recursal/Fanatic-Fandom huggingface dataset:
Hinatazaka46 Members

## ***Main Article: Hinatazaka46***

This page consists of all current and former members of Hinatazaka46.

As of March 2020, Hinatazaka46 has had 24 members across their 3 generations. The group currently consists of 22 members.

## Tenures

* Hinatazaka46 Tenures Only
* Including Keyakizaka46 Tenures

All names in **BOLD** are current members.

All names in *ITALIC* are members who have announced their graduation.

1. **Ushio Sarina**, **Kageyama Yuka**, **Kato Shiho**, **Saito Kyoko**, **Sasaki Kumi**, **Sasaki Mirei**, **Takase Mana**, **Takamoto Ayaka**, **Higashimura Mei**, **Kanemura Miku**, **Kawata Hina**, **Kosaka Nao**, **Tomita Suzuka**, **Nibu Akari**, **Hamagishi Hiyori**, **Matsuda Konoka**, **Miyata Manamo**, **Watanabe Miho**, **Kamimura Hinano**: 4 Years, 11 Months, 5 Days
2. **Takahashi Mikuni**, **Morimoto Marie**, **Yamaguchi Haruyo**: 3 Years, 11 Months, 0 Days
3. Iguchi Mao: 1 Year, 20 Days
4. Kakizaki Memi: 6 Months

All names in **BOLD** are current members.

All names in *ITALIC* are members who have announced their graduation.

1. **Ushio Sarina**, **Kageyama Yuka**, **Kato Shiho**, **Saito Kyoko**, **Sasaki Kumi**, **Sasaki Mirei**, **Takase Mana**, **Takamoto Ayaka**, **Higashimura Mei**: 7 Years, 8 Months, 5 Days
2. **Kanemura Miku**, **Kawata Hina**, **Kosaka Nao**, **Tomita Suzuka**, **Nibu Akari**, **Hamagishi Hiyori**, **Matsuda Konoka**, **Miyata Manamo**, **Watanabe Miho**: 6 Years, 5 Months, 1 Day
3. Iguchi Mao: 3 Years, 9 Months, 19 Days
4. Kakizaki Memi: 3 Years, 3 Months
5. **Kamimura Hinano**: 5 Years, 1 Month, 18 Days
6. **Takahashi Mikuni**, **Morimoto Marie**, **Yamaguchi Haruyo**: 3 Years, 11 Months, 0 Days
Healer Forte: Surgeon

***The godsend of all classes, they focus only supporting others through Abjuration Magic, Healing Spells, and are adept at keeping someone alive without the use of magic too.***

### **Increased Capacity**

Starting at 3rd level your Healing Hands Ability Pool maximum is your healer level x 10

### **Apothecary**

Starting at 5th level you can imbue your Healing Hands ability to craft a Potion of Healing. If you are holding a potion it only takes a bonus action to drink. At higher levels you can craft better potions.

* These Potions however are not your typical Potions of Healing, as they only last for 24 Hours. After this time it loses its magic.
* You can use your Healing pool to create the potion at an equivalent value to how much it heals, or you can expend the use of a spell slot (See chart)

#### Brewing Recipe:

* Vial (1 GP)
* 4 ounces of boiling purified water
* Spell Slot/Healing Hands (See Chart)
* Time (See Chart)

Requirement
 Greater Potion of Healing
 Superior Potion of Healing
 Supreme Potions of Healing

### Shared Healer

Beginning at 9th 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 your Charisma modifier + the spell's level.

### Steady Hands

Starting at 13th level your Healing Hands ability does not count as magic.

### 2nd Nature Healing

Starting at 17th level you can cast Cure wounds without expending a spell Slot
Keyakizaka46 Discography

## Singles

1. [2020.12.09] Silent Majority
2. [2021.04.14] Sekai ni wa Ai Shika Nai
3. [2021.10.13] Futari Saison
4. [2017.04.05] Fukyouwaon
5. [2017.10.25] Kaze ni Fukarete mo
6. [2018.03.07] Glass wo Ware!
7. [2018.08.15] Ambivalent
8. [2019.02.27] Kuroi Hitsuji
9. [2020.08.21] Dare ga Sono Kane wo Narasu no ka?

