recursal/Fanatic-Fandom huggingface dataset:
Earthshaker

*Your connection is with a spirit of the land or “ley spirit,” a sentient embodiment of the earth.*

### Connection Spells

At 1st level, you choose spells from the Primal spell list for your spellcasting feature. In addition, you know the following spells at the listed hexslinger levels. They do not count against your spells known, and you cannot swap these out.

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### Primeval Gun

At 3rd level, as a bonus action, you fill your bonded firearm with natural energy. For one minute, whenever you hit a creature with your Primeval Gun, thorns sprout at their feet, creating difficult terrain. If a creature starts or ends its turn in these thorns, it takes 1d4 magical piercing damage.

In addition, while in this form, if you misfire with your Primeval Gun, roll on the table below to determine which random effect occurs. You can end this effect on your turn as a bonus action. If you are no longer holding or carrying the Primeval Gun, or if you fall unconscious, this effect ends.

Once you use this feature, you cannot do so again until after you have completed a long rest.

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### Rooted Defense

At 6th level, you gain the protection of the ancient forests. Your hit point maximum and current hit points increase by 2 per hexslinger level when you activate your Primeval Gun feature. This increase lasts until this form ends; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.

In addition, the ground within 15 feet of you is difficult terrain for your enemies while your Primeval Gun is activated.

### Aura of Warding

At 10th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 20 feet of you have resistance to damage from spells.

### Wrath of the Land

At 14th level, the thorns created by your Primeval Gun attacks now attempt to restrain enemies in addition to being difficult terrain. Any enemies affected by these thorns must make a Strength saving throw against your spell DC or become restrained. An affected creature can repeat the saving throw at the end of each of its turns, ending this effect on a success.

In addition, you may now roll twice on the Primeval misfire table and choose your result between the two rolls.

### Earthen Sentinel

At 18th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a short or long rest.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
Miscreant

*You learned to earn your money by force, holding up stagecoaches or robbing banks. Perhaps you were part of a small gang of like-minded wrongdoers, who looked out for each other. Or maybe you were a lone wolf, fending for yourself against older, more fearsome lawbreakers.*

* **Skill Proficiencies:** Intimidation, Stealth
* **Tool Proficiencies:** Thieves' Tools
* **Equipment:** A set of traveler's clothes, a set of thieves' tools, a crowbar, two daggers, and a pouch containing 12gp

### Alert

Always on the lookout for danger, you gain the following benefits:

* You can’t be surprised while you are conscious.
* You gain a +5 bonus to initiative.
* Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

### Down Low

You are acquainted with various individuals who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can find a place to hide, rest, or recuperate among these individuals, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

### Suggested Characteristics

Miscreants might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

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Roughneck

*You grew up close to the land. Whether you were a farmer, rancher, stable hand, or cowboy, years tending animals and cultivating the earth rewarded you with patience and good health. You have a keen appreciation for nature’s bounty alongside a healthy respect for nature’s wrath.*

* **Skill Proficiencies:** Animal Handling, Nature
* **Tool Proficiencies:** Carpenter's Tools
* **Equipment:** A set of common clothes, carpenter's tools, an iron pot, a sickle, and a pouch containing 7gp

### Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, ranch/farmhands or any similar group unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

### Tough

Your hit point maximum increases by 2. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

##### Suggested Characteristics

Roughnecks look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them. They are used to long days of manual labor every day of the year, as no heavenly host will come down to tend to the fields and/or animals for them, but will rarely complain about that fact. In balance, they'll seldomly pass an occasion to join in on a celebration or feast, enjoying song, dance, sharing food and homebrewed beverages, laughing and chatting with neighbors and friends or even strangers.

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Revenant

## Features

* **Ability Score Increase.** When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
* **Age.** Revenants don't age, and effects that would cause a Revenant to age don't work on you.
* **Creature Type.** You remain a Humanoid, yet you register as undead to spells and other effects that detect the presence of the undead creature type.
* **Size.** You are Medium or Small. You choose the size when you select this race.
* **Speed.** Your walking speed is 30 feet.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
* **Cling to Life.** When you make a death saving throw and roll 16 or higher, you regain 1 hit point.
* **Emotional Manipulation.** You have learned how to diffuse tense situations, whether through explaining the objective reality of a situation, or by reacting to the situation in strange or unexpected ways. You can cast the *Calm Emotions* spell once per long rest (Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell, your choice).
* **Deathless Nature.** You have escaped death, a fact represented by the following benefits:
	+ You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
	+ You have advantage on death saving throws.
	+ You don’t need to eat, drink, or breathe.
	+ You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

### Faded Emotions

Due to lacking a soul, you suffer a degree of emotional detachment. Roll or choose from the chart to see how you are affected.

