recursal/Fanatic-Fandom huggingface dataset:
Backgrounds: Inheritor

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

###### Skill Proficiencies

Survival, plus one from among Arcana, History, and Religion

###### Tool Proficiencies

Your choice of a gaming set or a musical instrument

###### Equipment

Your inheritance, a set of traveler's clothes, the tool you choose for this background’s tool proficiency, and a pouch containing 15 gp

### Feature: Inheritance

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

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

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

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### Suggested Characteristics

Use the tables for the folk hero background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.

Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.

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Feats: Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

* Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

* Your ranged weapon attacks ignore half and three-quarters cover.

* Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
Gnome

Racial Traits
 Gnome Cunning
 Natural Illusionist
 Speak with Small Beasts
 Artificer's Lore
 Tinker
When you create a device, choose one of the following options:
***Clockwork Toy.*** This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
***Fire Starter.*** The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
***Music Box.*** When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

### Physical Qualities

A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around. A gnome’s personality is writ large in his or her appearance. A male gnome’s beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.

#### **Characteristics**

Ambitious, busy, bold, bon vivant, clever, efficient, foolhardy, jokester, lively, lust for life, merry, simple

#### **Male Names**

Alston, Boddynock, Dimble, Eldon, Fonkin, Gerbo, Gimble, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Warryn, Zook

#### **Female Names**

Breena, Caramip, Donella, Ellyjobell, Lilli, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna

### History of Gnomes

Gnomes are Norfvice born and most work in Nicholas Klaus' workshop but some instead choose to look after Sogrn Grove or a similar evergreen forest.

### Notable Gnomes

Adan Everly, Ella Bauble, Sam Freleng, Sindri Yegdira, Spirus Tarr
Backgrounds: Common Folk

Sun up, sun down, you live an ordinary life in one of the many small towns or big cities that are scattered across the world. You are used to hard work and toil. Though you are relatively poor, you can usually scrape together enough to get by.

How do you feel about where you have grown up, and the life you have lived? Do you have regrets, dreams, or aspirations? And, naturally, when adventure comes calling, how will you respond?

###### Equipment

Dirty common clothes, a set of artisan’s tools, a memento of a friend or loved one, and a belt pouch containing 5 gp

### Daily Toil

In any community, regardless of size, everyone has a purpose. Some may be more essential than others, but every member fills a role that identifies them and ingrains themselves in the fabric of society. Choose a vocation for your character from the following list, or determine one randomly.

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### Feature: Hard Worker

You are able to press on through challenging conditions, exerting yourself more than should be possible.

When you would gain a level of exhaustion from any source other than a class feature, make a Constitution saving throw. The DC of this saving throw is 12 + twice the number of times you’ve rolled this saving throw in the past 30 days. If you succeed on this saving throw, you do not gain the level of exhaustion.

### Suggested Characteristics

Common folk tend to be at once determined and resigned, accepting of their lot in life but willing to make the most of it and continue to press on. The common folk often pride themselves on their distance from formality and luxury, considering the hardships they suffer to be the hallmarks of a life well-lived.

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MajFajCH

MajFajCH je názov hudobného tria tvoreného Ondrejom, Jurom a Bohušom. Vzniklo ako sesterská skupina Kortiny. Názov pochádza z M aj F aj Ch, čo je aprobácia Redžiny, možno ho však čítať dokopy ako "majfajch" (nemýliť s Maybach). Zrod skupiny sa datuje na 19.6.2018 a došlo k nemu na moste na ostrov (v Trenčíne).