## Albums

1. [2017.07.19] Masshirona Mono wa Yogoshitaku Naru
Cataclyst

***The Cataclyst, a master of wielding the forces of chaos, is a versatile class that taps into the dark power of Corruption.***

# Class Features

As a cataclyst, you gain the following class features

##### Hit Points

**Hit Dice:** 1d8 per cataclyst level

**Hit Points at 1st Level:** 8 + your Constitution modifier

**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cataclyst level after 1st

##### Proficiencies

**Armor:** Light armor, medium armor, shields

**Weapons:** Simple, Martial

**Tools:** None

**Saving Throws:** Constitution, Wisdom

**Skills:** Choose two from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion, Survival

##### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a martial weapon or (b) a simple weapon and a shield
* (a) a pack of your choice
* Leather armor and a dagger

### Corruption

Beginning at level 1, the heart of the cataclyst abilities lies Corruption, a force that allows them to inflict ability score damage or impose debilitating conditions on their foes. As they progress, the potency of their Corruption grows, granting them a unique edge in battle. The amount of corruption damage equals your corruption die, which increases as you level. See the cataclyst chart.

You can use this ability a number of times equalling your
Cleric Domain: Luck

***The deities of Luck revel in randomness, risk-taking, and chance. Often, they pay close attention to their devotees, and intervene only slightly, turning the tide when a bought of ill-fate has overtaken them, or when a slim but fantastic chance presents itself. These gods promote taking on incredible odds and impossible challenges, and reward those who keep the faith in the midst of great peril. As such, the domain of Luck is often a favorite amongst adventurers.***

### Fortune's Friend

Starting at 1st level when you choose this domain, you are favored by the uncanny luck granted by your deity. When you finish a long rest, the DM rolls two d20s and records the higher of the two in secret. Whenever you make an attack roll, saving throw, or ability check, you can choose to replace your roll with this secret die roll. You must choose to do so before the outcome of the roll is stated.

When you finish a long rest, you lose any unused rolls from this feature.

### Channel Divinity: Invoke Fortune

Also staring at 2nd level, you can use your Channel Divinity to gain a limited influence over other's luck. As an action, you present your holy symbol and speak a prayer invoking good luck. A friendly creature you can see within 30 feet of you has advantage on the next attack roll, saving throw, or ability check it makes, provided that it makes the roll before the start of your next turn.

### Channel Divinity: Invoke Misfortune

At 6th level, you can use your Channel Divinity to bring misfortune to your enemies. When a hostile creature you can see within 30 feet of you makes an attack roll, saving throw, or ability check, you can use your reaction to present your holy symbol and speak a prayer invoking ill luck to impose disadvantage on the roll.

### Fortune's Best Friend

When you reach 8th level, for your Fortune's Friend feature, your DM rolls three d20s, instead of two, and records the highest of the three.

### Lucky

At 17th level, when you make an attack roll you are able to score a critical hit on a 17, 18, 19, or 20. This does not automatically hit on a 17, 18, or 19 but it would double the damage dice as usual.
Fighter Archetype: Battle Master

***Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.***

Source: Player's Handbook

### Combat Superiority

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

***Maneuvers.*** You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

***Superiority Dice.*** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

***Saving Throws.*** Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

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

### Student of War

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

### Know Your Enemy

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

* Strength score

* Dexterity score

* Constitution score

* Armor Class

* Current hit points

* Total class levels, if any

* Fighter class levels, if any

### Improved Combat Superiority

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

### Relentless

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

This is the Page for any new ideas that someone wants to add! If you are not a member in our group, you are absolutly welcome to add your ideas here to help us grow this project!

## Proposals

### Proposal Example format (Title)

Here is where you write your ideas that you would like see added into the world of Parvolon. Make sure to add details to make it as understandable as possible. Feel free to add charts, bullet points, photos, ect. *Do not delete this block of text.*

[EDIT #] After being reviewed (or before), feel free to make some edits in a seperate paragraph like this! Be sure to add the [EDIT #] Tag to your edited proposal. The # is a place holder for how many edits you have made. DO NOT delete your original paragraph(s)

*Review: Below your ideas members of Parvolon will add this text to comment on your Ideas. They will also rate your idea based on a 1-5 Scale (See chart below).*