##### Faded Emotions

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Vocalist

*You express your magical nature using the power of song, utilizing ley-infused lyrics to bolster allies and demoralize your foes.*

### Aberrant Inspiration

At 1st level, you can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

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

### Scathing Soloist

At 1st level, you learn the *vicious mockery* cantrip, and enchantment spells from any spell list can be chosen as Ley-Touched spells for you.

In addition, when a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Aberrant Inspiration, rolling an Inspiration die and subtracting the number rolled from the creature’s roll.

You must use this feature after the creature makes its roll, but before you know whether the attack roll or ability check succeeds or fails. The creature is immune if it can’t hear you or if it’s immune to being charmed.

### Rigorous Rhythm

At 6th level, your Inspiration die increases to a d8.

In addition, when a creature adds one of your Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Inspiration die.

### Tempo Shift

At 10th level, you regain all of your expended uses of Aberrant Inspiration when you finish a short or long rest.

### Sing Along Y'all!

At 14th level, when a creature within 60 feet of you adds one of your Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to spend 1 ley point and encourage a different creature (other than yourself) within 60 feet of you that can hear you, giving it an Inspiration die without expending any of your Aberrant Inspiration uses.
Wild One

*You personify the unpredictability of ley magic, and attempt to weaponize this chaos for your own benefit.*

### Wild Spells

At 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Wild Spells table. Each of these spells counts as a ley-touched spell for you, but it doesn’t count against the number of spells you know.

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### Wild Magic Surge

At 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a spell of 1st level or higher, roll a d20. If you roll a number that is less than or equal to the level of the spell you cast, roll on the Wild Magic Surge table (found in chapter 3 of the Player’s Handbook) to create a random magical effect. If the effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

### Tides of Chaos

At 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, you can roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

### Force Surge

At 6th level, you can spend 2 ley points as a reaction to force any creature you can see that is casting a spell (including innate spellcasting) to roll on a modified version of the Wild Surge Table called the Forced Surge Table shown below.

### Overwhelming Wellspring

At 10th level, as a bonus action, you can regain expended ley points equal to your Charisma modifier (rounded down), up to your maximum. Immediately after doing so, roll on the Wild Magic Surge table.

After using this feature, you cannot do so again until you have completed a long rest.

### Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

In addition, whenever you make a creature roll on the Forced Surge table, you can spend 1 ley point to force an enemy to reroll their result once. You must use the second roll.
Doctor

*From apothecaries, shamans, field medics and more, there is a lot more variety in healers that exists beyond the renowned healers of faith. However you may have earned your prestige or title as a doctor, you have been trained extensively in the ways of nonmagical healing, and you are now known to be a person who has sworn to do their very best to save lives, even if reality might not match up with this assumption.*

* **Skill Proficiencies:** Medicine, Investigation
* **Tool Proficiencies:** Surgery Kit, vehicles (land)
* **Equipment:** A set of common clothes, a healer's kit, a doctor's certification, a pouch containing 7gp

### Healer's Oath

Once people know you're a physician and healer, you'll be viewed generally positively in most communities, and you'll find it easy to find work pretty much anywhere you go. In conflicts, you'll often be viewed as a neutral party, since your loyalty is assumed to be on the side of life and safety.

### Second Opinion

You have become accustomed not only to combat, but to coordinating with other healers. Whenever an ally within 20 feet of you uses a healing ability, spell, or item, you can use your reaction to increase the amount healed to a single target by an amount equal to your proficiency bonus. Your ally must be able to see or hear you.

##### Suggested Characteristics

The doctor is a cornerstone of any small town or village lucky enough to have one. Your life is interwoven, for better or worse, in the community you serve. Even the most gruff doctor will be tolerated if they've been there when it matters most.

