recursal/Fanatic-Fandom huggingface dataset:
Cleric Domain: Circle

***The Domain of the Circle is one that is greatly misunderstood, and rarely appreciated by those within civilized lands. Clerics of this Domain represent the natural order of life leading to death and death serving to perpetuate life. Unlike clerics of the Life Domain, Circle Domain clerics do not see death as a tragedy, rather, an opportunity for new life. And unlike clerics of the Death Domain, Circle Domain clerics do not seek to perpetuate destruction. To these holy men and women, death fuels life and life leads to death, and this is nothing to fear, hate, or despair.***

### Bonus Cantrip

When you select this domain at 1st level, you learn the *chill touch* cantrip and may treat it as a cleric spell. This does not count against your known cantrips.

### Reap and Sow

Life leads to death, and death fuels life. Your understanding of this concept allows you to draw power from the death of others. Starting at 1st level, when you select this domain, on a killing blow you land, you may grant temporary hit points equal to your cleric level + your Wisdom modifier to yourself or another creature of your choice within 15 feet of yourself. These temporary hit points remain in effect until they are reduced to 0 or this feature is used to grant another creature temporary hit points. You may use this feature once before requiring a long or short rest to do so again.

### Channel Divinity: Sacred Decay

Starting at 2nd level, you can use your Channel Divinity to draw the natural energies from within a corpse to empower or heal a living being. As an action, you touch a dead creature no smaller than medium in size, entreating your god for their power. A single living creature of your choice within 20 feet of you (Including yourself) regains hit points equal to 2 \* your cleric level as the flesh of the corpse is ravaged. This may not be used to heal undead or constructs. A creature may not regain hit points in this way again until they complete a long or short rest. As an added note, this also causes a corpse to be damaged beyond the point of being resurrected via the revivify spell.

### Mantle of Rot

Starting at 6th level, you learn to draw further on the powers of ruin and decay. Whenever you deal necrotic damage via a cleric spell of 1st level or higher you deal additional damage equal to 2 + the spell's level. In addition, you become immune to disease and the poisoned condition.

### Divine Strike

Starting at 8th level, you have learned to infuse your attacks with ruinous power. Once on each of your turns, if you strike a creature with a weapon attack, you may choose to cause that weapon attack to deal an additional 1d8 necrotic damage. This extra damage increases to 2d8 necrotic damage by 14th level.

### Aspect of Pestilence

Starting at 17th level, you become a living embodiment of plague and pestilence. You are now resistant to necrotic damage. In addition, every hostile creature that ends their turn within 15 feet of you takes necrotic damage equal to your Wisdom modifier.
Parvolon Wiki

**Welcome to the Parvolon Wiki!**
**This is a personal project. Please don't edit this wiki if you haven't been invited to our group.**

Worldbuilding and lore info for D&D campaigns set in the world of Parvolon can be found here! If you have happened to stumble on this page for whatever reason, feel free to use this for ideas in your stories. Just don't use this in a monetized work, that's just kind of a dick move.

## Important articles

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Rogue Archetype: Scout

***You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.***

Source: Xanathar's Guide to Everything

### Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

### Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

### Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

### Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

### Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
Trade Goods

Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).

Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.

***THIS PAGE IS CURRENTLY UNDER CONSTRUCTION. This is all that base DND has to offer for trade goods. Jack If I could Have some help with this one as it is important for Nation building. Thx!***
Barbarian Path: Depths

***Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.***

Source: Legend of Runeterra: Dark Tides of Bilgewater

### Gift of the Drowned Ones

At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater.

### Dredge Line

Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history.

As a bonus action, you can use this appendage to strike at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.

### Ghostwater Dive

Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks.

### Manifestations of the Deep

At 10th level, you can manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list:

* **Eyes of the Deep:** You gain the ability to use echolocation. When you do so, you cast the True Seeing spell, without using a spell slot or material components. After you cast a spell in this way, you can’t use this feature again until you finish a short or long rest.

