recursal/Fanatic-Fandom huggingface dataset:
Paladin: Oathbreaker

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### Channel Divinity

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

***Control Undead.*** As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

***Dreadful Aspect.*** As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

### Aura of Hate

Starting at 7th level you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

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

### Supernatural Resistance

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

### Dread Lord

At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

After activating the aura, you can't do so again until you finish a long rest.
Illithid

Racial Traits
 Lesser Magic Resistance
 Mind Blast
 Tentacles

### Physical Qualities

Illithids are humanoid in appearance but with an octopus-like, ridged head with four tentacles surrounding a lamprey-like mouth. They are warm-blooded amphibians, whose blood has a silvery-white color. Their hands have long, reddish fingers and lacks the index finger, and their feet are two-toed and webbed. Illithids' vision is more sensitive to the recognition of geometric patterns than that of other humanoids. Illithids that are healthy from brain-rich diets excrete a kind of slimy mucous substance that coats their mauve skins

#### **Characteristics**

Aggresive, calm, cruel, curious, detached, elitist, fearful, insidious, intelligent, paranoid, proud, selfish

#### **Names**

Caozzeks, Egroyaok, Eldun, Eless, Elleyuba, Gasbanaux, Kusgikt, Qesk, Rissk, Tek, Thak, Uphrum, Ussik, Vausom, Vazodult

### History of Illithids

Illithids are related to Baketako, but the Illithids were "blessed" by Ostara because she admired the Baketako's vast knowledge and wished to create devout followers. However she made what she deems a failure so she tried to hide her connection to them. Many Illithids hide in plain sight because Ostara is actively trying to drive them into extinction also so they can get better access to fresh brains.
Backgrounds: Charlatan

You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage.

You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink colored liquid will surely cure that unseemly rash, this ointment – nothing more than a bit of fat with a sprinkle of silver dust can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

###### Equipment

A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp

### Feature: Favorite Schemes

Every charlatan has an angle they use in preference to other schemes. Choose a favorite scam or roll on the table below.

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### Feature: False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

### Suggested Characteristics

Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.

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Bard: College of Lore

### Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

### Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. 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 Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

### Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

### Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
RUNISME

El runisme era la religió del poble Runo a la partida d'Heropa (28-12-2018 a 14-09-2019). Sorgeix com a resultat de la filosofia asiàtica i la necessitat política de justificar el sistema de castes de l'Imperi Runo.

## Fonaments del runisme

1. Els Runo no tenen déus.
2. Els Runo creuen en l'essència primera i última, el RUN.
3. El RUN és el tot, el RUN està ordenat, al contrari que el NO-RUN, que és caòtic i tot hi mor.
4. En el RUN tot viu per sempre, canviant de forma, però sempre seguint l'ordre immutable del RUN.
5. Els ninos són una força poderosa en el RUN, és on es troba la consciència del RUN.
6. Els ninos tenen el poder de viure per sempre en unió completa amb el RUN o allunyar-se d'aquest i condemnar-se a l'extinció en el NO-RUN.
7. Els savis del RUN han de procurar que els ninos no s'allunyin d'aquest per tal d'evitar l'extinció de l’espècie; per fer-ho han de garantir l'ordre natural de les coses, l'ordre del RUN.
8. El RUN és immutable, perquè és perfecte. Per tant: el RUN no canvia mai.
9. L'alcohol és un agent del caos, un enemic del RUN, qualsevol que vulgui sobreviure en el RUN ha d'evitar-lo el màxim possible.
10. El RUN d'un nino pot ser més fort o menys; si és molt fort serà un Aristandi, si no ho és tant serà un Custodent, si ho és poc serà un Quisquilient i si no ho és gens serà un Slavius.
11. El RUN d'un nino se sabrà perquè serà igual que el RUN dels seus progenitors.
12. Un RUN no es pot barrejar amb un RUN inferior, si té fills amb aquest el RUN del nino es rebaixarà al RUN de l'altre progenitor.
13. Un RUN Aristandi pot fer que un Slavius passi a ser un Quisquilient, la resta de RUN son de la seva casta tota la vida.
14. Un RUN Custodent si atempta contra el RUN passa a ser de la casta Quisquilient.
15. Un RUN no mor, sinó que canvia de lloc, és el moment en que abandona la seva anterior posició i sembla que mor quan neix de nou en un altre lloc i millorant el seu RUN si l'ha respectat i defensat, o empitjorant-lo si no ha fet una de les dos coses. En el cas de que un Slavius no faci una de les dos coses cau en el NO-RUN i desapareix per sempre.
16. El RUN mentre hi hagi un sol Aristandi viu produeix nous RUN que neixen com a Quisquilients.
17. Dins el temple del RUN tots els RUN es fusionen i desapareixen les diferencies de casta, però un cop es surt al món exterior es tornen a establir.
18. Si un RUN roba, pica, insulta o mata en l'interior del temple queda automàticament sentenciat a mort i pot ser executat allà mateix, caient directament en el NO-RUN i desapareixent per sempre.
19. Si un RUN es refugia dins del temple hagi fet el que hagi fet ningú li pot fer res fins que no surti.
20. Els Aristandis són els únics que poden decidir quines normes han de seguir cada casta dels RUN, allò que sigui establert com a norma passa a ser l'ordre del RUN.
21. Un cop s'estableix una norma només es pot canviar o revocar en unanimitat de tots els Aristandis.
22. Per fer una norma tots els Aristandi han d'estar a favor, els savis del temple són qui controlaran la votació.
Fighter: Banneret