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Divine spell list

## Cantrips

* Dancing Lights
* Guidance
* Light
* Mending
* Message
* Resistance
* Sacred Flame
* Spare the Dying
* Thaumaturgy
* Word of Radiance

## 1st Level

* Bane
* Bless
* Ceremony
* Command
* Compelled Duel
* Cure Wounds
* Detect Evil and Good
* Detect Magic
* Detect Poison and Disease
* Divine Favor
* Gift of Alacrity
* Guiding Bolt
* Healing Word
* Heroism
* Inflict Wounds
* Protection from Evil and Good
* Purify Food and Drink
* Sanctuary
* Searing Smite
* Shield of Faith
* Thunderous Smite
* Wrathful Smite

## 2nd Level

* Aid
* Augury
* Blindness/Deafness
* Borrowed Knowledge
* Calm Emotions
* Enhance Ability
* Find Traps
* Fortune's Favor
* Gentle Repose
* Hold Person
* Lesser Restoration
* Locate Object
* Magic Weapon
* Prayer of Healing
* Protection from Poison
* Silence
* Spiritual Weapon
* Warding Bond
* Zone of Truth

## 3rd Level

* Aura of Vitality
* Beacon of Hope
* Bestow Curse
* Blinding Smite
* Clairvoyance
* Crusader's Mantle
* Daylight
* Dispel Magic
* Glyph of Warding
* Haste
* Magic Circle
* Mass Healing Word
* Protection from Energy
* Remove Curse
* Revivify
* Sending
* Speak with Dead
* Spirit Guardians
* Tongues
* Water Walk

## 4th Level

* Aura of Life
* Aura of Purity
* Banishment
* Death Ward
* Divination
* Freedom of Movement
* Guardian of Faith
* Locate Creature
* Sickening Radiance
* Staggering Smite

## 5th Level

* Antilife Shell
* Arcane Hand
* Banishing Smite
* Circle of Power
* Commune
* Contagion
* Dawn
* Destructive Wave
* Dispel Evil and Good
* Flame Strike
* Geas
* Greater Restoration
* Hallow
* Hold Monster
* Holy Weapon
* Legend Lore
* Mass Cure Wounds
* Planar Binding
* Raise Dead
* Scrying
* Summon Celestial
* Wall of Light

## 6th Level

* Blade Barrier
* Find the Path
* Forbiddance
* Harm
* Heal
* Heroes' Feast
* Planar Ally
* Sunbeam
* True Seeing
* Word of Recall

## 7th Level

* Conjure Celestial
* Crown of Stars
* Divine Word
* Etherealness
* Regenerate
* Resurrection
* Symbol
* Temple of the Gods

## 8th Level

* Antimagic Field
* Antipathy/Sympathy
* Holy Aura
* Sunburst

## 9th Level

* Foresight
* Gate
* Mass Heal
* Power Word Heal
* True Resurrection
* Wish
Ravager

*Ravagers are born with a lust for battle in their blood. They are able to wield weapons of war with deadly force based on pure instinct. What they lack in technique, these wild warriors make up for with pure brute force. Like an animal backed into a corner, a Ravager will fight with near-supernatural strength and ferocity.*

### Ravager Exploits

You learn certain Martial Exploits at the warrior levels noted in the table below. They don’t count against your total number of Exploits Known and can’t be switched upon gaining a level.

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### Frenzied Fighting

At 3rd level, you can enter a frenzy that empowers your attacks and deadens you to fear and pain as a bonus action. This frenzy lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your frenzy on your turn as a bonus action.

While frenzied, you gain a +2 bonus to melee damage rolls, as well as a –2 penalty to AC, and you have advantage on saving throws against charm and fear effects. In addition, you also gain resistance to bludgeoning, piercing and slashing damage.

While frenzied, you can’t use any ability that requires patience or concentration, such as spellcasting, or any Charisma-, Dexterity-, or Intelligence-based skills except Acrobatics, Intimidation, and Sleight of Hand. You can frenzy a number of times equal to half your warrior level (maximum 6 frenzies) per rest.

### Feral Instincts

At 7th level, your frenzy lasts for 10 minutes, and it only ends early if you are incapacitated or you choose to end it. In addition, you have advantage on Dexterity saving throws against effects that you can see (such as traps and spells) so long as you are not, blinded, deafened, or incapacitated.

### Close Enough to Kill

At 10th level, the damage bonus from your frenzy increases to +3. In addition, three times per long rest, whenever you attempt an attack roll against an opponent while frenzied and miss, but your d20 roll is not a 1, you can treat the attack as a successful hit. This attack automatically deals minimum damage.