* **Arms of the Deep:** While raging, you now manifest two magical appendages, which may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice. When you use your dredge line ability, you can attempt a grapple with each of your appendages.

* **Heart of the Deep:** Now on your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again.

* **Soul of the Deep:** You are now immune to all effects that would cause you to be charmed or frightened.

* **Armor of the Deep:** Your skin hardens, increasing your Armor Class by 1.

### Depth Charge

At 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force. When you appear all creatures within 10 feet of you must make a Strength saving throw. On a failed save a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.
Timeline

This article is an overview article of the history of Parvolon. It defines what the major periods of history are, as well as rough events that occurred in each period. More detailed articles of specific events or individual nations should be kept in their own articles.

### Prehistoric Period

[for rough events that took place before recorded history. doesn't need to be detailed.]

### Agricultural Period (2500-6000 years before present)

This is the earliest period in history, beginning with civilizations similar to Sumer, Babylonia, Indus River Valley, and Ancient Egypt. It is defined by the embrace of agriculture, the wheel, writing, and the beginning of cities and states. The Late Agricultural Period and Early Classical Period are marked by the beginning of interactions between the major species of the world. Evolvi and Orcs first met during the Late Agricultural Period.

### Medieval Period (up to 1000 years before present)

The Medieval Period defines major social change and different prioritizations on technology. The Greater Straits area, following the collapse of a major civilization in the area, became fiercely divided. While a rump state of this Evolvi empire remained, it would shrink considerably due to internal conflict. Pursuits in the humanities and sciences slowed down, and military advancement picked up pace. Evolvi civilization elsewhere preserved these academic advances.

[this lore is really up for debate. this is probably going to be a complicated period]

### Modern Period (present)

The Modern Period roughly corresponds to the early Renaissance in the real world. It is marked by a revival in academic pursuits and a sudden jump in technology. This includes major inventions like deep-sea faring boats, firearms and artillery, and the printing press. The results of the *Academic Revival*, however, are quite limited so far; these innovations have only spread widely to the Greater Straits and the Big Island of the Elvish Archipelago as of the present. Most of the world is still using Medieval Technology, with the exceptions of the Orc Tribes (who are stuck in technological limbo) and the Desert (which can't use many of the modern developments due to water shortages). This is the only period where Gunslingers are playable.
Gunslinger Focus: Siege Engineer

***Breaking things is what they do, and they do it well. A siege engineer is right at home with large ballistae, catapults, and cannons. Unfortunately, carrying any siege engine would be a lot more trouble than it would be worth, so a more scaled-back hand cannon should be sufficient enough to get the job done most of the time. A siege engineer always looks for the chance to break out the heavy artillery whenever possible.***

### Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor and siege weapons. Additionally, you can apply your proficiency bonus when using a portable ram as an improvised weapon.

### Powder Monkey

Beginning at 1st level, you gain resistance to fire damage.

### Demolition Crew

Starting at 2nd level, firearm attacks you make against objects and structures deal double damage and you no longer receive disadvantage for firing siege engines out to their maximum range increment.

### Hand Cannon

Starting at 6th level, you are capable of making incendiary bullets (see Firearm Equipment) for your firearm following the Gunslinger rules for crafting ammunition. At higher levels, when you fire these incendiary rounds the additional fire damage increases: 1d8 at 10th level, 1d12 at 16th level, and 2d10 at 20th level.

### Mortar Fire

At 8th level, when you hit a large or smaller creature with a shot from your firearm, you can choose to push them in a straight line 10 feet away from you. If the creature was the target of an incendiary round, they are also knocked prone and must make a Dexterity saving throw equal to 8 + your Dexterity modifier + your proficiency bonus or take additional fire damage equal to your Dexterity modifier at the start of each of their turns for one minute, ending this effect early on a successful save.