### Rallying Cry

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

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

### Royal Envoy

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

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

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

### Inspiring Surge

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

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

### Bulwark

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

Racial Traits
 Charge
 Hooves
 Equine Build
 Survivor

### Physical Qualities

Centaurs are six-limbed monstrosities. They have the body of a horse, but from the withers up (where a head would normally be) the body continues vertically into a humanoid torso from the hips, with a pair of fully developed arms. Though their facial and upper torso features may closely resemble those of humanoid races, there are still clear hints of their non-humanoid descent. A thin, velvetine layer of fur covers most of their upper torso aside from their face and belly, they have pointed and mobile ears and their noses resemble strongly snubbed snouts. Centaurs grow hair in a thick mane starting at the top of the head and running down their spine to the base of their upper torso. They also grow long, thick tails.

#### **Characteristics**

Conservative, docile, fervent, fierce, gallant, habitual, ostracized, reclusive, reverent, roamer, unwieldy, wanderer

#### **Male Names**

Acitites, Ajus, Damocus, Doredon, Elasos, Galodem, Igelos, Kratosios, Kironeus, Melair, Morphistos, Nicede, Petrorgon, Teodemnon, Tyrades

#### **Female Names**

Asoothoe, Basenia, Basenope, Chlorephone, Evadia, Galippe, Ianilla, Kasoreia, Monine, Nemiche, Ompheope, Phaelone, Phenonia, Semia, Sophane

### History of Centaurs

Centaurs are related to Equine but have developed more half and half rather than a mixture. They are hunter gatherers around Essapin but have been known to follow food into Farltiff. Since many structures aren't built for them they aren't seen around civilized places very often.
Goliath

Racial Traits
 Natural Athlete
 Stone's Endurance
 Powerful Build
 Mountain Born

### Physical Qualities

Goliaths are larger than a half orc. Most of the goliaths stand between 7 to 8 feet tall. They weigh between 280 and 340 pounds. There is no difference in height and weight of male and female goliaths. Goliaths’ skulls have a jutting eyebrow ridge, wide jaw, and occasional lithoderms.  Their skin color is grey which is mottled with dark and light patches. Female goliaths have dark hair on their head which are grown to great length and kept braided always. On the other hand, males have hair only on their limbs. Blue or green are the colors of their eyes. Golthias dress as lightly as possible because of their skin mottling cultural significance. Lithoderms are common places for Goliaths to embed a gem or two.

#### **Characteristics**

Competitive, dedicated, driven, fair, ferocious, heroic, just, reckless, reclusive, resilient, risky, self-sufficient

#### **Names**

Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Lo-Kag, Maveith, Nalla, Orilo, Paavu, Thotham, Uthal, Vaunea, Vimak

### History of Goliaths

The Goliaths do not interact with Huldain very much and that is because they are usually found at the tops of mountains. Though they do have a kinship with the Firbolgs and a tolerance of the Geitlan, Goliaths do not like many other races.
Backgrounds: Clan Crafter

The Dwarves of the Lombar Mountains are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.