### Furious Retaliation

At 15th level, when you take damage from a creature that is within your reach, you can use your reaction to make a single melee weapon attack against that creature.

### Indomitable Might

At 18th level, if you make a Strength or Constitution ability check or saving throw and the result of your roll is lower than your Strength score, you can use your Strength score in place of the result.
Railgun

*ranged weapon (martial, special)*
**Category:** Items
**Damage:** 5d8 + Dex mod
**Damage Type:** Piercing
**Item Rarity:** Very Rare
**Properties:** Range, Loading, Two-Handed
**Range:** 180/400
**Weight:** 7

If there is an enemy directly behind an enemy you hit with the railgun (up to 20 feet behind the creature you hit) you can make an attack roll against that creature and this attack deals 2d8 + your Dexterity modifier piercing damage.
Pureblood

## Features

* ***Ability Score Increase.*** Two different ability scores of your choice increase by 1. You can forego one of these increases for one additional roll on the Genetic Benefit table.
* ***Age.*** Humans reach adulthood in their late teens and live less than a century.
* ***Languages.*** You can speak, read, and write in your native language and one extra language of your choice.
* ***Size.*** Humans vary widely in height and build. Nutrition, genetics, and sex all play factors. Nevertheless, your size is medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Genetic Benefit.*** Roll or select two genetic benefits below. You can gain one additional benefit by either forgoing one of your +1 ability score increases, or by incurring a penalty by selecting a shortcoming.

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Nephilim

## Features

* **Ability Score Increase.** When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
* **Age.** Blessed Ones mature at the same rate as pureblood humans, but they can live up to 160 years.
* **Creature Type.** You are a Humanoid.
* **Size.** You are Medium or Small. You choose the size when you select this race.
* **Speed.** Your walking speed is 30 feet.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
* **Celestial Resistance.** You have resistance to necrotic damage and radiant damage.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
* **Healing Hands.** As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
* **Light Bearer.** You know the Light cantrip. Charisma is your spellcasting ability for it.
* **Radiant Consumption.** Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to temporarily radiate from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
	+ Once you use this trait, you can't use it again until you finish a long rest.
City Slicker

*You grew up surrounded by civilization, with all the trappings of higher society. You might be a merchant, a newspaper reporter, a banker or something else entirely. You have a good sense for understanding city life and are well-versed in the “fancy talk” of other urbanites.*

* **Skill Proficiencies:** Insight, Persuasion
* **Tool Proficiencies:** Calligrapher's Supplies
* **Equipment:** Calligrapher's supplies, a set of fine clothes, a grooming kit, a journal of 10 sheets of paper, a pouch containing 20gp

### Business Connections

Your work has networked you with businesspeople in a variety of different settlements, with whom you have built a rapport. Due to the station of these connections, they can offer useful benefits, such as ways to find food and lodging, vouching for you if you are accused of a crime (provided that a good case can be made for your innocence or the crime is justifiable) or even get you in touch with powerful political figures.

### Practiced Professional

You gain proficiency with one skill, one tool or one language of your choice, and you gain expertise with one skill with which you are already proficient.

## Personality Traits

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## Ideals

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## Bonds

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## Flaws

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Gambler

*All you need to make a lot of money is a little money. Except at those times when all you need to have no money at all is a little money. Whether you’re a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you’re up, sometimes you’re down. But the thing about gambling is that someone is always willing to take a bet.*

* **Skill Proficiencies:** Deception, Insight
* **Tool Proficiencies:** One gaming set of your choice
* **Equipment:** A set of fine clothes, a gaming set (your choice), a lucky charm, and a pouch containing 12gp

### Lucky

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

### Where’s the Action?

If there is gambling activity going on, you seldom have much problem finding it. As an experienced gambler, you typically know who to ask and where to look to locate others who are interested in playing games of chance, or you at least know how to get a game started to attract others. Once you locate these other gamblers, you’re usually able to secure a place at the table, though you may have to demonstrate that you know what you’re talking about and have currency to wager… and sometimes only the latter.

### Suggested Characteristics

Gamblers might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. Gamblers may have an abundance of charm, but they rarely show any respect for law or authority.