Hudobníci:

Bohuš - harmonika

Juro - saxofón

Ondrej - trúba
Blessed Children

Racial Traits
 Infernal Legacy

### Physical Qualities

Blessed Children have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

#### **Characteristics**

Alone, adaptable, carnivorous, cautious, confident, criminal, cruel, disobedient, fickle, independent, stubborn, wicked

#### **Male Names**

Caleb, Dylan, Eloy, Finch, Leo, Kent, Oliver, Ryan, Samuel, Travis, Vito, Xavier

#### **Female Names**

Alaia, Avalynne, Florence, Ina, Jude, Juniper, Loretta, Lydia, Odette, Petronilla, Pippi, Taya

### History of Blessed Children

After Jólnir impregnated mortals to solidify the word of Jólnir in Norfvice and dominate the believers of Aestas, Lord Samhain got jealous. So he created his blessed children, although they aren't as powerful as Jólnir's demigods they are able to reproduce ensuring that Blessed Children out live Jólnir's demigods. Most of the Blessed Children live in Farltiff though one family travelled to Kygan to bring order and it worked for a century or so.

### Notable Blessed Children

Andrew Pollack, Bella Rose Newton-Yearling, Hal Mohr, Kristoff Yearling
Barbarian: Path of the Beast

### Form of the Beast

Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:

**Bite.** Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).

**Claws.** Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.

**Tail.** You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.

### Bestial Soul

Beginning at 6th level, the feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

• You gain a swimming speed equal to your walking speed, and you can breathe underwater.

• You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

• When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

### Infectious Fury

At 10th level, when you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

• The target must use its reaction to make a melee attack against another creature of your choice that you can see.

• Target takes 2d12 psychic damage.

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

### Call the Hunt

At 14th level, the beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Feats: Flames of Lord Samhain

Prerequisite: Blessed Children

You learn to call on hellfire to serve your commands. You gain the following benefits:

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

When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.

Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
Arachne

Racial Traits
 Stealthy
 Spider Climb
 Web Walker
 Web

### Physical Qualities

Arachne are half-humanoid spider hybrids, with their lower body resembling that of a large eight-legged spider, belonging to their arachne parent, and the upper body resembling their non-Arachne parent, whether they be human, elf, dwarf, orc, or another. Arachne on average are taller than humans. Their spider’s half retains the attributes of the species of spider they belong to. Arachne are much more likely to be female at birth, giving the impression that all arachne are female when in reality male arachne are simply much rarer.

#### **Characteristics**

Antisocial, avaricious, carnivorous, dangerous, isolated, murderous, predatory, ravening, secluded, threatening, treacherous, withdrawn

#### **Male Names**

Ak'rob, Aruzros, Celzat, Chazsuzeq, Eeq'tir, Qhezavrai, Rarkir, Recinri, Sakor, Seqzas, Sol'zog, Sovorze, Xaviek'rox, Zrenquzeq, Zrirriq

#### **Female Names**

Exhi, Horad, Ialish, Kheca, Lharnee, Livith, Nol'shol, Qhazhek'zi, Reelluze, Rhiqshor, Shrezeeh, Szerheerol, Sziathos, Zarzi, Zharevi

### History of Arachne

Farltiff is the homeland of Arachne, they have been their since the beginning. Though they never joined in on the country's government, being a very solitary race, preferring to hide in Farltiff's vast cave system.
Cleric: Lord Samhain, Trickery Domain

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### Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

### Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

### Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison – a gift from your deity. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Backgrounds: Haunted One

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.

###### Skill Proficiencies

Choose two of Arcana, Investigation, Religion, or Survival

###### Languages

Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)

###### Equipment

Monster hunter’s pack, one trinket of special significance

### Feature: Harrowing Event

Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.

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### Feature: Heart of Darkness

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

### Suggested Characteristics

You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.

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Paladin: Oath of Conquest

### Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

***Douse the Flame of Hope.*** It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

***Rule with an Iron Fist.*** Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

***Strength Above All.*** You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

### Oath Spells

You gain oath spells at the paladin levels listed.

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### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

***Conquering Presence.*** You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

***Guided Strike.*** You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

### Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

### Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

• You have resistance to all damage.

• When you take the Attack action on your turn, you can make one additional attack as part of that action.

• Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest.
Cleric: Ostara, Order Domain

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### Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

### Voice of Authority

Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

### Channel Divinity: Order's Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

### Embodiment of the Law

At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

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

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

### Order's Wrath

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
Feats: Elemental Adept

*Prerequisite: The ability to cast at least one spell*

* When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

* Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

* You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Feats: Burglar

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

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

* You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
Fighter: Knight

### Born to the Saddle

Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet.

### Implacable Mark

At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can’t be frightened.

The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it.

If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack’s weapon deals extra damage to the target equal to your fighter level.

You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest.

### Noble Cavalry

At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice.

### Hold the Line

At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 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.

### Defender's Blade

At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. In addition, you gain a +1 bonus to AC while wearing heavy armor.
Bugbear

Racial Traits
 Long-Limbed
 Powerful Build
 Sneaky
 Surprise Attack

### Physical Qualities

Bugbears resemble hairy, feral goblins standing on average about 7 feet (2.1 meters) tall. They took their name from their noses and claws, which are similar to those of bears. Their claws are not long and sharp enough to be used as weapons, so bugbears often armor and arm themselves with a variety of purloined gear. Most often, this gear is second-rate and in poor repair.

#### **Characteristics**

Aggressive, argumentative, greedy, hostile, loud, macho, militaristic, pugnacious, savage, surprising, startling, violent

#### **Names**

Bruggalk, Chregann, Geghamkk, Gork, Gur, Khurk, Ravrir, Razurr, Rolk, Rurgirr, Stidurr, Stuggink, Tegrith, Vark, Vezzumkk

### History of Bugbears

Bugbears are close cousins of goblins and also live in Farltiff, unlike the goblins they struggle to get jobs as it is hard for Bugbears to overcome their anger issues. Though some Bugbears have done it going so far as to get jobs inside the royal castle.
Paladin: Oath of Devotion

### Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

***Honesty.*** Don't lie or cheat. Let your word be your promise.

***Courage.*** Never fear to act, though caution is wise.

***Compassion.*** Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

***Honor.*** Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

***Duty.*** Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

### Oath Spells

You gain oath spells at the paladin levels listed.

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### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

***Sacred Weapon.*** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

***Turn the Unholy.*** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

### Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

### Purity of Spirit

Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

### Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

Once you use this feature, you can't use it again until you finish a long rest.
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Les dessins sont rangés en fonction des rangs qu'ils représentent : Chef, Lieutenant, Guerrier, Reine, Apprentis, Chaton, Guérisseur, Apprentis Guérisseur et Ancien.

Nous remercions chaleureusement Obfiction de nous avoir permis l'utilisation de ces magnifiques lines !

Il est cependant nécessaire de la créditer dans les infobox sur la page de votre personnage.

## Règles :

Et oui ! il y a des règles pour faire des lines

* Vous devez toujours laissez la signature de la personne qui a fait le line non rempli
	+ Vous devez toujours avoir l'autorisation de la personne qui a fait le line non rempli avant de l'utiliser
	+ Sur ce site nous utilisons les lines d'Obfiction voici la page où vous pouvez les prendre : Lines
	+ vous devez avoir l'autorisation de la personne qui incarne le personnage avant de le mettre sur la page
Feats: The Eternal Flame

Prerequisite: Genasi (Fire)

A flame burns within you, and you've learned how to harness it:

* Your Intelligence score increases by one.
* As an action, you surround yourself with a a wreath of flames which lasts for one minute. While this is active, any creature that hits you with a melee attack from within 5 feet of you takes fire damage equal to your Constitution modifier. Additionally, when you roll fire damage while this wreath is active, you may add a bonus equal to your Constitution modifier. You regain use of this ability after you finish a long rest.
Locathah

Racial Traits
 Safety in Numbers
 Aquatic Speech
 Stream Lined

### Physical Qualities

Locathah have fine scales covering their bodies that range from olive green to ochre in color, although their stomach scales instead range from sea green to pale yellow. They have fish-like heads with large eyes, either all-black or all-white (which is viewed as a good omen), toothless mouths and small fins where ears would normally be. Instead of hair, they have a dorsal fin and instead of feet they have flipper like fins.