You are most likely a dwarf, but not necessarily- some of the dwarves learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for non-dwarves to pass on the skills of Jólnir's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.

###### Languages

Dwarvish or one other of your choice if you already speak Dwarvish

###### Equipment

A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp

### Feature: Respect of the Pine-cone Dwarves

As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

### Suggested Characteristics

Use the tables for the guild artisan background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity. (For instance, consider the words "guild" and "clan" to be interchangeable.)

Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship.

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Soup Bibblebrox

Soup Bibblebrox was born to Jakk and Liihnn Bibblebrox on Zaxxiitaw, Manguania. He lived his childhood life on the island of Vloox, Manguania after Liihnn died. When he turned nineteen, he moved back to his birthplace in Zaaxitaw. His father Jakk died shortly after he left to go restrembalizing with Rorbot.
Feats: Drow High Magic

Prerequisite: Elf (drow)

You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Druid: Circle of the Land

### Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

### Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

### Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or underground – and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

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### Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

### Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

### Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.
Feats: Grappler

Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

* You have advantage on attack rolls against a creature you are grappling.

* You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Feats: Aquan Magic

Prerequisite: Baketako, Coyouin, Karkino, Locathah, or Triton

You are more attuned to the magic of the Elemental Plane of Water than others of your kind. You gain the following benefits:

* Your Charisma modifier increases by one.
* You learn the *shape water* cantrip.
* You learn the *ice knife* spell, and may cast it at second level once without expending a spell slot. You regain use of this ability after you finish a long rest. Charisma is your spellcasting ability for these spells.
Feats: Mobile

You are exceptionally speedy and agile. You gain the following benefits:

* Your speed increases by 10 feet.

* When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

* When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Backgrounds: Acolyte

You have spent your life in the service of either a temple of Ostara, a church of Lord Samhain, a monastery of Aestas, or a Hof of Jólnir. You act as an intermediary between the realm of the gods and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the gods. You are not necessarily a cleric – performing sacred rites is not the same thing as channeling divine power.

Choose a god and work with your DM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites, or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

###### Equipment

A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

### Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

### Suggested Characteristics

Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

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Panthera

Racial Traits
 Cat's Claws
 Stealthy
 Pounce
 Natural Awareness
 Leadership
 Pack Tactics

### Physical Qualities

Panthera are a race of cat-like humanoids that mainly occupy Kygan. There are two main subraces due to the split in environment where they are found in Kygan. Those who live in the sandy parts have tan fur usually, and have bulky built bodies. The subrace which lives in the more forested areas, has striped orange fur usually, but some have striped white fur because of a rare birth defect. Panthera usually dress in flowy, loose garments. The sandy subrace prefers plainer color clothing where the forested panthera use more colorful threads.

#### **Characteristics**

Arrogant, boastful, courageous, exhibitionist, fierce, friendly, gregarious, magnificent, proud, rowdy, sociable, valiant

#### **Male Names**

Aléxandros, Andreas, Ares, Atlas, Attikos, Cato, Christophoros, Elias, Leonidas, Loukas, Nikolaos, Orion, Sebastianos, Theodōros, Xander

#### **Female Names**

Ariadne, Calliope, Cipriana, Cora, Danaë**,** Eliana, Iliana, Iris, Lyric, Maia, Myra, Ophelia, Thea, Typhaine, Zoie

### History of Panthera

Panthera are a Kygan offshoot of Tabaxi, the Lion Panthera tend to stick to the stretches of sand and grass while the Tiger Panthera wander the lush jungles.
Hobgoblin

Racial Traits
 Martial Training
 Saving Face

### Physical Qualities

Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin.