* *1 rating: This member does not see this idea fitting into Parvon at all. It either breaks the lore, adds wayy too many questions than it answered, or they just do not like the Idea.*
* *2 rating: This member mostly dislikes the idea due to elements listed in the 1st rating, however there is the slightest amount of potential, or a small part of the idea is good.*
* *3 rating: Since this number is in the middle of the 5 ratings, This member thinks your idea is mediocre. It simply is not detailed enough, Some concepts of your ideas are good but lack excecution, or they cannot decide if they think it is good or not.*
* *4 rating:* *This member thinks that you have made a lot of great ideas to add into the world of Parvolon. It is likely that your idea will be be added into the world however there are some minor tweaks that need to be added or there might be a small feature that needs to be added/removed.*
* *5 rating: This member loves this idea. It answeres questions in a creative way that fits into the lore, and they have no issues the concept that you have presented. It is extremely likely that your idea gets added into the world of Parvolon.*
Seraphon

The **Seraphon**, or the Divine Hands, are the primary Celestial creature within the world of Parvolon. They are similar in appearance to *seraphim* and *cherubim* from Abrahamic religion, but are more metallic and draconic in appearance. They are analogues to *angels, daimons*, and other intermediaries between the divine and mortals.
Weapons

Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A **melee weapon** is used to attack a target within 5 feet of you, whereas a **ranged weapon** is used to attack a target at a distance.

#### Weapon Proficiency

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are **simple** and **martial**. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

## Traditional Weapon Lists

For thousands of years these weapons have been used in the world of Parvolon. These weapons mirror that of the Middle Ages in the real world.

For all traditional melee/ranged weapons, and ammunition see Traditional Weapons

## Renaissance Weapon List

Flint lock Pistols, Bayonets, advanced swords, Hand Cannons, were all invented in some time around 10,000 GF. These weapons are all new to the world of Parvolon at this time, and they rarely exist as many don't know how to make or manufacture them. Due to them just being invented there are MANY flaws.

***Consult a DM before adding any of these weapons to your character sheets***

For all renaissance melee/ranged weapons, and ammunition see Renaissance Weapons

## Weapon Alternatives

The equipment listed in above articles are not necessarily specific representations of real-world items, they are generic representations of common groups. The perfect example here is the so-called "short sword". In reality, there is no such thing, by title, as a short sword. A sword is only "short" when compared to something else. So, technically, there are hundreds of unique weapons throughout history that could be called "short swords".

For general weapon alternatives see Weapon Alternatives

For specifically monk weapon alternatives Weapon Alternatives: Monk

As of right now, due to the recent inventions there is too much variety in renaissance weapons to have specific designs; There are no Weapon Alternatives for Renaissance weapons.

## Weapon Properties

### General Weapon Properties

Many weapons have special properties related to their use. For more details see Weapon Properties
Sorcerer Origin: Nature Soul

### Natural Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

### Beast Speech

Additionally at 1st level, You gain the ability to comprehend and verbally communicate with beasts at will. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.

### Wild Bonds

Starting at 6th level, you know how to make friends with any animal like a Disney princess. You know the Animal Friendship spell and can cast it once per long rest without expending a use of a spell slot. Once cast this way it does not use any material or somatic components, also it affects ALL beasts within 30ft of you rather than only 1. The verbal component of this spell requires you to sing.

### Animal Spirit form

At 14th level, you can partially turn into your previous life's form. As a bonus action, you can move through other creatures and objects up to 5ft thick as if they were difficult terrain. You take 4d10 force damage if you end your turn inside an object and are pushed out to the nearest opening.

### Nature is Healing

Beginning at 18th level, when your body is under a lot of pain the nature around you tries to fix it for you. When you have fewer than half of your hit points remaining, you get a passive healing per turn equal to charisma modifier. To gain this effect you must be standing in a lush terrain or a floral object to receive your DM's blessing.
Weapon Properties

## Traditional Weapon Properties

***Ammunition.*** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.

***Finesse.*** When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

***Heavy.*** Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

***Light.*** A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

***Loading.*** Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

***Range.*** A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

***Reach.*** This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

***Special.*** A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see “Special Weapons” later in this section).

***Thrown.*** If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

***Two-Handed.*** This weapon requires two hands when you attack with it.

***Versatile.*** This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack.
Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