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Cultist

*You scarcely recall what drove you into the service of the infernal being. Those memories were blotted out long ago by recurrent dreams of midnight gatherings around the obsidian pillar in the glade. By the light of each waning moon, the hierophants instructed you in the being’s creed and the rudiments of the occult arts. When you came of age, you were ordered to blend in among the nonbelievers and await whatever mission your master has in store for you.*

* **Skill Proficiencies:** Arcana, Religion
* **Tool Proficiencies:** Disguise Kit
* **Equipment:** A set of traveler's clothes, a dagger, a disguise kit, a robe, and a pouch with 5gp

### Dark One’s Knowledge

At 1st level, you have learned the basics of occult magical traditions. You gain the following benefits:

* Two Cantrips. You learn two cantrips of your choice from the Warlock Spell list.
* **1st-Level Spell.** Choose one 1st-level Spell from the Warlock Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the Spell using any Spell Slots you have. Intelligence, Wisdom,or Charisma is your spellcasting ability for these Spells (your choice).

Intelligence, Wisdom,or Charisma is your spellcasting ability for these Spells (your choice).

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Huckster

*You see your clashes of wills as games of poker, constantly upping the ante for the chance at huge payoffs… at the risk of major losses.*

### Deal With The Devil

At 2nd level, as an action, you can spend 1 ante point to mentally duel a spirit for the chance at a glimpse of occult knowledge at the risk of your sanity. You do this by rolling 5d6 and consulting the “hand” table below to judge your results. The spirit does the same and keeps its hand secret. The hands correlate to poker hands of the same name, and use the same scoring hierarchy.

A roll of 6 is considered “wild” and can replace the value of any other die.

After determining your hand, you can attempt one of the following:

* **Bluff.** You roll a contested Deception check against the spirit’s Insight. If you are successful, you can suggest that they either hold or fold. The spirit then makes a Wisdom saving throw with disadvantage against your spell save DC, doing the action you suggested on a failure.
* **Read.** You roll a contested Insight check against the spirit’s Deception. If you are successful, you know if the spirit’s hand is better or worse than yours.

After this, you determine whether you want to hold or fold. If either side folds, the ante point is expended and nothing happens. The win column shows what happens if you win with the listed hand, while the loss column shows what happens if you lose to the listed hand.

### Double or Nothing

At 6th level, as a bonus action on your turn, you can release a spirit bound to you and use its energy to give your allies lucky breaks. Choose a number of creatures within 60 feet of you equal to the ante point cost of the released spirit. For the next hour, whenever these creatures roll two or more dice, if they roll doubles you can treat those dice as if they rolled the maximum result. You then regain half of the ante points (rounded up) used to bind this spirit.

### Know When to Fold 'Em

At 10th level, whenever you use your Deal with the Devil feature and you lose, you can spend 1 ante point to fold instead. In addition, whenever you fold, you can cast a cantrip as a bonus action.

### High Roller

At 14th level, you’ve got a few tricks up your sleeve that increase you chances of winning big hands. Whenever you use your Deal with the Devil feature, before you roll your hand, you can spend 1 ante point any number of times to roll additional d6’s equal to the ante points spent and add them to your hand.
Dhampir

## Dhampir Hunger

Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.

## Features

* **Ability Score Increase.** Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.
* **Age.** Dhampirs age at the same rate as pureblood humans, however once adulthood is reached, they show no visible signs of age until death. It is unknown how long a dhampir can naturally live, though some speculate over a millennia.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
* **Creature Type.** You are a Humanoid.
* **Size.** You are Medium or Small. You choose the size.
* **Speed.** Your walking speed is 35 feet.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
* **Deathless Nature.** You don't need to breathe.
* **Spider Climb.** You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
* **Vampiric Bite.** Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
	+ When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
		- You regain hit points equal to the piercing damage dealt by the bite.
		- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
	+ You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Yagerpedia Wiki

**Willkommen im Yagerpedia Wiki!**
Alles über „Yager“ von THQ

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Bounty Hunter

*You track people down for money. It's a dangerous profession, as most of your targets understandably don’t wish to be caught. You wouldn’t have it any other way. You might have a code of ethics, never taking jobs that, say, target children or a specific kind of person. You might only hunt down escaped criminals. Or you might be completely amoral, taking any job that comes along—for the right price.*

* **Skill Proficiencies:** Choose two from among Deception, Insight, Persuasion, and Stealth
* **Tool Proficiencies:** Choose two from among one type of gaming set, one musical instrument, and thieves' tools
* **Languages:** None
* **Equipment:** A set of traveler's clothes, manacles, and a pouch containing 20gp

### Hunter's Reputation

Law enforcement in settlements that you find yourself in are generally agreeable towards you. You have advantage on Persuasion checks made to alter the price of a bounty. Conversely, your reputation proceeds you amongst more undesirable crowds, and criminals and those involved with the criminal underworld may be less keen to offer you information.