#### **Characteristics**

Chivalrous, compliant, docile, family-friendly, gentle, nomadic, pacifist, peaceful, respectful, submissive, tame, well-mannered

#### **Male Names**

Andrzej, Besnik, Boldo, Djordji, Fonso, Gudada, Harman, Ion, Marko, Pitivo, Punka, Simionce, Tobar, Walthar, Zindelo

#### **Female Names**

Bo, Emilian, Ferka, Guaril, Hanzi, Loiza, Milosh, Mircea, Nicolæ, Nicu, Pesha, Pitti, Shandor, Yanko, Yoska

### History of Locathah

Locathah don't ever want to go too far in land so they stick to swimming around Huldain's outer islands .
Cook: Sous Chef

### We Deliver

At 3rd level, you become a caretaker of heroes, ready at any moment to help your allies, even at range. When you feed a morsel to a willing creature, the creature you feed can be up to 30 feet away from you, so long as you can see them, and their mouth is not blocked by total cover. You throw the morsel directly into their mouth, and they ingest it immediately. Additionally, when you feed a morsel to a willing creature that you can touch (other than yourself), you can do so as a bonus action.

### Secret Sauce

At 6th level, you create a signature sauce that you dab onto all of your beneficial morsels. Whenever you feed a morsel to a friendly creature, it regains a number of hit points equal to your Constitution modifier.

### Aromatic Scent

By 10th level, the continuous consumption of culinary delights has infused your body with a thousand revitalizing smells that stir your companions to action. As an action you can expel these smells in one powerful wave. All friendly creatures (including yourself) within 30 feet of you that you can see regain a number of hit points equal to your Cook Level, and they can each immediately use their reaction to make a single weapon attack or cast one cantrip they know that requires an attack roll or saving throw (their choice). Once you use this feature, you must finish a long rest before you can use it again.

### Magnificent Meal

Beginning at 14th level, you can prepare a magical feast that strengthens both body and will. You gain the ability to cast the Heroes' Feast spell. When you do so, you replace the material components of the spell with fine foods worth at least 500 gp, which the spell consumes. Once you cast Heroes' Feast in this way, you cannot do so again until you have finished a long rest

### Legendary Morsel

At 18th level, you gain the ability to make the following morsel when you take a long rest. When you do so, you can make only one. It doesn't expire until your next long rest, and it doesn't count against the total number of morsels you can prepare.

#### **Monkey’s Brains.**

The well-seasoned brains of the world’s most capable simians. For 10 minutes, if the target fails a saving throw, they can choose to succeed instead. If they choose to do so, this morsel's effect ends.
Feats: Natural Leader

Prerequisite: Hobgoblin

You have been trained since birth to be a leader on the battlefield. You gain the following benefits:

* You gain proficiency in the Insight skill.
* As an action, you gain tactical insight. For one minute, once per turn you can can utter a special command or warning whenever an ally you can see within 30 feet makes an attack roll or saving throw. This creature can add a d4 to the roll provided it can hear and understand you. A creature can only benefit from one such die at a time. You can gain this insight once, and regain use of this ability when you finish a short or long rest.
Feats: Wings of Iron

Prerequisite: Aarakocra

You have spent your formative years training with the wardens of your tribe. You gain the following benefits:

* Your Dexterity score increases by one.
* You gain proficiency with spears, javelins and nets.
* When you are flying and dive at least 30 feet towards a target and hit it with a melee weapon, you can cause the attack to deal an aditional 1d6 damage of the weapons type to the target.
Hardbass

Hardbass je najtradičnejším hudobným žánrom vyskytujúcim sa v gopnickej kultúre a tvorí jeden z jej pilierov. Väčšina hardbassovej hudobnej produkcie pochádza z krajín bývalého východného bloku.