#### **Characteristics**

Assertive, disciplined, fiery, forceful, imposing, lionhearted, loyal, militaristic, patriotic, powerful, ruthless, strategic

#### **Names**

Akkezurg, Akrul, Ankozuc, Drakvun, Drondozad, Glezedek, Gred, Grolvruk, Khurdak, Klorg, Larz, Shovrac, Urbok, Vervlan, Vrordel

### History of Hobgoblins

Hobgoblins' home is Farltiff and they have served it well, they fought against their fellow monsters when the revolt first broke out but they soon joined the revolt when all Hobgolins were fired from their military positions.
Feats: Elven Accuracy

Prerequisite: Elf or half-elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

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

Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Feats: Observant

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 Wisdom (Perception) and passive Intelligence (Investigation) scores.
Cook: Brewmeister

### Spiked Morsels

At 3rd level, you become an expert in alcohol, its benefits and detriments, and you know how to work it into any morsel you prepare. You gain proficiency with Brewer's Supplies if you don't already have it. Additionally, when you prepare a morsel, you can choose to spike it, allowing your morsels to build off one another. If a creature is under the effects of a spiked morsel, and they ingest another spiked morsel, the original effect does not end, and the creature becomes intoxicated for 1 minute. An intoxicated creature is immune to the charmed and frightened conditions. When a creature's intoxication ends, it loses all effects gained from morsels, and the creature can't move or take actions until the end of its next turn as it becomes hungover. Once a creature has become intoxicated, it can't do so again until it has finished a short or long rest.

### Drunken Stumble

Beginning at 6th level, you start to manipulate your alcoholic additions to provide added benefits to intoxicated creatures. Creatures you intoxicate increase their speed by 10 feet, and other creatures have disadvantage on opportunity attack rolls against them.

### Boozy Yield

At 10th level, your brew relaxes the muscles, softening the blow of certain assaults. Creatures you intoxicate gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks.

### Angry Drunk

At 14th level, you craft your booze to create a frenzied buzz. Once per turn, when a creature that you have intoxicated hits a creature with an attack, they can add your Constitution modifier to the damage roll.

### 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.

#### **Master Brew.**

A hard, fine liquor. When ingested, the target immediately becomes intoxicated for 10 minutes. When this intoxication ends, the target does not become hung over.
Pugilist: Bloodhound Bruisers

### Ever Vigilant

When you choose this fight club at 3rd level, you have advantage on initiative rolls. During the first round of combat, you have advantage on attack rolls against creatures who haven’t acted yet.

### Detective Work

Also at 3rd level, you gain proficiency with two of the following skills of your choice: Insight, Investigation, or Perception. In addition, when you make an Intelligence (Investigation), Wisdom (Insight), or Wisdom (Perception) ability check you can spend 1 moxie point to gain advantage on that ability check.

### Scrap Like a Sleuth

At 6th level, you can use a bonus action and expend 2 moxie points to hone in on the idiosyncrasies and bad habits of an enemy you can see within 30 feet. When you do, you have advantage on weapon attacks against the creature and you add your proficiency bonus to your AC against attacks made by that creature. These effects continue for 1 minute or until you use this feature again.

### Heart of the City

Starting at 11th level, when you take a long rest in a settlement, you can choose to become familiar with the settlement. When you use this feature again, you replace your previous familiar settlement with the current one. You gain the following benefits while in a familiar settlement:

• You cannot be surprised and you add your proficiency bonus to your initiative.

• You have darkvision to a range of 120 feet. • When you make an ability check using the Insight, Investigation, or Perception skills that adds your proficiency bonus, add twice your proficiency bonus instead.

• You cannot be lost by any means.

• When you are not in combat, you can travel between any two points in the settlement twice as fast as your speed would normally allow.

### Eyes Wide Open

Starting at 17th level, you can use a bonus action and spend 1 moxie point to open your senses to your surroundings for 1 minute. During this time, you have advantage on saving throws against being blinded or deafened and have truesight out to a distance of 30 feet.
Feats: Grasp of The Earth

Prerequisite: Genasi (Earth)

You use the power of the earth to impede your enemies. You gain the following benefits:

* Your Strength score increases by one.
* As an action, you can strike the ground, causing soil and rocks to leap up around another creature within 30 feet. This creature must make a Strength saving through (DC 8 + your proficiency bonus + your constitution modifier) or be take 1d6 bludgeoning damage and be restrained for 1 minute. If this creature is within range, you may use a bonus action to make a melee weapon attack against it. You regain use of this ability after you finish a long rest.
Necromancer: The Creed of Tomes

