set, vehicles (land)
* **Equipment**: A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp)

## Feature: Mercenary Life

You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and feast halls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).

## Suggested Characteristics

Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary
Courtier/summary

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. You might have been one of the many functionaries, attendants, and other hangers-on in a noble's court, or perhaps you worked with one of Port Zigall's many guilds, businesses, or secret societies.

Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

* **Skill Proficiencies:** Insight, Persuasion
* **Languages:** Two of your choice
* **Equipment:** A set of fine clothes and a pouch containing 5 gp
Humor of Phlegm

*Level 1 Misc, Uncommon, 75gp market price*

This syrupy greyish liquid is favored by the Order of Gelugon, a subsect of the Auran Conclave.   After drinking a vial of this humor, you gain a +1 bonus to Intelligence, Wisdom, and Charisma saving throws. Additionally, you may re-roll any result of 1 or 2 when you deal Cold damage. These effects last for 8 hours.

*A creature skilled in Alchemy may craft this using 15gp of base materials and these special ingredients: 10gp frostfern, 10gp aqua inimicus*

 Back to Alchemy Homepage
Dwarves

The vast majority of the dwarven race vanished from commonly known areas centuries ago, along with their realms, leaving behind only what members of their race that had left the dwarven homelands. Descendants of these "Remnant Dwarves" still exist, though they grow rarer with each passing decade. Many a dwarven adventurer has struck out on a voyage of discovery, hoping to find the fabled dwarven civilization. Sadly none of these have found a trace of the once-great nation.

## Dwarf Traits

**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.

**Dwarvish Cultural Traits**

   CON +1

   What remains of dwarven society is well-ordered. The culture tends to promote lawful values, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

   Common, Dwarvish

    You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

    You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

    Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

 Classes
 Equipment
 Worldbuilding
Kururun

**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!**

## Apparitions

### Anime

*Tropical-Rouge! Precure*
- Épisode 1 (caméo)
- Épisode 7 (apparition majeure)

## Doubleurs

### Voix Japonaise

Aimi Tanaka

**Kururun** (くるるん, ***Kururun***?) est la mascotte principale de *Tropical-Rouge! Precure*. C'est une fée aux allures de phoques du Grand Océan, et l'animal de compagnie de la reine. Son crie est **«kururun~!»** (「くるるん～！」, ***«kururun~!»***?).

## Apparence

Kururun ressemble à un phoque au pelage blanc avec une queue de couleur œillet rose et des oreilles roses en forme de cœur. Ses yeux sont bleus-violet avec des accents en forme de cœur qui sont cyan.

## Personnalité

Kururun est une fée aux allures de phoque qui suit toujours son propre rythme.

## Histoire

### TRPC07 - Il est là ! Kururun, la fée de mer

Kururun est confié la tâche par la reine des sirènes de livrer un objet important à Laura, mais il le perd en chemin et finissent par s'échouer sur la plage. Il rencontre les filles, qui se portent volontaires pour l'aider à récupérer l'objet. Après que l'objet, qui s'avère être des sucreries de la reine, a été trouvé, Kururun décide de rester avec eux.

## Anecdotes

* Kururun adore les biscuits aux crustacés.
Draught of Energy

*Level 3 Potion, Rare, 250gp market price*

This lime-green potion seems to pulse with subtle light, and even a small whiff of its scent makes your limbs feel a little lighter and quickens your thoughts.   When you drink this potion you may immediately remove one point of exhaustion, and for the next hour you may take either an extra reaction or an extra bonus action each round in combat. You also gain immunity to Exhaustion for the same duration.

*A creature skilled in Alchemy may craft this using 30gp of base materials and these special ingredients: 80gp Scroll of Haste, 20gp Cadmia*

 Back to Alchemy Homepage
Courtier

## Overview

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. You might have been one of the many functionaries, attendants, and other hangers-on in a noble's court, or perhaps you worked with one of Port Zigall's many guilds, businesses, or secret societies.

Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

* **Skill Proficiencies:** Insight, Persuasion
* **Languages:** Two of your choice
* **Equipment:** A set of fine clothes and a pouch containing 5 gp

## Feature: Court Functionary

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

## Suggested Characteristics

Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier. The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
Cleric Class/Light

Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.

*1st-level feature*

 When you choose this domain at 1st level, you gain the Light*Evocation Cantrip*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,M
**Duration:** 1 h (D)
1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances cantrip if you don’t already know it.

*1st-level feature*

 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.

*2nd-level feature*

 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.

*6th-level feature*

 You can now use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

*8th-level feature*

 You now add your Wisdom modifier to the damage you deal with any cleric cantrip.

*17th-level feature*

 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.
City Watch

## Overview

You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.

* **Skill Proficiencies**: Athletics, Insight
* **Languages:** Two of your choice
* **Equipment**: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp

## Feature: Watcher's Eye

Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

## Variant: Investigator

Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics.

## Suggested Characteristics

Use the tables for the Soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch. Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.
Khonnir's Light

*Level 1 Misc, Uncommon, 60gp market price*

This mixture must be bottled in two separate chambers; the contents react in violent bright sparks when the container is smashed.   As an action, you can smash this vial on the ground at a point you can see within 20 feet. Until the start of your next turn, the mixture burns with the light of a tiny sun, casting magical daylight in a 60-ft radius, bright light for an additional 30 ft, and dim light for 30 ft beyond that. This effect casts shadows, but shadows within the effects' radius are considered one 'light level' less. The reaction also dispels any magical darkness within 60 ft.

*A creature skilled in Alchemy may craft this using 10gp of base materials and these special ingredients: 10gp petalite crystals, 10gp gold shavings*

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Harborfolk/summary

You are one of the hundreds of small-time fishers who haul the bounty of the harbors of the material planes to the city's markets each morning. You have spent countless days rowing in the waters in and around your city, and you know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while.

* **Skill Proficiencies**: Athletics, Sleight of Hand
* **Tool Proficiencies**: One type of gaming set, vehicles (water)
* **Equipment**: Fishing tackle, dice set, playing card set, or Three Dragon Ante set, a set of common clothes, rowboat, and a belt containing 5 gp
City Watch/summary

You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.

* **Skill Proficiencies**: Athletics, Insight
* **Languages:** Two of your choice
* **Equipment**: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp
Gunslinger Class/Tactician

While some firearm wielders choose to strike while hidden and distant from the fray, these fighters are perpetually in motion, and rely on quick-thought strategy to fluidly adapt to the fast pace of battle.

*3rd-level feature*

 When you choose this archetype at 3rd level, you gain the following features:

* You gain proficiency with shortswords, longswords, rapiers, and shields.
* You may Dash or Disengage as a bonus action.
* You can load ranged weapons while holding another firearm, melee weapon, or shield.

*6th-level feature*

 You can spend a bonus action to direct an ally to attack an enemy. If they choose to do so, they may spend their reaction to make an attack if the target is in range. This attack may be a spell, but must be counted as a held action unless the caster is able to cast the spell as a reaction (see rules for ready actions and spells in the Player’s Handbook).

*6th-level feature*

 Your specialty grants you additional options for your Targeting feature when you reach certain levels in the Gunslinger class. Refer to the descriptions below for these details:

* ***Staggering Shot.**  (6th level)*  Your target cannot take reactions until your next turn.
* ***Bayonet Strike.**  (9th level)*  When you damage a target with a bayonet fixed to a loaded firearm, you may immediately fire the weapon at the same target as part of the attack, adding your firearm’s damage to the attack.

*9th-level feature*

 You may add your proficiency bonus to your initiative rolls, and you may stow a firearm and draw another as a free object interaction on your turn.

*13th-level feature*

 When you are providing cover fire and are wielding a firearm in each hand, you may attempt to interrupt an additional attack after the first one.

*13th-level feature*

 You may use your Intelligence modifier instead of Charisma when performing Persuasion or Deception checks that you back with a logical argument. Additionally, when you assist someone with the same type of check, you may substitute your Intelligence modifier if it is higher than their Persuasion or Deception bonus.

