recursal/Fanatic-Fandom huggingface dataset:
Cleric: Ostara, Life Domain

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### Bonus Proficiency

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

### Disciple of Life

Also starting at 1st level, 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.

### Channel Divinity: Preserve Life

Starting at 2nd level, 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.

### Blessed Healer

Beginning at 6th level, 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.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Supreme Healing

Starting at 17th level, 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.
Genasi

#### Air Genasi

Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.

#### Earth Genasi

Earth genasi manifests differently from one individual to the nex,. some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.

#### Fire Genasi

Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.

#### Water Genasi

Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

#### **Characteristics**

Arrogant, assured, cautious, confident, exultant, graceful, independent, impatient, reckless, selfish, temperamental, strategic

#### **Male Names**

Aidan, Amarkeeri, Anani, Atlas, Flynt, Ghadir, Guthri, Joash, Langa, Lwandle, Nimbus, Pule, Ridge, Slate, Vale

#### **Female Names**

Adara, Alizeh, Aria, Assana, Azar, Darya, Ela, Gaia, Halcyon, Lesedi, Mesi, Misty, Pele, Savannah, Sienna

### History of Genasi

The Genasi primarily live on Kygan because they have ample opportunity to make money from the massive amounts of tourists.
Monk: Way of the Soul Knife

### Soul Knives

Starting when you choose this tradition at 3rd level, you can use your psionic energy to manifest blades that disrupt your foes’ minds.

Your unarmed strikes deal your choice of psychic, piercing, slashing, or bludgeoning damage each time you hit.

In addition, you can use a bonus action to increase the reach of your unarmed strikes by 30 feet until the end of your turn.

### Psychic Slash

At 3rd level, when you channel ki into your attacks you augment your soul knives to inflict devastating psionic blows.

Whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that attack inflicts psychic damage, you can impose one of the following effects on the target:

***Life Drain.*** You gain temporary hit points equal to half the damage your attack deals.

***Invoke Terror.*** The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

***Invoke Wrath.*** The target suffers disadvantage on all attack rolls against targets other than you until the end of your next turn.

***Astral Slide.*** You teleport the target up to 10 feet to a destination you can see.

***Synaptic Overload.*** The target gains vulnerability to psychic damage until the end of your next turn.

### Aura Sight

At 6th level, you gain the ability to perceive the auras of other creatures.

As an action, select a creature that you can see. That creature makes a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you learn if the creature shares any aspects of its alignment with you, its current hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature’s distance and direction from you.

If a creature succeeds on its saving throw against this ability, you cannot use this ability against that creature again until you complete a long rest.

### Spectral Blades

At 11th level, you can cause your blades to phase through physical objects and defenses.

Once during your turn, you can choose to forego one unarmed strike in place of forcing a creature within the reach of that attack to make a Dexterity saving throw against your ki save DC. On a failed saving throw, the creature takes psychic damage equal to that of your unarmed strike, or half that damage if it succeeds.

### Psychic Form

At 17th level, you can transform your physical body into the same psychic energy that comprises your soul knives. As a bonus action, you assume a psychic form, which grants the following benefits:

• You have resistance to all damage.

• You have a fly speed of 30 feet.

• You can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

This benefit lasts for 1 minute. You cannot use it again until you complete a long rest.
Feats: Protector of Nature

Prerequisite: Firbolg

You have learned to use Fey charms to prevent others from tampering with the areas you protect. You gain the following benefits:

* You gain proficiency in Persuasion. If you are already proficient, you can add double your proficiency bonus to your persuasion checks.
* As an action, you can beguile those who would damage the natural world. Choose one creature within 30 feet of you. It must succceed on a Wisdom saving throw (DC 8 + proficiency bonus + your Charisma modifier) or become charmed by you for 1 minute. A creature makes this saving throw with disadvantage if it has harmed a beast or plant in the past round. If the target takes any damage, it may repeat the saving throw, ending the effect on a success. You can do this once, and regain the ability to do it again after you finish a long rest.
Feats: Trickster Spirit