### Initiate of the Tome

At 2nd level, you become an initiate in the Creed of Tomes and obtain a necromantic tome. As long as this tome is on your person, you gain the following benefits:

* You may cast the *Prestidigitation* cantrip as if you have it known, without it counting towards your cantrips known.
* You may cast the *Mage Armor* spell as if you have it known, without it counting towards your spells known.
* Whenever you cast a necromancer spell of at most 5th level, you may use your bonus action to make it a refined spell. Whenever you do so, add your intelligence modifier to any attack rolls made as part of the spell, and to the DC of any saving throw prompted by it. Once you use this feature, you can’t use it again until you finish a long rest.
* You may use the tome as a spellcasting focus for your necromancer spells

Should your necromantic tome be lost or destroyed, you are able to create a new one. This process costs 20 gp and 2 hours of time for each necromancer level you possess.

### Arcane Shift

Also starting at 2nd level, when using the Vitality Shift feature on a target who has the Spellcasting feature, you may choose to exchange one used spell slot of 5th level or lower for an unspent one of equal level instead of transferring hit points between you and your target. Similarly to hit points, this exchange can go in either direction, and neither you nor your target can obtain more spell slots than listed in your respective class tables.

### Augur’s Acumen

At 3rd level, you unlock the Augur’s Acumen perks, and gain one of these immediately. When you gain certain necromancer levels, you gain additional Acumens of your choice, as shown in the ‘Acumens Known’ column of the necromancer table. Once obtained, you permanently gain the benefits of an Acumen.

### Evercasting

At 20th level, you have learned how to morph life essence into magical energy when dealing a killing blow through magic. Whenever you use a spell to kill any number of creatures with a combined CR of 15 or higher, you regain one spell slot of any level up to 5.
Caidyn

Racial Traits
### Physical Qualities

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

#### **Characteristics**

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

#### **Male Names**

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

#### **Female Names**

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

### History of Caidyn

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

### Notable Caidyn

Alfred Allen, Candon Cornellius, Ellie Thurber, Elm Thurber, Kit Fadbury, Miles Lennan, Puck Littlefield
Half Elf

Racial Traits
 Fey Ancestry
 Skill Versatility

### Physical Qualities

To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

#### **Characteristics**

Ambitious, appealing, brave, charismatic, confident, cordial, curious, inventive, negotiable, open-minded, polite, unpredictable

#### **Male Names**

Aroovar, Barvoril, Craros, Davenas, Falnan, Horparin, Normorn, Pantumil, Rigotin, Rikas, Satorin, Traros, Uanynor, Vicfinas, Walcraes

#### **Female Names**

Aluphira, Darfine, Gifanys, Hocharis, Krirora, Olpisys, Ophizenya, Prihophe, Relhana, Relyaries, Resstine, Sylmae, Therenyphe, Unarora, Zelnys

### History of Half Elves

Half Elves are the result of the ever travelling human and Wood Elves having a child together. Though there is a high percentage of orphaned Half Elves as their human parent leaves and their elven parent doesn't accept them, thus making them feel ostracized and rejected.
Loxodon

Racial Traits
 Loxodon Serenity
 Natural Armor
 Trunk
 Keen Smell
 Powerful Build

### Physical Qualities

Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads- trunks, tusks, ears, and faces-of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants. Like that of an elephant, a loxodon's trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel.

#### **Characteristics**

Confident, earnest, formidable, intelligent, kindhearted, noble, nurturing, playful, rambunctious, straightforward, unswerving, wise

#### **Male Names**

Bayul, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Vasool

#### **Female Names**

Aij, Boja, Dooja, Elyuja, Fanoor, Irij, Katrun, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Yoolna, Zarij

### History of Loxodons

Loxodons originate from Kygan and have stayed there for their entire existence, many loxodons only know of the other countries because of the stories other people tell.
Feats: Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

* When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

* Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

* When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Feats: Curse of the Forgotten

*Prerequisite: Awakened Undead (Mummy)*

You are magically tied to a forgotten empire. You gain the following benefits.