*17th-level feature*

 You can attempt to decipher an opponent’s tactics and weaknesses in order to counter them. As a bonus action, you may make an Intelligence (Investigation) check against a creature you can see that isn’t incapacitated, opposed by the target’s Charisma (Deception) check. On a success, you learn of any weaknesses or damage vulnerability the target may have. Additionally, you gain the following benefits against a creature you have targeted with this ability for up to one minute, or until you successfully use Eagle Eye on a different creature.

* Allies you direct using your Superior Strategy feature gain advantage on their attack roll against the creature.
* You may add your proficiency bonus to damage rolls using your firearms against the creature.
* You gain advantage on targeted shots against the creature.
Paladin Class/Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.

 The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

* ***Law.***  The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
* ***Loyalty.***  Your word is your bond. Without loyalty, oaths and laws are meaningless.
* ***Courage.***  You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
* ***Responsibility.***  You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

*3rd-level feature*

 You gain the following two Channel Divinity options.

* ***Champion Challenge.***  As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
* ***Turn the Tide.***  As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

*7th-level feature*

 When a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

*15th-level feature*

 You have advantage on saving throws to avoid becoming paralyzed or stunned.

*20th-level feature*

 Your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* Your allies have advantage on death saving throws while within 30 feet of you.
* You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Antitoxin

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

This thick liquid smells sickly, and can range from dark green to rust-red depending on the regional ingredients.   A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. If the creature is already poisoned, it may immediately roll a new saving throw against the effect, also at advantage. This potion confers no benefit to undead or constructs.

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

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Earthstrength

*Level 1 Misc, Uncommon, 20gp market price*

This magical powder sparkles in light.   When you dust your legs and feet with this powder, you gain advantage on saves and ability checks against being knocked prone, or against effects that would move you. This effect lasts for 1 hour.

*A creature skilled in Alchemy may craft this using 5gp of base materials and these special ingredients: 5pg zircon powder*

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Earthspur Miner

## Overview

You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich...yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you.

* **Skill Proficiencies:** Athletics, Survival
* **Languages**: Dwarven and Undercommon
* **Equipment**: A shovel or a miner's pick, a block and tackle, a climber's kit, a set of common clothes, and a belt pouch containing 5 gp.
* **Lifestyle**: Poor

## Feature: Deep Miner

You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves. **Note**: This feature is a variant of the Outlander feature.

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Gate Urchin

## Overview

All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you.

* **Skill Proficiencies**. Deception, Sleight of Hand
* **Tool Proficiencies**. Thieves' tools, one type of musical instrument
* **Equipment**. A battered alms box, a musical instrument, a cast-off military jacket, cap, or scarf, a set of common clothes, a belt pouch, and 10 gp
* **Lifestyle**. Poor

## Feature: Red Plume and Mage Guild Contacts

You made a number of friends among the Red Plumes and the Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help you in little ways when they can. You can invoke their assistance in and around Hillsfar to obtain food, as well as simple equipment for temporary use. You can also invoke it to gain access to the low-security areas of their garrisons, halls, and encampments. Note: This feature is a variant of the Soldier feature.

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Firbolgs/culture

Firbolgs are seen by others as guardians of nature and forests, but they see themselves more as children of nature instead. They can be found living in large communes of simple homes, relying on what they find and forage as well as on druidic and divine magic for their needs. Within a firbolg commune, everyone knows everyone else, and there is a strong emphasis on sharing and providing for those who cannot do so by themselves.

Though their communities live in harmony, individuals of firbolg culture are taught that one's own personal journey, physical and metaphysical, is the most important thing in life. Individuals often leave their communities for days or even weeks at a time to rove through the wilds and experience them, and many times they venture much farther, following their instincts or dreams.
Learn more...

**Firbolg Cultural Traits**

   WIS +1

   Firbolgs are solitary people, and often the most important personal connection an individual feels is to the natural world around them. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.

   Common, Sylvan, Giant

    You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.