recursal/Fanatic-Fandom huggingface dataset:
Way of the Shield

Some monasteries teach a specialized form of combat that is very different from traditional monk fighting techniques. This style is known as the Way of the Shield, and it emphasizes the shield as a living extension of the warrior. Monks of this tradition train to take advantage of shields and polearms, so that they can fight with or against large armies of hoplites in shield wall formations. Such monks commonly wear long red cloaks to disguise their intentions and add fluidity to their movements.

Temples that teach the Way of the Shield are often decorated with scrolls that exalt the feats of warriors who are fearless when faced with impossible odds. Massive armies may be surprised to encounter resistance from a proud band of shield monks with less than a tenth of their numbers. Grandmasters of this tradition have even been known to stand alone against creatures many times their size.

#### Aresian Technique

Starting when you choose this tradition at 3rd level, you gain proficiency with shields. Additionally, wielding a shield does not impede your Martial Arts, Unarmored Movement, or Unarmored Defense features. You may also use your shield as a “free hand” to catch and hold missile weapons with your Deflect Missiles feature.

As long as you are wielding a shield, opportunity attacks against you are made with disadvantage.

#### Shield Dancer

Starting at 6th level, you have learned new techniques for using shields on the battlefield. Vaulting

* **Strike.** As a bonus action on your turn, you may spend 1 ki point to vault yourself into the air, leaping up to 15 feet in any direction. If you are wielding a shield, then this leap does not provoke opportunity attacks. If you take an Attack action immediately after leaping, then you have advantage on your first melee attack, and it scores a critical hit on a roll of 19 or 20.
* **Counterattack.** Whenever a creature makes an opportunity attack against you and misses, if you are using a shield, you may use your reaction to spin around and make a single melee weapon attack against that creature, without interrupting your movement.

#### Shell of the Dragon Turtle

Starting at 11th level, you have learned to think of your shield as an extension of your body. As a reaction when you are attacked, you may spend 1 ki point to gain an additional +3 AC from your shield, including against the triggering attack, until the beginning of your next turn.

#### Undaunted Spirit

Beginning at 17th level, you are fearless when faced with overwhelming enemies. You have advantage on all attacks made against creatures that are Huge in size or larger. Additionally, you cannot be frightened or paralyzed by spells or abilities used by such creatures.
Vowel Land

### Writer

Chase2na

'Vowel Land' is the seventh episode of Series 1.

## Synopsis

What if... the vowels had the new home planet like Alphaland? Imagine that!

## Characters

* A
* E
* G
* I
* M
* N
* O
* R
* S
* T
* U
* Y

### Digraphs

* OR
* AY
* AU
* EY
* EE
* EA
* AI
* IE
* OO
* OE
* OA
* OU
* OY
* UE

## Words

* Imagine
* Story

## Trivia

* This episode was likely to be similar to the Numberblocks episode Twoland.
Spell Abrir

## ABRIR

*Transmutación nivel 2*

> **Tiempo de lanzamiento:** 1 acción
>
>
> **Alcance:** 60 pies
>
>
> **Componentes:** V
>
>
>
> **Duración:** Instantáneo
>
>

Elige un objeto que puedas ver dentro del alcance. Este puede ser una puerta, una caja, un cofre, unas esposas, un candado o cualquier otro objeto que posea alguna manera, mágica o mundana, de impedir el acceso.

Un objetivo que esté cerrado mediante una cerradura normal o que esté atascado o atrancado se abre, desatasca o desatranca. Si el objeto tenía varios cerrojos, solo se desbloquea uno de ellos.

Si eliges un objetivo que está cerrado mediante cerradura arcana, ese conjuro queda anulado durante 10 minutos, y durante ese tiempo el objeto se puede abrir y cerrar con normalidad.

Cuando lanzas este conjuro, un fuerte golpe suena desde el objeto, audible desde 300 pies de distancia.
The Return of the Plusman

Plusman's back!