Prerequisite: Goblin

At one point you were possessed by the spirit of a Nilbog, and though it has since passed on to another host, it has left its mark on you. You gain the following benefits:

* You have learned the best ways to manipulate others of your kind. You have advantage on Charisma checks with other goblins.
* When you take damage, you may use your reaction to roll a hit dice and reduce the damage taken by the amount rolled + your Constitution modifier. If this reduces the damage taken to zero, you regain a number of temporary hitpoints equal to your Constitution modifier.
Barbarian: Path of the Zealot

### Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

### Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

### Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

### Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

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

### Rage Beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
Feats: Empathic

You possess keen insight into how other people think and feel. You gain the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.

* You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

* You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
Backgrounds: Faceless

Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you've chosen. Even so, that doesn't stop you. You've left your old face behind, taking on a new persona, becoming something more.

Characters with the faceless background don a disguise—literally or otherwise—as they adventure. This persona might be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefore, this background largely focuses on detailing the hero behind the mask.

###### Equipment

A disguise kit, a costume, a pouch containing 10gp

### Feature: Faceless Persona

A faceless character adventures behind a mask of a public persona. This persona is as natural to them as their hidden, true face, but it disguises their identity. Roll on the Faceless Persona table to determine your persona, or work with the DM to create a persona that's unique to your character and suits the tone of your game.

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### Feature: Dual Personalities

Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you—your weakness, your origins, your purpose—find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection betwen your persona and your true self, your deception might lose its effectiveness.

### Suggested Characteristics

A faceless character usually plays their persona—the hero or extraordinary person they are every day. That's all a facade, though, or a part of them expressed to an extreme. To define a persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble. For the person behind the persona, the one who truly strives to be faceless, consider a distinct set of faceless characreristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for their faceless selves.

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Minotaur

Racial Traits
 Horns
 Goring Rush
 Hammering Horns
 Menacing
 **Weapon Proficiency** | You are proficient with simple weapons

### Physical Qualities

A minotaur combines the features of a human and bull, with the build and musculature of a hulking humanoid, but with cloven hooves, a bovine tail, and, most distinctive of all, a bull's head. Fur covers a minotaur's upper body, coarse and thick on the head and neck, gradually thinning around the shoulders until it becomes humanlike hair over the arms and upper torso. The thick hair turns shaggy once more at the minotaur's waist and thickens around the loins and legs, with tufts at the end of the tail and around the powerful hooves. Minotaurs take pride in their horns, the sharpness, size, and color of them. Fur and skin coloring runs from albino white to coal black, though most minotaurs have red or brown fur and hair.

#### **Characteristics**

Brawny, feral, huntsman, mariner, rash, reckless, predator, seafarer, savage, strong, territorial, threatening

#### **Male Names**

Asteron, Bjorban, Bjorkus, Codrus, Codtiran, Fendera, Foostus, Goeban, Iasta, Jak, Karnir, Minron, Noostoron, Podrus, Terios

#### **Female Names**

Denfa, Denmin, Duula, Esteru, Hester, Kuonu, Loodra, Mirame, Noofen, Oestra, Raastred, Rasdra, Seestra, Uovana, Weoren

### History of Minotaurs

Minotaurs are residents of Farltiff, though some have gone looking for greater challenges elsewhere.
Feats: Survivalist

You master wilderness lore, gaining the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.

* You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

* You learn the Alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Druid: Circle of Twilight

### Harvest's Scythe

Starting at 2nd level, 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.

### Speech Beyond the Grave

At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast Speak with Dead 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.

### Watcher at the Threshold

At 10th level, 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.

### Paths of the Dead

At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast Etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.
Nomad: The Occultist

### Spellcasting

Upon uncovering the secret energy that flows through all things, you have learned to channel energies to change and control the physical world. Choose the Bard or the Druid spell list.

***Cantrips.*** You learn three cantrips from the chosen spell list. You learn an additional cantrip of your choice at 7th and 11th level.

***Spell Slots.*** The Occultist table shows how many spell slots you have, as well as what level those spell slots are; all of your spell slots are the same level. You regain all spent spell slots upon completing a long rest.