Medzi najznámejšie a najpopulárnejšie pesničky patria:

- Tri polosky
- Narkotik kal
- Cheeki breeki
- Bochka bass

Prelínaním klasického hardbassu s inými žánrami vznikli ďalšie populárne pesničky:

- Meanwhile in Russia
- Kalinka
- Katyusha
- Moskau
- Hymna Zväzu Sovietskych Socialistických Republík
- Hymna Ruskej federácie
Lapine

Racial Traits
 Too Cute
 Fury of the Small
 Standing Leap
 Rabbit's Foot

### Physical Qualities

Lapines are medium-sized humanoids with rabbit-like features, including large, highly sensitive ears and powerful legs. Their bodies are covered in a coat of short fur, most commonly in shades of brown, black, grey, and white. Lapines have three-fingered hands with a single opposable thumb, long, four-toed feet, and large, powerfully muscled legs. Their fingers and toes end in short claws. Adult lapines stand between four and five feet tall, with females generally larger and more powerfully-built than males. A lapine warrior favors light or medium armor and prides him- or herself on being strong, fast, watchful, and clever. A large female can weigh 120 pounds or more, although the average is closer to 100 pounds. Like their rabbit kin, lapines have keen senses, particularly hearing, and tend to maintain an alert, watchful stance even when at rest. For this reason, they are often taken as jumpy or fearful by other humanoid races.

#### **Characteristics**

Brave, bright, clever, curious, daring, eager, greedy, impatient, inquisitive, lucky, quick, vicious,

#### **Male Names**

Adlam, Buckley, Beeston, Cooper, Farnham, Godwin, Helton, Mabbott, Mildenhall, Oldham, Peddle, Reeve, Rischer, Spooner, Stampes

#### **Female Names**

Abbe, Ackles, Averne, Bryer, Becker, Chasey, Coish, Croslin, Eames, Eymer, Frink, Holloway, Ivey, Morgade, Wykes

### History of Lapine

Like many other animal races Lapine come from Essapin and have largely remained there, after the firbolg betrayed Ostara, she chose a new race of followers and chose the Lapine.
Mechanised Construct

Racial Traits
 Constructed Resilience
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
 Sentry's Rest
 Integrated Protection
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
 Specialized Design
 In Built Knowledge

### Physical Qualities

The Mechanized Constructs are made of stone, metal and wood fibres. The core of a Mechanized Constuct is a skeletal frame made of metal and stone with wood fibres acting as a muscular system. Covering the Mechanized Constuct is an outer shell of metal and stone plates. An internal network of tubes run through the Mechanized Construct's body, these tubes are filled with a blood like fluid that is designed to lubricate and nourish their systems. Their hands have only two thick fingers and a thumb whilst their feet only have two broad toes. The Mechanized Construct's face has a toothless jaw, heavy brow line and are lacking noses and hair. Each Mechanized Construct has Norfvice's symbol engraved upon their foreheads. The Mechanized Constructs are able to be repaired and modified by artificers or even themselves giving them an endless possibility to their appearances.

#### **Characteristics**

angry, dutiful, hatred, in pain, loyal, naive, pensive, reserved, restricted, scared, strong, workaholics

#### **Names**

Azm, Boris, Bulwark, Carth, Charger, Cutter, Falchion, Graven, Hann, Mark, Morg, Nalem, Pierce, Pious, Relic, Rune, Steeple, Sorn, Treth, Titan, Usung, Victor, Warren, Zealot

### History of Mechanized Constructs

Norfvice feeling uncertain about how they stand with the other countries built a wall on their border and built an army to protect it. The mechanized constructs' design was made by Nicholas Klaus but it is mass produced by workers in his workshop. Some Mechanized Constructs have managed to escape Norfvice including an early prototype done by an unnamed Norfvician Elf. Though most of their population is still in Norfvice, including the general of Norfvice's entire army, General Wex Firus.
Feats: Silver Tongued

You develop your conversational skill to better deceive others. You gain the following benefits.