'The Return of the Plusman' is the ninth episode of Series 1.

## Synopsis

After X bumps into his glass again, Plusman returns to Alphaland to make compound words.

## Characters

* A
* B
* C
* D
* E
* F
* G
* H
* I
* J
* K
* L
* M
* N
* O
* P
* Q
* R
* S
* T
* U
* V
* W
* X / Plusman
* Y
* Z

### Digraphs/Trigraphs

* ER
* CK
* AL
* OR
* TH
* NG
* LL
* OO
* SH
* QU
* IGH

## Words

* Hyperjump
* Go Back
* Waterfall
* Popcorn
* Everything
* Ladybug
* Football
* Toothbrush
* Earthquake
* Flashlight
* Pza (nonsense word)
* Zap
* Normal State

## Trivia

* This episode marks the return of the Plusman since CBeebies series episode Plusman.
* This is the first episode of the show to features a nonsense words.
The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

#### Dark One's Blessing

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

##### Expanded Spell List

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

 2nd
 3rd
 4th
 5th

#### Dark One's Own Luck

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

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

#### Fiendish Resilience

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

#### Hurl Through Hell

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

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

Once you use this feature, you can't use it again until you finish a long rest.
School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

#### Grim Harvest

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

##### Necromancy Savant

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

#### Undead Thralls

At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

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

#### Inured to Undeath

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

#### Command Undead

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

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

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

#### Bladesinging

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don't already have it.

##### Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

While your bladesong is active, you gain the following benefits:

* You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
* Your walking speed increases by 10 feet.
* You have advantage on Dexterity (Acrobatics) checks.
* You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

#### Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

#### Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.

#### Song of Victory

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Spell Agarre Electrizante

## AGARRE ELECTRIZANTE

*Evocación (truco)*

**Tiempo de lanzamiento:** 1 acción

**Alcance:** Toque

**Componentes:** V, S

**Duración:** Instantáneo

Un relámpago salta de tu mano para dar una descarga eléctrica a la criatura que intentas tocar. Haz un ataque de conjuro cuerpo a cuerpo contra el objetivo. Tienes ventaja en la tirada de ataque si la criatura lleva armadura de metal. Si impactas, el objetivo sufre 1d8 de daño de relámpago y no podrá llevar a cabo reacciones hasta el comienzo de su próximo turno.

**A niveles superiores.** El daño del conjuro aumenta en 1d8 cuando alcanzas nivel 5 (2d8), nivel 11 (3d8) y nivel 17 (4d8).
Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils

#### Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

##### Ear for Deceit

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

##### Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

#### Steady Eye

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

#### Unerring Eye

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

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

#### Eye for Weakness

At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Way of Mercy

Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.

Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.

The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.

#### Implements of Mercy

You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

##### Merciful Mask

 2
 3
 4
 5
 6

##### Hand of Healing

Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

##### Hand of Harm

You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

#### Physician's Touch

You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

#### Flurry of Healing and Harm

You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.

#### Hand of Ultimate Mercy

Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

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

Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.

#### Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

##### Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

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

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

##### Horizon Walker Spells

 5th
 9th
 13th
 17th

#### Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

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

#### Distant Strike

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

#### Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
The Hive

The insects known as redeemers were developed by the Manacalon Empire as living weapons controlled by hive intelligence. With the fall of the Empire, that intelligence became self-willed and powerful - and curious about others. The Hive studies its warlocks as well as empowering them.

### Expanded Spell List

*1st-level Hive feature*

The Hive 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.

###### Expanded Spells

 2nd
 3rd
 4th
 5th

### Weakening Pheromones

*1st-level Hive feature*

Starting at 1st level, each turn, the first creature you damage with a spell will have disadvantage on their next saving throw. This condition expires on its own after 1 min.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Magic Counter

*6th-level Hive feature*

Starting at the 6th level, you can cast Counterspell once per short rest as a feature. This does not use one of your spellcasting slots, and you add your proficiency bonus when countering level-4 and higher spells.

