recursal/Fanatic-Fandom huggingface dataset:
The Sins

## **The Evil Pantheon:** *The Sins*

### ***The First: Sinner of the Godless/Faithless***

This Sinner is a Large Man with four arms and 2 sets of Horns, he speaks in a soft voice he spreads the words of the Faithless that Gods are not what they seem why even worship a being that has motives beyond you you are nothing to them if you follow me i will show you true strength that comes from the Sins

### **The Sins:**

#### *Sin of Voracity*

All things consumption the void is this ones domain he is the being that rips and tears through the Astral Sea their magics have tormented the realms and Worlds. Their True Form has not been seen in many centuries

#### *Sin of Ego*

All things of the overzealous the ones that can't let go this being is why many are blind to their own values and corruption about. Their true form is of a Beast that flows energy off their body standing resolute and with pride

#### *Sin of Desire*

Deceptions that turn love into lust lies that twist the minds around to be addicted to things unnecessary or even needed to the point of worship. This one is believed to be the strongest of the Sinners due to her Followers her Form is unknown

#### *Sin of Jealousy*

This Sinner is most shy but does Like Mortals ... like is a Strong word she can't get enough of them she manipulates small emotions into Strong Emotions causing mortals to freak out for her Entertainment but as those whom pray to her she not says a word. Her True Form is that is of a Sphinx made of the Night Sky

#### *Sin of Avorice*

All things Greed causing most to hoard and kill to keep their wealth and treasures anything can have value to anyone but the Avorice of a Dragon is quite strong. This one is a Legless Dragon with 5 heads with Fur and Scales

#### *Sin of Fury*

All things Chaos Controlled or not the Rage the Wrath the glory of fighting and pain the unstoppable force that beckons you forward to death or to the consumption of your own Fury. This one takes the Form of a Old Stout man with a Crown imbedded into his skull and pure red eyes

#### *Sin of Lethargy*

Little is known of this Sin other than the other Sinners fear this one they are only mentioned and rarely interacts with Mortals
Samurai

## ***3rd Level:***

### ***Bonus Proficiency***

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

### ***Fighting Spirit***

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

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

## ***7th Level:***

### ***Elegant Courtier***

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

## ***10th Level:***

### ***Tireless Spirit***

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

## ***15th Level:***

### ***Rapid Strike***

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

## ***18th Level:***

### ***Strength Before Death***

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

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

## ***3rd Level:***

### ***Implements of Mercy***

When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

 2
 3
 4
 5
 6

### ***Hands of Healing***

At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

### ***Hands of Harm***

At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

## ***6th Level:***

### ***Physician's Touch***

Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

## ***11th Level:***

### ***Flurry of Healing and Harm***

Starting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hands of Harm. You can still use Hands of Harm only once per turn.

## ***17th Level:***

### ***Hand of Ultimate Mercy***

By 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

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

### Size

Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.

### Alignment

Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.

## Racial Traits

### Trait 1

Horn:. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

### Trait 2

Goring Rush: Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

### Trait 3

Hammering Horns: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

### Trait 4

Imposing Presence: You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

### Trait 5

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

These Giants are few and far between with their large horns and Ferocity in Battle

### Subraces:

#### Labyrinth:

* ***Labyrinthine Recall:*** You can perfectly recall any path you have traveled within the last week.
* ***Superior Darkvision:*** You have 120 feet of darkvision.
* ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

#### Abyssal:

* **The Void**: Your blood grants you resilience against elemental attacks. Choose one from Fire, Cold, Necrotic. Radiant You have resistance to your chosen element, this choice can be changed during a long rest taken inside a layer of the abyss.
* **Siege Monster:** You deal double damage to structures.

#### Plains:

* ***Ranchers:*** You are proficient in either the Nature or Animal Handling skill.
* **Striders Endurance.** When you dash your base movement speed is now 40 ft.