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

* You gain proficiency in the Deception skill. If you are already proficient 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 on attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
Feats: Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

* If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

* If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

* If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Feats: Dwarven Resilience

Prerequisite: Dwarf

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

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

Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Dobrý Deň

Dobrý Deň je meno premotivovaného študenta nižšich ročníkov GĽŠTN, ktorého charakteristickým pozdravom pri vstupe do učebne informatiky je "dobrý deň". Tento mládenec netrpezlivo očakáva začiatok každej hodiny informatiky, pokiaľ možno už nachystaný za dverami učebne.

Pravé prevedenia pozdravu sú v nasledovných melódiach:

1.) do-BRÝ-deň

alebo

2.) DO-brý-DEŇ

Kategória:Osobnosti
Feats: Historian

Your study of history rewards you with the following benefits:

• Increase your Intelligence score by 1, to a maximum of 20.

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

• When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.
Feats: Warborn

Prerequisite: Hobgoblin

You were born during the conquest of a host and carried as a battle standard. You learned many things from watching the slaves of the host. You gain the following benefits:

* Your Constitution score increases by one.
* You gain proficiency with one language and tool of your choice.
* You gain advantage on Charisma checks with bugbears, goblins and hobgoblins.
Artificer: Collector

### Collector Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Collector Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

 3rd
 5th
 9th
 13th
 17th

### Bonus Proficiencies

At 3rd level, you become proficient in the Arcana and History skills.

### Chest of Wonders

At 3rd level, you finish crafting a magical treasure chest that contains a variety of magical gadgets you have collected. Choose 3 items from the Wondrous Trinkets list below. These items are magically stored within the chest, and you can retrieve one item of your choice from the chest as an action. You can do so a number of times equal to your Intelligence modifier. Afterwards, you cannot summon another item from the chest until you finish a long rest. If you pull another item from the chest, the first item instantly disappears. Each time you gain a level in this class, you choose one additional item to add to the chest's contents, and you may also replace one item inside with another of your choice from the Wondrous Trinkets list.

### Double Infusions

When you choose this subclass at 3rd level, you gain access to two additional Artificer Infusions specific to the Collector: Duplicate Magic Item and Duplicate Greater Item. You may add these infusions (listed at the end of this subclass) to the list of Artificer Infusions that you can learn.

### Superior Attunement

At 5th level, your fascination with magic items has led to an increased understanding of them. You can now attune to up to four, rather than three, magic items at a time. This limit increases again at 14th level, allowing you to attune to five magic items at a time.

### Wondrous Trinkets List

* Bead of refreshment
* Boots of false tracks
* Candle of the deep
* Charlatan's die
* Cloak of many fashions
* Clockwork amulet
* Ear horn of hearing
* Hat of vermin
* Heward's handy spice pouch
* Horn of silent alarm
* Lock of trickery
* Mystery key
* Orb of direction
* Orb of time
* Pole of collapsing
* Rope of mending
* Staff of adornment
* Tankard of sobriety
* Talking doll
* Wand of pyrotechnics

### Duplicate Magic Item

*Prerequisite: 8th level Artificer*

*Item: varies*

When you infuse this item, you touch one magic item in your possession, as well as another similar nonmagical item. When you do so, all properties of the magic item are copied to the nonmagical item, creating a perfect duplicate of the magic item. The magic item you duplicate cannot be a consumable item (such as a potion or spell scroll) and its rarity must be common or uncommon.

### Duplicate Greater Item

*Prerequisite: 16th level Artificer*

*Item: varies*

When you infuse this item, you touch one magic item in your possession, as well as another similar nonmagical item. When you do so, all properties of the magic item are copied to the nonmagical item, creating a perfect duplicate of the magic item. The magic item you duplicate cannot be a consumable item (such as a potion or spell scroll) and its rarity must be common, uncommon, rare, or very rare.