### Reactive Carapace

*10th-level Hive feature*

Starting at the 10th level, whenever you take damage from a spell or magic effect, you can use your reaction to immediately gain a number of temporary hit points equal to 1d8 + CHA modifier. These temporary hit points last until the start of your next turn.
Way of the Sun Soul

Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

#### Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. The special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

#### Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

#### Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

#### Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

#### 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.

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.

 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White

##### 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, you can 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.
Monster Slayer

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

#### Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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

##### Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

##### Monster Slayer Spells

 5th
 9th
 13th
 17th

#### Supernatural Defense

At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

#### Magic-User's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

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

#### Slayer's Counter

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

You focus your training on the grim art of death. Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.

#### Assassinate

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

##### Bonus Proficiencies

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

#### Infiltration Expertise

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

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

#### Impostor

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

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

#### Death Strike

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

Los bardos del Colegio del Valor son atrevidos cuyas historias mantienen viva la memoria de los grandes héroes del pasado y, por lo tanto, inspiran a una nueva generación de héroes. Estos bardos se reúnen en salones o alrededor de grandes hogueras para cantar las hazañas de los poderosos, tanto del pasado como del presente. Viajan por la tierra para presenciar grandes eventos de primera mano y para asegurarse de que la memoria de esos eventos no se pierda. Con sus canciones, inspiran a otros a alcanzar las mismas alturas de logros que los héroes de antaño.

##### Competencias adicionales

Cuando te unes al Colegio del Valor en el 3er nivel, obtienes competencia con armaduras medianas, escudos y armas marciales.

#### Inspiración de combate

También en el 3er nivel, aprendes a inspirar a otros en la batalla. Una criatura que tiene un dado de Inspiración de bardo tuyo puede lanzar ese dado y agregar el número obtenido a una tirada de daño de arma que acaba de hacer. Alternativamente, cuando se realiza una tirada de ataque contra la criatura, puede usar su reacción para tirar el dado de Inspiración de Bardo y sumar el número obtenido a su CA contra ese ataque, después de ver la tirada pero antes de saber si acierta o falla.

#### Ataque adicional

A partir del nivel 6, puedes atacar dos veces, en lugar de una, cada vez que realices la acción de Atacar en tu turno.

#### Magia de batalla

En el nivel 14, dominas el arte de entrelazar el lanzamiento de hechizos y el uso de armas en un solo acto armonioso. Cuando usas tu acción para lanzar un hechizo de bardo, puedes hacer un ataque con arma como acción adicional.
The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

#### 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.

##### 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.

 2nd
 3rd
 4th
 5th

#### 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.
Nature Domain

Los druidas veneran la naturaleza como un todo y pueden servir a una de estas deidades, practicando ritos misteriosos y recitando oraciones casi olvidadas en su propia lengua secreta. Pero muchos de estos dioses también tienen clérigos, campeones que asumen un papel más activo en la promoción de los intereses de un dios de la naturaleza en particular. Estos clérigos podrían dar caza a las monstruosidades malvadas que saquean los bosques, bendecir la cosecha de los fieles o marchitar las cosechas de aquellos que enfurecen a sus dioses.

En Azitora este dominio pertenece a la diosa **Kriella**, diosa de la caza, la naturaleza, la sequía, la vegetación, el bosque.

#### Acólito de la Naturaleza

En el 1er nivel, aprendes un truco de druida de tu elección. Este cantrip no cuenta contra el número de cantrips de clérigo que conoces. También adquiere competencia en una de las siguientes habilidades de su elección: Manejo de animales, Naturaleza o Supervivencia.

##### Hechizos de dominio de la naturaleza

 3rd
 5th
 7th
 9th

##### Competencia adicional

También en el 1er nivel, obtienes competencia con armaduras pesadas.

#### Canalizar Divinidad: Encantar animales y plantas

A partir del segundo nivel, puedes usar tu canalizar divinidad para encantar animales y plantas.