* ***Blinding Dust.*** As a bonus action on your turn you may summon blinding dust and sand swirls magically around you. Each creature within 5 feet of you must succeed a Constitution saving throw or be blinded until the end of the creature's turn. The DC for this saving throw is equal to 8+ your Constitution modifier+ your proficiency bonus. Once you use your blinding dust you cannot do so again until you complete a short or a long rest.
* ***Swarm Form.*** You gain the ability to polymorph into a swarm of tiny scarab beetles. Your statistics are the same in each form. Any equipment you are wearing or carrying is transformed with you. If you die, you revert back to your true form. While in Swarm form you are immune to the grappled, prone, and restrained conditions. You gain a burrowing speed of 5 feet, and you gain a bite attack that you can use to make melee attacks with. If you hit you deal 4d4 piercing damage, or 2d4 piercing damage if your current hit points are equal to or lower than half of your hit point maximum.
Apeling

Racial Traits
 Natural Strength
 Versatile Weaponry
 Powerful Build
 Quick Learner
 Natural Trickster
 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

Apelings are a fusion of human and ape traits. Their fur, ape faces, and most other physical characteristics suggest ape and thus they are closer to primate than man. However, their intelligence, larger size, and more bipedal posture suggest the influence of human traits. Apelings are closer to the size of a small human yet their strength is more comparable to an orc or dwarf than human. They usually have more defined muscles than monkeys although they are still rather slender, keeping a very athletic appearance. Fur colours range from common black to orange. White fur is a rare birth defect. Apelings age fast, reaching full adulthood in only 12 years. Although apelings only have a slightly longer lifespan than humans, their active nature and lifestyle mean they burn through their years faster than a human, putting their average lifespan at 100 years. Few careful and quieter apelings may live to see 150 and usually hold roles as tribal leaders and chiefs. Despite ageing fast, apelings do not feel the usual effects of old age until months before their death, many still adventuring within the last year of their life.

#### **Characteristics**

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

#### **Male Names**

Aasir, Abbo, Abdalah, Abdalah, Bandile, Enzokuhle, Firash, Jafari, Junior, Lethabo, Lubanzi, Luthando, Melokuhle, Mpho, Siyabonga

#### **Female Names**

Aanya, Amber, Biyu, Chen, Dechen, Eeshana, Elina, Gurmeet, Harsha, Jasmine, Kaoru, Kiren, Shree, Sukhi, Tara

### History of Apelings

Apelings' home is Kygan though some have travelled abroad, especially the Orangutan Apelings because of their search for knowledge.
Half Orc

Racial Traits
 Menacing
 Relentless Endurance
 Savage Attacks
 Not Born Naturally:

### Physical Qualities

Half-orcs’ grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds. Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame.

#### **Characteristics**

Adaptable, bold, brash, determined, enraged, free-spirited, ill-tempered, lively, impatient, sullen, tenacious, uncouth

#### **Male Names**

Dench, Feng, Gell, Gorezur, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk, Ukradash, Urthud

#### **Female Names**

Baggi, Emen, Engong, Kansif, Mirash, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda, Zanorel

### History of Half-Orcs

Although Orcs live on the outskirts of society they still interact with it, if that is directly or indirectly. For example, their raping and pillaging while affecting a little amount of people created Half-Orcs which affect a lot of people. Because of this when you meet a Half-Orc they either whole heartily love or hate Orcs, it just depends on whether their were raised by Orcs or not.
Pantheon

## Gods of Eidolon

The Gods inhabit the Celestial Plane. Each God is a constellation in the sky, except Tempos, Nadinis, Illumis & Relkor. Felumbra appears in the sky but as the moon. There are no constellations in the winter sky.

### Summer Gods - Children of Martha & Astair

 Efra | Art / Inspiration
 Nerual | Family / Society / Home
 Quantarius | Trade
 Terrin | Farming / Agriculture

### Spring Gods - Children of Malik & Martha

 Jexel | Luck / Wine
 Reluna | Passion

### Autumn Gods – Children of Astair & Voraci

 Bellum | War
 Sayor | Crafting

### Winter gods

One of the more wild theories is that there once existed Winter Gods, but Voraci and Malik slew them while the other gods had their backs turned. This would explain a void in the sky during the winter months that otherwise is a mystery.
Cleric: Aestas, Light Domain

1st
 3rd
 5th
 7th
 9th

### Bonus Cantrip

When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it.

### Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

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

### Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

### Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.