***Spells Known of 1st Level and Higher.*** You know two 1st-level spells of your choice, both of which must be from the transmutation or divination school from your chosen spell list. The Spells Known column of the Occultist table shows when you learn new spells of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Each of these spells must be a transmutation or divination spell.

Spells you learn at 4th, 8th, 13th, 16th, and 20th level can come from any school of magic.

***Ritual Casting.*** You can cast a spell you know as a Ritual if it has the Ritual tag.

***Spellcasting Ability*** Your spellcasting ability matches that of the ability score chosen for Hidden Tradition.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack modifier = your proficiency bonus + your Charisma modifier

### Esoteric Trinkets

Starting at 7th level, you can imbue your magic into items of your choice. During a ten minute ritual, you may choose one mundane item and one spell with a casting time no longer than an action that you know. After the ritual a spell slot is spend and the target item can now be used to cast the target spell as an action, retaining all the qualities the spell had upon casting, such as DC and spell level. Once the spell is discharged or after an hour, the item loses its magic.

At 7th level, you can only have one trinket enchanted in this way at a time. At levels 10, 15, and 18, the number of trinkets you can have enchanted at a time goes up by one.
Monk: Way of Tranquility

### Path of Tranquility

When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the Sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour.

Once you cast the spell in this way, you can’t do so again for 1 minute.

### Healing Hands

Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level × 10.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.

Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.

This feature has no effect on undead and constructs.

### Emissary of Peace

At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception or Intimidation skill applies to your check.

You also gain proficiency in the Performance or Persuasion skill (choose one).

### Douse the Flames of War

At 11th level, you gain the ability to temporarily extinguish a creature’s violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t attack for 1 minute. During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw.

This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.

### Anger of a Gentle Soul

At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level.

Once you use this ability, you can’t use it again until you finish a short or long rest.
Feats: Poltergeist

*Prerequisite: Awakened Undead (Ghost)*

Your memory of your death has faded and left you a confused and vengeful spirit.

* ***Unseen.*** You can cast the *invisibility* spell on yourself without components once with this trait and regain the ability to do so after completing a long rest.
* ***Improved Flight.*** Your flying speed is now 40 feet.
Feats: Inspiring Leader

*Prerequisite: Charisma 13 or higher*

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Feats: Medium Armor Master

*Prerequisite: Proficiency with medium armor*

You have practiced moving in medium armor to gain the following benefits:

* Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.

* When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Aarakocra

### Physical Qualities

From below, Aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, Aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies. The standard males are brightly colored, with feathers of red, orange, or yellow. The standard females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle.

#### **Characteristics**

Alert, canny, clean, colorful, elegant, fastidious, free, heedful, migratory, neatnik, nuanced, sharp

#### **Male Names**

Ace, Albert, Beau, Baxter, Charlie, Griffin, Jack, Jupiter, Jett, Leo, Orville, Rio, Rocky, Sterling, Santiago

#### **Female Names**

Astra, Ava, Bella, Cleo, Coco, Edith, Fiona, Harper, Indigo, Jacques, Luna, Skye, Sunny, Xena, Zoe

### History of Aarakocra

Aarakocras come from all over Huldain, for example, Seagull Aarakocra on the outer islands, Ostrich Aarakocra from Kygan and Peacock Aarakocra from Essapin.

### Notable Aarakocra

Mollyann Henning, Peyton, Tabby Kloster, Vee Sirin
Feats: Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

* You have advantage on Wisdom (Perception) and Intelligence (Investigation) made to detect the presence of secret doors.

* You have advantage on saving throws made to avoid or resist traps.

* You have resistance to the damage dealt by traps.

* You can search for traps while traveling at a normal pace, instead of only at a slow pace
Fighter: Brute

### Brute Force

Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.

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### Brutish Durability

Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

### Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

### Devastating Critical

Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.

### Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
Awakened Undead

### Physical Qualities

Necromancy leads people down dark roads and so it is generally looked down upon by Huldain. This forms a wall of (often well-earned) prejudice and hatred that sentient undead find themselves up against, and many undead choose to hide their necrotic natures behind clothes, masks, and pungent perfumes when journeying into civilization. Depending on composition, humanoid undead typically range a wide gamut from 20 to 300 pounds, and may possess empty eyes, a colored flame-like magical animus in their sockets, or harrowed, surprisingly mortal eyes burning with an inner fire. Hair (if they have it at all) is usually lank, dark, and wrought with grime and gravedirt that no amount of cleaning will fully remove.

#### **If they don't keep their name that they had in life, names**

Bane, Carver, Clatter, Crumble, Drudge, Minion, Mort, Pale, Rattlebones, Raven, Rook, Rotface, Shade, Shiver, Wisp

### History of Awakened Undead

Lord Samhain's followers are known to be not easily killed, well at least they go down but then they come right back up. Many also believe it's not just Lord Samhain's followers, as if Lord Samhain is playing chess with the other gods for control of Huldain and he won't let some important pawns die so easily. Though many disagree and say its just necromancers.

### Notable Awakened Undead

Breyson Ankou, Caspian Udagim, Greg Lenz, Jacob Blightbones, Larry Talbot, Phillip Acefal, Wendy Dunn
Cleric: Jólnir, Forge Domain

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### Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

### Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

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

### Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

### Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

• You gain resistance to fire damage.

• While wearing heavy armor, you gain a +1 bonus to AC.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

• You gain immunity to fire damage.

• While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Cleric: Lord Samhain, Twilight Domain

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### Eyes of Night

Starting at 1st level, your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

### Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on your next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

### Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits.

• Give it 1d8 temporary hit points

• End one effect causing it to be charmed or frightened.

### Steps of the Brave

Starting at 6th level, you draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits.

• You have advantage on saving throws against being frightened.

• If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

### Midnight Shroud

At 17th level, you can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the Darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.
Feats: Menacing

You become fearsome to others, gaining the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.

* You gain proficiency in the Intimidation skill. If you are already proficiency in the skill, you add double your proficiency bonus to checks you make with it.

* When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
Bard: College of Eloquence

### Soothing Words

Starting at 3rd level, you can now cast Calm Emotions without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest.

### Universal Speech

At 3rd level, you have gained the ability to speak and reason with any creature. As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, roll your Bardic Inspiration die, and choose a number of creatures within 60 feet of you that you can see equal to the roll. For 10 minutes, the chosen creatures can magically understand you, regardless of the language you speak, and you have advantage on Charisma checks made to influence them. This feature works even on a creature that doesn't speak any languages.

### Undeniable Logic

At 6th level, you can spin words laced with magic into a knot of reasoning that can be encouraging or impossible to follow.

As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, choose a creature you can see within 60 feet of you that can hear you, then roll your Bardic Inspiration die and choose one of the following.

• The creature takes psychic damage equal to the number you roll on the Bardic Inspiration die, and the creature must succeed on an Intelligence saving throw against your spell save DC or have disadvantage on the next saving throw it makes before the end of your next turn.

• The creature regains hit points equal to the number you roll on the Bardic Inspiration die, and the creature has advantage on the next saving throw it makes before the end of your next turn.

### Infectious Inspiration

At 14th level, when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

In addition, when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Cleric: Aestas, Zeal Domain

1st
 3rd
 5th
 7th
 9th

### Priest of Zeal

From 1st level, Aestas delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

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

### Channel Divinity: Consuming Fervor

Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.

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

### Resounding Strike

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

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

### Blaze of Glory

Starting at 17th level, you can delay death for an instant to perform a final heroic act.

When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.