### Observant

You're quick to notice details of your environment, you gain the following benefits:

* Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
* If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
* You have a +5 bonus to your passive Perception and passive Investigation scores.

### Suggested Characteristics

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

For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
Primal spell list

## Cantrips

* Control Flames
* Druidcraft
* Frostbite
* Guidance
* Gust
* Infestation
* Lightning Lure
* Magic Stone Mold Earth
* Message
* Poison Spray
* Primal Savagery
* Produce Flame
* Resistance
* Shape Water
* Shillelagh
* Spare the Dying
* Thorn Whip
* Thunderclap

## 1st Level

* Absorb Elements
* Animal Friendship
* Beast Bond
* Burning Hands
* Chaos Bolt
* Cure Wounds
* Detect Magic
* Detect Poison and Disease
* Earth Tremor
* Ensnaring Strike
* Entangle
* Faerie Fire
* Feather Fall
* Fog Cloud
* Frost Fingers
* Hail of Thorns
* Healing Word
* Hunter's Mark
* Ice Knife
* Purify Food and Drink
* Snare
* Speak with Animals
* Thunderwave
* Zephyr Strike

## 2nd Level

* Agnazzar's Scorcher
* Alter Self
* Animal Messenger
* Augur
* Barkskin
* Beast Sense
* Continual Flame
* Darkvision
* Dragon's Breath
* Dust Devil
* Earthbind
* Enhance Ability
* Find Steed
* Flame Blade
* Flaming Sphere
* Gust of Wind
* Heat Metal
* Lesser Restoration
* Locate Animals or Plants
* Locate Object
* Maximilian's Earthen Grasp
* Misty Step
* Moonbeam
* Pass without Trace
* Protection from Poison
* Scorching Ray
* Shatter
* Snilloc's Snowball Storm
* Spike Growth
* Warding Wind
* Web
* Wither and Bloom

## 3rd Level

* Call Lightning
* Conjure Animals
* Conjure Barrage
* Daylight
* Dispel Magic
* Elemental Weapon
* Erupting Earth
* Fireball
* Fly
* Gaseous Form
* Lightning Bolt
* Meld into Stone
* Nondetection
* Plant Growth
* Protection from Energy
* Revivify
* Sleet Storm
* Speak with Plants
* Thunder Step
* Tidal Wave
* Wall of Sand
* Wall of Water
* Water Breathing
* Water Walk
* Wind Wall

## 4th Level

* Blight
* Conjure Minor Elementals
* Conjure Woodland Beings
* Control Water
* Dominate Beast
* Elemental Bane
* Find Greater Steed
* Fire Shield
* Freedom of Movement
* Giant Insect
* Grasping Vine
* Guardian of Nature
* Ice Storm
* Locate Creature
* Stone Shape
* Stoneskin
* Storm Sphere
* Wall of Fire
* Watery Sphere

## 5th Level

* Antilife Shell
* Awaken
* Commune with Nature
* Cone of Cold
* Conjure Elemental
* Contagion
* Control Winds
* Greater Restoration
* Hallow
* Immolation
* Insect Plague
* Maelstrom
* Reincarnate
* Scrying
* Steel Wind Strike
* Transmute Rock
* Tree Stride
* Wall of Stone
* Wrath of Nature

## 6th Level

* Bones of the Earth
* Chain Lightning
* Conjure Fey
* Druid Grove
* Find the Path
* Flesh to Stone
* Move Earth
* Primordial Ward
* Sunbeam
* Transport via Plants
* Wall of Ice
* Wall of Thorns
* Wind Walk

## 7th Level

* Fire Storm
* Prismatic Spray
* Regenerate
* Whirlwind

## 8th Level

* Animal Shapes
* Control Weather
* Earthquake
* Incendiary Cloud
* Sunburst
* Tsunami