Como acción, presentas tu símbolo sagrado e invocas el nombre de tu deidad. Cada bestia o criatura vegetal que pueda verte a menos de 30 pies de ti debe hacer una tirada de salvación de Sabiduría. Si la criatura falla su tirada de salvación, será encantada por ti durante 1 minuto o hasta que reciba daño. Si bien está encantado con usted, es amigable con usted y otras criaturas que designe.

#### Elementos humedecidos

Comenzando en el nivel 6, cuando tú o una criatura a 30 pies de ti recibe daño por ácido, frío, fuego, relámpagos o truenos, puedes usar tu reacción para otorgar resistencia a la criatura contra esa instancia del daño.

#### Golpe divino

En el nivel 8, obtienes la habilidad de imbuir los golpes de tu arma con energía divina. Una vez en cada uno de tus turnos, cuando golpeas a una criatura con un ataque con un arma, puedes hacer que el ataque inflija 1d8 daños adicionales por frío, fuego o relámpagos (a tu elección) al objetivo. Cuando alcanzas el nivel 14, el daño adicional aumenta a 2d8.

#### Maestro de la naturaleza

En el nivel 17, obtienes la habilidad de comandar animales y plantas. Si bien las criaturas están encantadas con tu función Encantar animales y plantas, puedes realizar una acción adicional en tu turno para ordenar verbalmente lo que hará cada una de esas criaturas en su próximo turno.
Classes

Los aventureros son personas extraordinarias, impulsadas por una sed de emoción hacia una vida que otros nunca se atreverían a llevar. Son héroes, obligados a explorar los lugares oscuros del mundo y asumir los desafíos que hombres inferiores no pueden enfrentar.

La clase es la definición principal de lo que tu personaje puede hacer. Es más que una profesión; es la vocación de tu carácter. La clase da forma a la manera en que percibes el mundo e interactúas con él y tu relación con otras personas y poderes en el multiverso. Un luchador, por ejemplo, podría ver el mundo en términos pragmáticos de estrategia y maniobras, y verse a sí mismo como un simple peón en un juego mucho más grande. Un clérigo, por el contrario, podría verse a sí mismo como un sirviente voluntario en el desarrollo del plan de un dios o en un conflicto que se gesta entre varias deidades. Mientras que el guerrero tiene contactos en una compañía o ejército mercenario, el clérigo puede conocer a varios sacerdotes, paladines y devotos que comparten su fe.

Tu clase te brinda una variedad de rasgos especiales, como el dominio de armas y armaduras de un luchador y los hechizos de un mago. En niveles bajos, tu clase te brinda solo dos o tres rasgos, pero a medida que avanza en nivel, gana más y sus rasgos existentes a menudo mejoran.

Cada clase en este capítulo incluye una tabla que resume los beneficios que obtiene en cada nivel y una explicación detallada de cada uno.

Doce clases, enumeradas en la tabla Clases, se encuentran en casi todos los mundos de D&D y definen a la mayoría de los aventureros típicos.
Way of the Open Hand

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

#### Open Hand Technique

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

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

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.
Spell Agrandar-Reducir

## AGRANDAR/ REDUCIR

*Transmutación nivel 2*

**Tiempo de lanzamiento:** 1 acción

**Alcance**: 30 pies

**Componentes**: V, S, M (una pizca de polvo de hierro)

**Duración**: Concentración, hasta 1 minuto

Haces que una criatura u objeto que puedas ver dentro del alcance crezca o se reduzca hasta el final de la duración del conjuro. Elige una criatura o un objeto que nadie lleve o vista. Si el objetivo no es voluntario, puede hacer una tirada de salvación de Constitución. Si la supera, el conjuro no tiene efecto.

Si el objetivo es una criatura, todo lo que vista y lleve cambia de tamaño con ella. Cualquier objeto que una criatura afectada deje caer vuelve a su tamaño normal inmediatamente.