#### Gorgon:

* ***Metal-Skinned:*** You are immune to being petrified.
* ***Living Construct:*** You are classified as being a construct and do not need to eat, drink, sleep or breathe. Additionally, you do not sleep and instead enter an 'inactive' mode where you are completely inactive but are fully aware of their surroundings. In this mode you only need 4 hours of this state to receive the benefits of a long rest.
Assassin

## ***3rd Level:***

### ***Bonus Proficiencies***

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

### ***Assassinate***

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

## ***9th Level:***

### ***Infiltration Expertise***

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

## ***13th Level:***

### ***Impostor***

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

## ***17th Level:***

### ***Death Strike***

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Battle Master

## ***3th Level:***

### ***Combat Superiority***

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

#### **Maneuvers**

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

#### **Superiority Dice**

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

#### **Saving Throws**

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

#### **Maneuver save DC**

8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

### ***Student of War***

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

## ***7th Level:***

### ***Know Your Enemy***

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

* Strength score

* Dexterity score

* Constitution score

* Armor Class

* Current hit points

* Total class levels, if any

* Fighter class levels, if any

## ***10th Level:***

### ***Improved Combat Superiority***

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

## ***15th Level:***

### ***Relentless***

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

## Players

Arctic Ghost as DO-3

Soviet as Hawthorne

Wrase as Itzy

Soul as Sain XIII

Azule as Sylvan Qin,aris

Voideon as Wyzen Shademare

### Goal:

Protect the Train from incoming infected and make sure the last train leaves this last Bastion of Mortal on Runorix (This takes place in the past on a different setting called Runorix)

## Protaganists

-Do-3

-Hawthrone

-Itzy

-Saint XIII

-Sylvar Quimaris

-Wyzen Shademare
Oath of Crown

## ***3rd Level:***

### ***Tenets of the Crown***

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

#### **Law**

The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

#### **Loyalty**

Your word is your bond. Without loyalty, oaths and laws are meaningless.

#### **Courage**

You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

#### **Responsibility**

You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

### ***Oath Spells***

You gain oath spells at the paladin levels listed.

 5th
 9th
 13th
 17th

### ***Channel Divinity***

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

#### **Champion Challenge**

As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

#### **Turn the Tide**

As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

## ***7th Level:***

### ***Divine Allegiance***

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

## ***15th Level:***

### ***Unyielding Saint***

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

## ***20th Level:***

### ***Exalted Champion***

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

* Your allies have advantage on death saving throws while within 30 feet of you.

* You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
College of Satire

### ***Bonus Proficiencies***

When you join the College of Satire at 3rd level, you gain proficiency with thieves' tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves' tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.

### ***Tumbling Fool***

At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:

* You gain the benefits of taking the Dash and Disengage actions.
* You gain a climbing speed equal to your current speed.
* You take half damage from falling.

### ***Fool's Insight***

At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.

If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.

### ***Fool's Luck***

Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.

At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.

If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.
Sharpshooter

### ***Steady Aim***

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

* The attacks ignore half and three-quarters cover.

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

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

### ***Careful Eyes***

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

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

### ***Close-Quarters Shooting***

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

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

### ***Rapid Strike***

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

### ***Snap Shot***

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

## Statistics

### Age

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

### Size

Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

### Languages

Common/ Runorix Common ,and two Extra Languages of your choice

## Racial Traits

### Trait 1

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Most half elves are born in the Scalect Dominion most of their parents being Human or Yuan-ti Purebloods the ones born outside the Scalect Dominion the Half Crystal Elves tend to be from the Crystal Empire and Hidden from the Scalect Dominion and the NomDraceous Empire

### ***Subrace:***

Choose One Racial Features from one Elf Subrace

and one from Human Subrace

if you are playing a Runorix character Choose from Runorix Elves, Runorix Humans
Illusion

## ***2nd Level:***

### ***Illusion Savant***

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

### ***Improved Minor Illusion***

When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

## ***6th Level:***

### ***Malleable Illusions***

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

## ***10th Level:***

### ***Illusory Self***

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

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

## ***14th Level:***

### ***Illusory Reality***

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.
The Arch Demons

* Tyranius Arch Demon 2nd Layer
* Astron Arch Demon 3rd Layer
* Withering Fool Arch Demon 4th Layer
* Magnus Angelorum Arch Archon 5th Layer
* Reprise Arch Demon Queen 6th Layer
* Abyssal Queen Arch Demon 7th Layer
* Magi Gelida: Archdemon 8th Layer
* Vaasaratuah Father of the Abyss 9th Layer

While not necessarily considered gods, in their own right they are powerful enough to wield control over the layers of Hell.