***Vehicle Proficiency.*** If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

***Rowed Vessels.*** Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

### Waterborne Vehicles

 Keelboat[WP] | 3,000 gp
 Longship[WP] | 10,000 gp
 Rowboat
 Sailing ship[WP] | 10,000 gp
 Warship[WP] | 25,000 gp

[WP] ↑ Links to Wikipedia Articles
Barbarian Path: Juggernaut

***Juggernaut barbarians are siege engines in their own right, able to stand their ground and move their foes into positions of weakness. While raging, they make any battlefield their domain, shoving foes over mountainsides and destroying even the strongest structures with their attacks.***

Source: Tal'Dorei Campaign Setting

### Thunderous Blows

Starting when you choose this path at 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.

### Stance of the Mountain

You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.

### Demolishing Might

Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.

### Overwhelming Cleave

Upon reaching 10th level, you wade into armies of foes, great swings of your weapon striking any who threaten you. When you make a weapon attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

### Unstoppable

Starting at 14th level, you can choose to become unstoppable when you enter a rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion.
Fighter Archetype: Banneret

***A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.***

***A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.***

Source: Sword Coast Adventurer's Guide

### Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

### Royal Envoy

Knights of high standing are expected to conduct themselves with grace.

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

### Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

### Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Wizard School: Evocation

***You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.***

Sources: Player's Handbook

### Evocation Savant

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

### Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

### Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

### Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to one damage roll of any wizard evocation spell that you cast.

### Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Bard College: Eloquence

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

Source: Mythic Odysseys of Theros, Tasha's Cauldron of Everything

### Silver Tongue

Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

### Unsettling Words

Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

### Unfailing Inspiration

At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

### Universal Speech

Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

### Infectious Inspiration

At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.

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

### Units

Kanji Keyakizaka46, Senbatsu, FIVE CARDS, Kanji & Hiragana Keyakizaka Group, 156, Shoujo Friends

### Last Release

Eien Yori Nagai Isshun ~Ano Koro, Tashika ni Sonzaishita Watashitachi~

## Links

### Profile

Keyakizaka46 Profile
Sakurazaka46 Profile

### Social Media

**Uemura Rina** (上村莉菜) is a member of Sakurazaka46's 1st Generation and a former member of Keyakizaka46.

## Trivia

### Keyakizaka46

October 2015October 2015February 2016Silent Majority
(April 2016)Sekai ni wa Ai Shika Nai
(July 2016)Futari Saison
(November 2016)Fukyouwaon
(March 2017)Kaze ni Fukarete mo
(October 2017)Glass wo Ware!
(February 2018)Ambivalent
(August 2018)Kuroi Hitsuji
(February 2019)March 2020
### Sakurazaka46

Nobody's fault
(October 2020)BAN
(March 2021)BACKS LIVE!!
(June 2021)Nagaredama
(September 2021)3rd Single BACKS LIVE!!
(January 2022)Samidare yo
(March 2022)
Rogue Archetype: Thief

***You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.***

Source: Player's Handbook

### Fast Hands

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

### Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

### Supreme Sneak

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

### Use Magic Device

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

### Thief's Reflexes

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

### Units

Kanji Keyakizaka46, Senbatsu, FIVE CARDS, Kanji & Hiragana Keyakizaka Group, Goninbayashi, Senkou Shimai, Sakamichi AKB, IZ4648

### Last Release

Eien Yori Nagai Isshun ~Ano Koro, Tashika ni Sonzaishita Watashitachi~

## Links

### Profile

Keyakizaka46 Profile
Sakurazaka46 Profile
JJ Model Profile

### Social Media

**Habu Mizuho** (土生瑞穂) is a member of Sakurazaka46's 1st Generation and a former member of Keyakizaka46.

## Trivia

### Keyakizaka46

October 2015October 2015February 2016Silent Majority
(April 2016)Sekai ni wa Ai Shika Nai
(July 2016)Futari Saison
(November 2016)Fukyouwaon
(March 2017)Kaze ni Fukarete mo
(October 2017)Glass wo Ware!
(February 2018)Ambivalent
(August 2018)Kuroi Hitsuji
(February 2019)March 2020
### Sakurazaka46

Nobody's fault
(October 2020)BAN
(March 2021)BACKS LIVE!!
(June 2021)Nagaredama
(September 2021)Samidare yo
(March 2022)
Rogue Archetype: Mastermind

***Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.***

Source: Xanathar's Guide to Everything

### Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

### Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

### Insightful Manipulator

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Intelligence score

* Wisdom score

* Charisma score

* Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

### Misdirection

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

### Soul of Deceit

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Rogue Archetype: Swashbuckler

***You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.***

***A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.***

Source: Xanathar's Guide to Everything

### Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

### Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

### Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

### Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

### Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Ranger Conclave: 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.***

Source: Xanathar's Guide to Everything

### Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

 3rd

### 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.

### 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 the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Monk Tradition: Drunken Master

***The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.***

***A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.***

Source: Xanathar's Guide to Everything

### Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

### Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

### Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

* **Leap to Your Feet.** When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

* **Redirect Attack.** When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

### Drunkard's Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll.

### Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Great Freeze

*"Have I told you, my child, of the time when darkness filled the sky?"*

The Great Freeze was a geological event that occurred in Parvolon's past around 10,000 years before the present. While relatively little is known about this event, what is known supports how influential this mysterious disaster was in shaping the current world.

## Summary

### Records

The Great Freeze was marked by a sudden cooling of global average temperature, hence the name. Over the period of 2,000 to 3,000 years that the freeze lasted for global temperature shifted down multiple degrees Celsius, reintroducing the massive ice sheets that covered the Far North during the recent ice age. The effects of the Great Freeze were less noticeable in the South, but its presence was still felt. Across the whole continent, mountainous regions without active volcanoes became near inhospitable, and winters were longer and more extreme. The desert, however, was notably wetter than in the present day, which aligns with a general desertification trend since the end of the Great Freeze.

The Draconic Mass Extinction appears to coincide with the beginning of the Great Freeze. Skeletal evidence shows that dragons were more widely present across all of Parvolon prior to the Great Freeze, but the majority of dragon dens and bones discovered by contemporary researchers can be dated to within 100 years of the theorized beginning of the Great Freeze. It is most likely that dragons could not handle the extreme cooling caused by the event, and bones with massive bite marks suggest that they resorted to infighting to survive at some points. This perception has been challenged, however, as some dragon skeletons possess marks that do not match the fangs of any known creature.

Some researchers have turned to commonalities in early mythology to understand what might have occurred. Nearly all early societies with documented myths contain some sort of prehistoric apocalyptic event similar to the Great Freeze, with the similarities between groups being far too great to attribute to coincidence but too distant to be borrowed from each other.

### A Tale For Your Consideration

*Much of the world was trapped in a brutal winter.*

*The sky was often shrouded in darkness from clouds made of ash and soot.*

*Strange wanderers lurked throughout, with unnerving figures and forms.*

*The wanderers fought with the dragons, hunting the beasts as their prey.*

*One day, glowing figures appeared across the land.*

*They wielded swords and had wings against their backs.*

*They fought with the wanderers, melting them to tar with light.*

*Then the wanderers and the glowing figures disappeared.*

*The winter, however, stayed with us a while.*
Moriya Akane

### Units

Kanji Keyakizaka46, Senbatsu, Kanji & Hiragana Keyakizaka Group, Aozora to MARRY

### Last Release

Eien Yori Nagai Isshun ~Ano Koro, Tashika ni Sonzaishita Watashitachi~

## Links

### Social Media

**Moriya Akane** (守屋茜) is a former member of Sakurazaka46's 1st Generation and Keyakizaka46.

## Trivia

### Keyakizaka46

October 2015October 2015February 2016Silent Majority
(April 2016)Sekai ni wa Ai Shika Nai
(July 2016)Futari Saison
(November 2016)Fukyouwaon
(March 2017)Kaze ni Fukarete mo
(October 2017)Glass wo Ware!
(February 2018)Ambivalent
(August 2018)Kuroi Hitsuji
(February 2019)March 2020
### Sakurazaka46

Nobody's fault
(October 2020)BAN
(March 2021)BACKS LIVE!!
(June 2021)Nagaredama
(September 2021)
## External Links

* ~~Keyakizaka46 Profile~~
* ~~Sakurazaka46 Profile~~
* Official Instagram
* Official SHOWROOM
* 1st Photobook Official Twitter
* 1st Photobook Official Instagram