**Agrandar**. El tamaño del objetivo se duplica en todas las dimensiones y su peso se multiplica por ocho. El objetivo incrementa su tamaño en una categoría (de Mediano a Grande, por ejemplo). Si no hay sitio suficiente para que el objetivo duplique su tamaño, la criatura u objeto crece hasta el tamaño máximo posible en el espacio disponible. Hasta que el conjuro termine, el objetivo tiene ventaja en pruebas y tiradas de salvación de Fuerza. Las armas del objetivo también crecen para ajustarse a su nuevo tamaño. Mientras permanezcan así, los ataques del objetivo con ellas hacen 1d4 de daño adicionales.

**Reducir**. El tamaño del objetivo se reduce a la mitad en todas las dimensiones y su peso se divide entre ocho. El objetivo disminuye su tamaño en una categoría (de Mediano a Pequeño, por ejemplo). Hasta que el conjuro termine, el objetivo tiene desventaja en pruebas y tiradas de salvación de Fuerza. Las armas del objetivo también decrecen para ajustarse a su nuevo tamaño. Mientras permanezcan así, los ataques del objetivo con ellas hacen 1d4 de daño menos (esto no puede reducir el daño por debajo de 1).
Wikipedia

**Wikipedia** (Sjabloon:IPAc-en Sjabloon:Respell of Sjabloon:IPAc-en Sjabloon:Respell) is een meertalig gratis online encyclopedie geschreven en onderhouden door een gemeenschap van vrijwilligers via open samenwerking en een wiki-gebaseerd bewerkingssysteem. Individuele bijdragers, ook wel redacteuren genoemd, staan ​​bekend als Wikipedians. Wikipedia is de grootste en meest gelezen referentiewerk ​​in de geschiedenis. Het is consequent een van de 15 meest populaire websites gerangschikt door Alexa; Sjabloon:As of Wikipedia stond op de 10e plaats van meest populaire site. Het wordt gehost door de [ [Wikimedia Foundation]], een Amerikaanse non-profit organisatie voornamelijk gefinancierd door donaties.

Op 15 januari 2001 Jimmy Wales en Larry Sanger lanceerden Wikipedia; Sanger bedacht zijn naam als een portmanteau van "wiki" en "encyclopedie." Wales werd beïnvloed door de "[[spontane orde] ]" ideeën die verband houden met Friedrich Hayek en de Oostenrijkse School van de economie, nadat de Oostenrijkse econoom en Mises Institute Senior Fellow Mark Thornton aan deze ideeën hebben blootgesteld. Aanvankelijk alleen beschikbaar in het Engels, versies in andere talen werden snel ontwikkeld. De gecombineerde edities bevatten meer dan Sjabloon:Spellnum per MOS artikelen, goed voor ongeveer 2Sjabloon:Nbspmiljard unieke apparaatbezoeken per maand en meer dan 17 miljoen bewerkingen per maand (1,9{ {nbsp}}bewerkingen per seconde) Sjabloon:Vanaf. In 2006 verklaarde het tijdschrift *Time* dat het beleid van door iedereen te laten bewerken, was Wikipedia de 'grootste (en misschien wel beste) encyclopedie ter wereld'.

1. ↑ 1,0 1,1 Sjabloon:Cite news
2. ↑ Citefout: Onjuist label `<ref>`; er is geen tekst opgegeven voor referenties met de naam `Alexa siteinfo`
3. ↑ Sjabloon:Cite news
4. ↑ 4,0 4,1 Sjabloon:Cite magazine
5. ↑ Citefout: Onjuist label `<ref>`; er is geen tekst opgegeven voor referenties met de naam `MiliardWho`
6. ↑ Citefout: Onjuist label `<ref>`; er is geen tekst opgegeven voor referenties met de naam `J Sidener`
7. ↑ Wikipedia's model volgt Hayek (15 april 2009).
8. ↑ Citefout: Onjuist label `<ref>`; er is geen tekst opgegeven voor referenties met de naam `small screen`
9. ↑ Wikistats – Statistieken voor Wikimedia-projecten. Wikimedia Foundation.