* (Unoccupied) 1st Layer
* Tyranius Arch Demon of the 2nd Layer (Fiend)
* Astron Light Devourer Arch Demon of The 3rd Layer (Fiend/Light Eater)
* Withering Fool Son of the Abyss Arch Demon of the 4th Layer (Fiend/Great Old One)
* Magnus Angelorum Arch Archon of the 5th Layer (Fiend/Celestial)
* Reprise Arch Demon Queen of the 6th Layer (Fiend)
* Abyssal Queen Arch Demon of 7th Layer (Fiend/Nightmare)
* Magia Gelida Arch Demon of the 8th Layer (The Frozen One/Fiend)
* Vaasaratuah Father of the Abyss Arch Demon of the 9th Layer (Fiend/Light Eater)

## Patrons

* Nezzini
* Tarken
* White Dealer
* The Fallen Sibyl
* The Abyssal Dealer
* Safferion The Bone Magi
* Risen Devil
* Fallen Prince
* Serpents Kiss
* The Uncertain King

These are all manners of Demon, Damon's and Devils, while not necessarily as powerful as the Arch Demons they still strong enough to be recognized as Patrons.

* Nezzini (Fiend)
* Tarken (Fiend)
* The White Dealer (Fiend)
* The Fallen Sibyl (Fiend/The Sibyl)
* The Abyssal Dealer (Fiend)
* Safferion The Bone Magi (Fiend/Undead/Undying)
* The Risen Devil (Celestial/Fiend)
* The Fallen Prince (Fiend/Celestial)
* Serpent Kiss (Fiend)
* The Uncertain King (Great Old One/Fiend)
Circle of Land

## ***2nd Level:***

### ***Bonus Cantrip***

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.

### ***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 Underdark – 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.

#### **Arctic**

 5th
 7th
 9th

#### **Coast**

 5th
 7th
 9th

#### **Desert**

 5th
 7th
 9th

#### **Forest**

 5th
 7th
 9th

#### **Grassland**

 5th
 7th
 9th

#### **Mountain**

 5th
 7th
 9th

#### **Swamp**

 5th
 7th
 9th

#### **Underdark**

 5th
 7th
 9th

## ***6th Level:***

### ***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.

## ***10th Level:***

### ***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.

## ***14th Level:***

### ***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.
Watcher of the Infinite Abyss

## [Redacted]

Known to mortals only as [Redacted], This Great Old One has seen the aftermaths of creation to the fall of the second false gods. During the purge of his siblings by Xarkarian, he made a pact with the Far Seer Vykara seeking sanctuary within her domain. In exchange he offered his offspring as protectors and arbitrator’s for each of the plains.

Preluding the drastic fall of Runorix’s Golden Age [Redacted] in accordance to his pact provided [expunged] Guardians for the Haatelias Nebula. Every generation of said guardians would stand post outside the reach of every plane ensuring that no Incursions from the Astral Void or Excursions from the Ever burning Ire were made.

During the Time before Runorix’s collapse the [expunged] Guardians died by an unknown blight,[Redacted] believes this blight to be Xarkarian’s doing since his discovery following the sudden disappearance of the Far Seers’ , thought due to him honoring his contract he was unable to investigate the cause.

Adjacent:

*It is believed that Xolithil 1st Protectorate of the Elemental Unity was responsible for the shattering of the planet and the creation of the current belt, but for why his daughter would cause such a cataclysm to the realm she was to nurture is still unknown.*

*Tyuc’dal , 2nd Protectorate of Caldaria was the first of his siblings to make his presence known to the plane he protected, as in the history of the Bronze Age he was depicted battling a multi-eyed monstrosity atop the moon’s tallest mountain. Though his passing due to age was well over 2 millennia ago, he is still worshiped there by natives as their god.*
Swashbuckler

## ***3rd Level:***

### ***Fancy Footwork***

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

### ***Rakish Audacity***

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

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

## ***9th Level:***

### ***Panache***

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

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

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

## ***13th Level:***

### ***Elegant Maneuver***

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

## ***17th Level:***

### ***Master Duelist***

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

## ***3rd Level:***

### ***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.

## ***6th Level:***

### ***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.

## ***14th Level:***

### ***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.
Way of Open Hand

## ***3rd Level:***

### ***Open Hand Technique***

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

* It must succeed on a Dexterity saving throw or be knocked prone.

* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

* It can't take reactions until the end of your next turn.

## ***6th Level:***

### ***Wholeness of Body***

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

## ***11th Level:***

### ***Tranquility***

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

## ***17th Level:***

### ***Quivering Palm***

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Gnoll

### Size

ranging from 7'0" to 7'6" on average, and typically weighing anywhere from 235 to 335 lbs. Your size is Medium.