## 9th Level

* Meteor Storm
* Power Word Heal
* Shapechange
* Storm of Vengeance
* True Resurrection
Entertainer

*You spent much of your youth following roving fairs and carnivals, performing odd jobs for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to double pick a stringed instrument, or how to recite poetry with flair. To this day, you thrive on applause and long for the stage.*

* **Skill Proficiencies:** Acrobatics, Performance
* **Tool Proficiences:** Musical instrument of your choice
* **Equipment:** two costumes, a set of traveler's clothes, a musical instrument (your choice), perfume steel, a mirror, and a pouch containing 7gp

### Inspiring Tunes

During a short or long rest, you can play a song on a Musical Instrument with which you have proficiency and give a 1d6 Inspiration die to allies who hear the song. The number of allies you can affect in this way equals your Proficiency bonus.

Until your next short or long rest, the ally can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

### Popular Demand

At 1st level, you can always find a place to perform, usually in an inn or saloon but possibly with a circus or a theater. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

### Suggested Characteristics

Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

#### Personality Traits

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#### Ideals

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#### Bonds

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#### Flaws

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Wanderer

*For you, the best way to live life is out on the open road. Whether you are a courier, explorer, prospector, guide or something else entirely, you are used to hopping from town to town, never truly settling down.*

* **Skill Proficiencies:** Perception, Survival
* **Tool Proficiencies:** Cook's utensils
* **Equipment:** A set of traveler's clothes, cook's utensils, a mess kit, and a pouch containing 7gp

### Lay of the Land

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you.

### Well-Traveled

Your travels have provided you with a wide variety of experiences. You gain proficiency with three skills or tool sets of your choice.

### Suggested Characteristics

The drifter lifestyle is precarious and breeds a degree of isolation and suspicion. Most drifters live for the present day and dislike discussing their pasts, particularly whatever circumstances drove them to life on the road. Depending on what they've experienced on their journeys, they may or may not still possess a spark of hope for the future.

 2
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Series 2 Checklist

In a Hidden Link which can be found by searching in Google Images for the Li’l Bobbleez series checklists, you can find all four series of Li’l Bobbleez checklists.

Series 2 Characters include :

* Socks the Sheep
* Huey the Hedgehog
* Mozzarella the Mouse
* Tali the Turtle
* Cocoa the Cat
* Fuzzy the Fox
* Sadly the Skunk
* Dixie the Dog
* Ozzie the Owl
* Ruby the Rabbit
* Snuggle the Squirrel
* Parker the Panda

There are many inconsistencies from the Series 2 Checklist to the current “official” checklists.

* Mozzarella is listed as not listed as rare in Series 2 or the downloadable checklist, but is listed as rare on the webpage checklist.
* Ozzie is listed as rare in Series 2 and on the downloadable checklist, but is not listed as rare on the webpage.
* Ruby is listed as rare in Series 2 and on the downloadable checklist, but is not listed as rare on the webpage.
* Snuggle is listed as rare in Series 2 and on the downloadable checklist, but is not listed as rare on the webpage.
* Parker is listed as listed as Ultra rare in Series 2 and on the downloadable checklist, but is listed as rare on the webpage.
Flowshaper

*You are attuned to the pathways of the elements, and you are able to manipulate the soul of the land to dispatch enemies with bombastic effects.*

### Elemental Attunement

At 2nd level, you can deeply link yourself to one of the land’s core elements. At the end of a long rest, choose one of the following elements: fire, cold, lightning, thunder, earth (deals bludgeoning damage), water (deals acid damage).

Whenever you cast a spell that deals damage, you may have it deal damage of the type corresponding to the element you’ve chosen with this feature. Damage dealt by your Elemental Attunement overcomes resistances.

### Attunment Spells

At 2nd level, whenever you choose an elemental attunement, you have the following spells prepared at the listed channeler levels and they do not count against your prepared spells, depending on the attunement you choose.