Once you use this feature, you can’t use it again until you finish a long rest.
Bearon

Racial Traits
### Physical Qualities

A Caidyn looks like your everyday human but are easy to tell apart from humans do to factors such as unnatural skin color, and hair and body texture. Caidyn may look different from their peers but they are still made out of candy that is free to mold and even eat. The candy they're made out of can be anything- from bubblegum to taffy, to chocolate- just molded in a human-like way. Caidyn are usually the texture that corresponds with their candy or sweet, they can be soft and malleable or hard and brittle. But every Caidyn seems to not have the ability to bleed and given the time can regenerate any missing pieces of themselves

#### **Characteristics**

Assorted, bright, charming, colorful, delightful, entertaining, flexible, irresistible, kind, nonthreatening, resilient, sweet

#### **Male Names**

Adolpho, Arlo, Atticus, Brody, Dean, Garrett, Horace, Hudson, Jet, Kenny, Morgan, Otto, Reed, Silas, Zebadiah

#### **Female Names**

Ashley, Bonnie, Evelyn, Faith, Harper, Ida, Layla, Rosa, Peggy, Shelby, Suzy, Tara, Tessa, Yvette, Zelda

### History of Bearon

Ms. Claws wanting to impress her father, Jolnir, studied tirelessly to create life. She did just that and the Caidyn, with a bit of trial and error, were born. With the realization of what she had done, she did go insane but that is another story. The Caidyn have grown in number and are spread from Farltiff to Essapin. Many have taken residence in Norfvice as simple people with simple jobs such as shop keeping. Some Caidyn however wanted something more profitable and traveled to Farltiff to take advantage of its fertile soil. They are not as welcome in Essapin as many Caidyn who live there are slaves.

### Notable Bearon

Candon Cornellius, Ellie Thurber, Elm Thurber, Miles Lennan, Puck Littlefield
Fighter: Sharpshooter

### Steady Aim

Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

• The attacks ignore half and three-quarters cover.

• On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.

You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

### Careful Eyes

Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.

You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

### Close-Quarters Shooting

At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.

In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.

### Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

### Snap Shot

Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.
Monk: Way of the Long Death

### Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

### Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

### Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

### Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
Feats: Blade Mastery

You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

* You gain a +1 bonus to attack rolls you make with the weapon.

* On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.

* When you make an opportunity attack with the weapon, you have advantage on the attack roll.
Inunda Chasm

### Inunda Chasm's History

During creation, Jolnir created what felt like an entire other world right underneath Huldain, now known as Inunda Chasm. Inunda Chasm spans the entirety of Huldain, from Norfvice to Kygan, entrances have even been found on some of the outer islands. Though Inunda Chasm is not as thriving as the surface, much of the environment is highly dangerous, from the plants to the animals. So not a lot of races voluntarily choose to live in this deep dark pit.

### Inunda Chasm's Environment

Inunda Chasm is not one giant cavern under Huldain, but rather, many huge networks of caverns and caves. Normal caves are different to Inunda Chasm entrances because all of Inunda Chasm is connected. A normal cave wouldn't lead anywhere. Inunda Chasm's larger areas are called domains and are similar to that of countries in the world above. While it is possible to travel from one place to another within a domain, separate domains tend to have very few passages linking them. Inunda Chasm's environment varies vastly from the surface of Huldain, making adventuring through it a dangerous expedition. Inunda Chasm is mainly without any source of light, save for the occasional luminous rocks or fungi. Large portions of it are also without food or water, making well-stocked food supplies a must-have when exploring uncharted terrain underground. Lack of light combined with a tomb-like silence make traveling something only for the strong-hearted.

### Inunda Chasm's Religion

Unlike the surface of Huldain, Inunda Chasm does not have a unifying religion and most of the inhabitants do not even follow any god.

### Inunda Chasm's Politics

Inunda Chasm does not have a major governing body, some inhabitants have formed clans with a leader for survival purposes but most have no leader. All of Inunda Chasm does agree on one law though, survival of the fittest.

### Inunda Chasm's Races

Inunda Chasm has many races that do not wish to live on the surface. These include arachne, goblin, illithid, kobold, myconid, ratkin, and vespertilian. The Drow have also been forced into the caves of Inunda Chasm.

### Notable Geographical Locations

Bottomless Scraps, Burrowed Depths, Enormous Hollow, Extinct Pit, Glowing Ocean, Grand Catacombs, Grim Arctic, and the Sanctum of Shade
Feats: Dragon Hide

Prerequisite: Dragonborn

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.

Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.