### Alignment

Due to their demonic nature, gnolls lean toward chaotic. When raised outside of a pack, their morality is a sort of a tossup, but most Gnolls will stay within the realms of neutrality (in the case of adventurer's and Mercenaries) or evil (Pack Gnolls).

## Racial Traits

### Trait 1

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 can't discern color in darkness, only shades of gray.

### Trait 2

Hunter's Senses: You are proficient in the Perception skill. In addition, you have advantage on Wisdom (Perception) checks made using smell or hearing.

### Trait 3

Frightful Presence: You are proficient in the Intimidation skill.

### Trait 4

Tooth and Nail:Your bite and claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning or slashing damage, respectfully, equal to 1d6 + your Strength modifier for your bite or your Dexterity modifier for your claws, instead of the bludgeoning damage normal for an unarmed strike.

### Trait 5

Ferocious Charge: You can charge an opponent, cursing and screaming with all the fury of Yeenoghu. If you move your entire movement in a straight line, you may make an attack roll and deal an additional 1d8 damage. You must complete a long rest before using this trait again.

### Lore:

Tribalistic Nomads sometimes Cannibals in several regions but also amazing combatants they travel everywhere as living in one place is boring for these warrior race

### Runorix

on Runorix Gnolls aren't as Cannibalistic as that caused a lot of their kin to start becoming infected monstrocities they are more passive here but still when cornered Ferocious in battle
Nerakov Wiki

## ***Welcome to the Nerakov Wiki!***

*Welcome to the World and what is to come and behold you here I shall keep info on Races the world new subclasses and new races/subraces as well. Lore on the world and the different Governments and landscapes and the NPCs you'll find throughout the world.*

*To explain a bit about the setting it is a Mixture of a High Fantasy and Steampunk/Magetech type setting but different nations have different levels of technology so it can shift overtime or even fall back in Technology if the players go a path like that...either wayyyyyy Welcome to my setting and wiki on it that i am ever editing* ~ *Nikkita Aurion Creator of Nerakov and it's Lore and the DM of the Nerakov Campaigns*

## ***Explore Nerakov with me***

### ***Current Campaigns:***

* *Uncovering the Truth (Completed)*
* *Hunting to Hunted/The Pilgrimage (Completed)*
* *Champions of the Dealmaker/ DealBreakers (Complete)*
* *Curse of the Ice Fields*
* *Dream Walkers*
* *Caribbean Treasure\ The Lost Treasures*
* *Vyara's Ascent (Complete)*
* *Rebellion of the True Heir/Scalect Civil War*
* *The Pharaoh King's Blade*
* *For the Crystal Empire*
* Ash and Blood
* Shadows of the King (Evil)
* Become the Pillars Boss Rush

#### ***Oneshots:***

* *Fall of Aldonia*
* *The Beyond*
* *Fight for the City of Metal*
* *Yrian's Rise*
Fey Wanderer

## ***3rd Level:***

### ***Dreadful Strikes***

At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

### ***Fey Wanderer Magic***

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

 5th
 9th
 13th
 17th

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

 2
 3
 4
 5
 6

### ***Otherworldly Glamour***

Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

## ***7th Level:***

### ***Beguiling Twist***

Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

## ***11th Level:***

### ***Fey Reinforcements***

At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

## ***15th Level:***

### ***Misty Wanderer***

When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Gith

Githyanki are generally found in the Deadlands as Bandits or Raiders

## Statistics

### Age

Gith naturally live to be about one-hundred and fifty years old, reaching adulthood at the age of twenty. Githyanki can be much older than their apparent biological ages due to living in the timeless space of the Astral Plane, though this is somewhat curbed by their violent culture.

### Alignment

Most githyanki are of some evil alignment, and most githzerai are of some lawful alignment. Individuals avoiding these broad patterns exist, but often feel pressure to conform or leave their societies.

## Racial Traits

### Trait 1

Psionics: Gith possess advanced mental abilities. You know the mage hand cantrip, though the hand is always invisible. Once you reach 3rd level, you can cast the Jump spell once per long rest. These abilities count as Psionic, and the spellcasting ability for these spells is determined by your subrace.