 1st
 3rd
 5th
 7th
 9th

 1st
 3rd
 5th
 7th
 9th

 1st
 3rd
 5th
 7th
 9th

 1st
 3rd
 5th
 7th
 9th

 1st
 3rd
 5th
 7th
 9th

 1st
 3rd
 5th
 7th
 9th

### Elemental Adaptation

At 6th level, you gain the following options depending on your Elemental Attunement. You can use this feature a number of times per day equal to your Wisdom modifier (minimum of 1):

* **Fire.** When you cast a spell that deals damage in an area of effect, you increase that area by 10 ft.
* **Cold.** When you cast a spell that deals damage, each creature that’s affected by the spell has their speed reduced by 10 ft. until the end of your next turn in addition to the spell’s other effects.
* **Lightning.** When you cast a spell that deals damage, you can have that spell arc to another creature within 10 ft of the original target creature/area. If the spell requires an attack roll/saving throw, those must still be completed for the creature to suffer the spell’s effects.
* **Thunder.** When you cast a spell that deals damage, each creature that’s affected by the spell is pushed 10 ft. away from you or the spell’s point of origin (your choice) in addition to the spell’s other effects.
* **Earth.** When you cast a spell that deals damage, each creature that’s affected by the spell is knocked prone in addition to the spell’s other effects.
* **Water.** When you cast a spell that deals damage, each creature that’s affected by the spell is pulled 10 ft. towards you or the spell’s point of origin (your choice) in addition to the spell’s other effects.

### Energy Twin

At 10th level, you can choose two Elemental Attunements instead of one.

### Primal Power

At 14th level, you add your Wisdom modier to cantrips and spells that deal damage tied to your Elemental Attunement, and this damage turns immunities into resistances.

### Master of the Elements

At 18th level, you can choose 3 Elemental Attunements instead of two.
Official Checklists

### **Current Official Checklists**

Battat, the company that produces Li’l Woodzeez, has two checklists listed on their Bobbleez Webpage, though both are not all-encompassing.

#### Embedded Webpage Checklist

The more eye-catching of the two, this checklist is at the bottom of the page, and lets the user wiggle the heads of the characters. This checklist lets you check off which characters you own, and filter based on rarity.

Official Current Webpage Checklist Characters Include :

* Frisco the Fox
* Bella Bean the Bear
* Ollie the Owl
* Rascal the Raccoon
* Chips the Chipmunk
* Bailey Boo the Beaver
* Sophie Sue the Sheep
* Cosmo the Cat
* Pepper the Panda
* Kiwi the Koala
* Dusty the Dog
* Missy the Mouse
* Parker the Panda
* Socks the Sheep
* Huey the Hedgehog
* Mozzarella the Mouse
* Tali the Turtle
* Cocoa the Cat
* Fuzzy the Fox
* Sady the Skunk
* Dixie the Dog
* Ruby the Rabbit
* Snuggle the Squirrel
* Ozzie the Owl
* Benny the Beaver
* Basil the Bear
* Sunflower the Skunk
* Radar the Rabbit
* Tab the Turtle
* Rusty the Raccoon
* Kaia the Koala
* Harley the Hedgehog
* Parsley the Pig
* Dan the Duck
* Cooky the Cow
* Farley the Frog
* Shey the Squirrel
* Cali the Cat
* Macy the Mouse
* Buttons the Rabbit
* Doughnut the Dog
* Paws the Panda
* Oodles the Owl
* Rosco the Raccoon
* Percy the Pig
* Dara the Duck
* Comet the Cow
* Foster the Frog
* Opal the Owl
* Cassi the Cat
* Shannee Star the Squirrel
* Pinky the Polar Bear
* Puck the Polar Bear
* Diasee the Deer
* Dotty the Dachsund
* Skip the Squirrel
* Pete the Porcupine
* Ootie Cutie the Owl
* FlipFlop the Frog
* Wally the Wolf
* Riley the Raccoon
* Marcus the Moose
* Cheeky the Cardinal
* Keela the Koala
* Ogy the Otter
* Fibi the Fox
* Bagel the Dog
* Mittens the Mouse
* Sniffles the Skunk
* Oakey the Owl
* Cameo the Cat
* Brea the Beaver
* Terrie the Turtle
* Shelly the Sheep
* Curly the Cow
* Peach the Panda
* Patti the Pig
* Dawn the Duck
* Ruben the Rabbit
* Blueberry the Bluejay

#### Downloadable Checklist

This checklist wildly strays from the webpage checklist, listing some characters as “exclusive,” that are not exclusive in the web checklist.

This checklist is meant to be printed so that the collector can manually check off every Bobbleez.

Official Current Downloadable Checklist Characters Include all 80 Bobbleez listed on the webpage.