### Trait 2

Resilient Mind: If an effect would cause you to gain the charmed or restrained condition, you have advantage on all saving throws associated with it.

the Githzerai are generally found within the Scalect Dominion

### ***Subraces:***

#### Githyanki:

* ***Trained Mind:*** The Githyanki creches are cruel, but comprehensive, and they teach their students how to travel the Astral Plane. Once you reach 5th level, you can cast the *misty step* spell once per long rest. Once you reach 7th level, you may cast the *nondetection* spell once per long rest, targeting only yourself. These abilities count as Psionic. Intelligence is your spellcasting ability for these spells and for the other spells you know from the Psionic Power ability.
* ***Martial Prodigy:*** You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
* ***Decadent Mastery:*** You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the city of Malkice, githyanki have bountiful time to master odd bits of knowledge.

#### Githzerai:

* ***Focused Mind:*** Githzerai revere discipline, and they teach their students to harness the power of the will to wield their natural psionics. Once you reach 5th level, you can cast the *see invisibility* spell once per long rest. Wisdom is your spellcasting ability for this spell and for the other spells you know from the Psionic Power ability.
* ***Mental Discipline:*** You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
* **Mind Strikes:** As an action, you can emit a psychic burst to jar enemies around you. Creatures within 10 feet of you must make a Intelligence save against a DC of 8 + your Intelligence modifier + your proficiency bonus. A creature that fails the save takes 2d6 psychic damage, and half as much damage on a successful save. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your Mind Strike, you can't use it again until you complete a short or long rest.
Deities

## Patron Deities Part 1 Dramura - Queen of Courts (Nerakov)

* Dramura the Eyeless Watcher
* The Frozen One
* The Light Eater
* Marfarius
* The Grey Hunt
* The Great Machine
* Poison of Night
* The Sky Shrieker
* Mors Musici

## Patron Deities (Runorix)

* The Undertaker
* (Redacted)

* Schism
* The Great Devourer
* Osirian
* Axiom the Nebula Knight
* The Wend
* The Arcitect
* The Abyssal Border
* Planes Eater
* Collector of the Layers
* False Prophet
* Creeping Darkness
* Void Born Magi

* The Forgotten (Lost to Time/ Not Discovered)
* Primordials (Not Discovered)
* Far Seers
* The Pillars
* The Sins
* The Courts

The Brass Barons (Genie)

The Choirs (Celestials/The Sibyl)

The Void Born (Great Old One/Void Wardens)

Leviathans (Fathomless)

The Immortals (Undying)

The Council (Arch-Fey)

The Grave Keepers (Undead)

True Hunters (Hunters of the Darkness)

The Ancients (Dragons)

Dead Patrons

* Dramura the Eyeless Watcher (Nightmare)
* The Frozen One (Frozen One)
* Vaa'tuu (Light Eater)
* Mafarius (Undead)
* The Grey Hunt (Hunters in Darkness)
* Lids (Void Warden)
* The Great Machine (The Great Machine)
* Poison of Night (Hunters in Darkness)
* The Sky Shrieker (Hunters in Darkness)
* Mors Musici (Undead)
* Asseryl The Void Magi Dragon (Dragon)

* Schism (Fiend) [ Death by Players]
* The Great Devourer (Hunters in Darkness) [Death by Player]
* Osirian The Devourer (Dragon, Undead) [Death by Players]
* Axiom the Nebula Knight (Great Old One) [Death by Xarkarian]
* The Wend (Archfey, Great Old One) [Death by Xarkarian]
* The Arcitect (Great Old One) [Death by Xarkarian]
* The Abyssal Border (Hunters in Darkness, Great Old One) [Death by Xarkarian]
* The Planes Eater (Hunters in Darkness) [Unknown Death]
* The Collector of the Layers (Fiend) [Killed by Arch Demons]
* The False Prophet (Dragon) [Sacrificed]
* The Creeping Darkness (Hunters in Darkness, Light Eater) [Death by Xarkarian]
* The Void Born Magi (Undying, Great Old One, Archfey, Celestial) [Unknown Death]

**Runorix**
Rebellion of the True Heir

## Players

Nooya as Alencia

Egg as Koarl

Rainzz as Hop

Soul as Itshi Basilus

Seviroth as Biran Tabon

## Goals:

1. Take down the Regime
2. Uprise the True King
3. Do it all without needless Bloodletting

## Enemies:

* Scalect Dominion
* Bandits
* The Nobles of the Dominion
* The King of the Dominion

## Protagonists:

-Koarl

-Alencia

-Itshi Basilus

-Hop

-Biran Tabon

## Ally Players:

-Prince Rha'Khand Ghe'sard-Arian

-Tsua Que

-Druuko the Poisoner

-Nix