### Expert Artilleryman

At 17th level, any attack against a structure or object made with a firearm deals triple damage, and any attack against a structure or object made with a siege engine is immediately a critical hit. Additionally, all creatures within 5 feet of the target of your incendiary round take fire damage equal to your Dexterity modifier.
Monk Tradition: Open Hand

***Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.***

Source: Player's Handbook

### 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.

### 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.

### 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.

### 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.
Battle Mage Study: The Elements

***Battle Mages that take the Study of the Elements are individuals that are drawn to a particular aspect of nature. The destructive power of a roaring inferno, the staggering shock of a lightning bolt, or the freezing cold of a blizzard. Some aspect of nature has drawn these individuals to study it & to be able to channel its essence through their own blades & armor, as opposed to pure magical energy.***

### Elemental Affinity

Choose one of the following damage types: Cold, Fire, or Lightning. You have resistance to your Elemental Affinity's damage type whenever your Arcane Surge is active. At 10th level, you can change your Elemental Affinity after completing a long rest.

### Elemental Magic

You learn the ways of the elements, granting yourself knowledge in magic regarding the primordial forces of the universe. You learn additional spells when you reach certain levels in this class, as shown in the Study of the Elements Spells table. These spells count as Battle Mage spells for you, but don't count against the number of Battle Mage spells you know.

Additionally, when you cast a spell that deals acid, cold, fire, lightning, or thunder damage; the damage type of the spell is changed to your Elemental Affinity.

### Weapon of the Elements

Starting at 3rd level, you can channel the very essence of primordial energy through your weapon. When you activate your Arcane Surge, your weapon emits strong elemental energies that resemble your Elemental Affinity. Each of your melee weapon attacks deal an additional 1d4 of your Elemental Affinity's damage type while your Arcane Surge is active. This damage increases to 1d6 at 10th level.

### Natural Soul

Starting at 6th level, whenever you roll a 1 or 2 on a damage die that deals your Elemental Affinity's damage type, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2.

Additionally, whenever you cast a Battle Mage spell or use a Battle Mage feature that would deal force damage, you can change the damage type to your Elemental Affinity.

### Elemental Aficionado

By 10th level, your exposure to the elemental forces has granted you the ability to communicate with these primal energies. You learn Primordial & can speak & read the four dialects: Auran, Terran, Ignan, and Aquan.

### Primordial Fury

Starting at 14th level, your elemental presence emanates from you stronger than ever. While your Arcane Surge is active, your bodice emanates strong elemental energies as your arcane surge evokes the primordial fabric of the elements. You gain the following benefits:

* If a hostile creature starts its turn within 10 feet of you while your Arcane Surge feature is active it takes 2d6 of your Elemental Affinity's damage type.
* Creatures of your choice within 10 feet of you that are resistant to your Elemental Affinity's damage type are no longer resistant.
* Whenever you hit a creature with a melee weapon attack, you can expend a spell slot of 1st level or higher to deal your Elemental Affinity's damage type, in addition to the weapon's damage. The extra damage equals 2d8 + an additional 1d8 per level of spell slot level higher than 1st.
Sorcerer Origin: Wild Magic

***Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.***

Source: Player's Handbook

### Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

### Tides of Chaos

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

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

### Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

### Controlled Chaos

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

### Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Cleric Domain: Order

***The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.***

Source: Guildmaster's Guide to Ravnica, Tasha's Cauldron of Everything

 1st

### Bonus Proficiencies

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

### Voice of Authority

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

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

### Channel Divinity: Order's Demand

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

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

### Embodiment of the Law

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

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

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

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Order's Wrath

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

***"Unica Hija*" (Only Daughter)** is the fifth episode of the F/S Channel TV series *Maskarang Agimat.*

## Plot

Veronica Del Rey is Don Nemecio’s daughter, who had left San Barabbas to study abroad, and has since become a famous model.  Spoiled and snobbish, she wouldn’t even think of returning to her hometown, had she not been assigned to a rural-themed photo shoot for a popular magazine.  She is accompanied by her flamboyant PA Cloyd Caruso and hotshot fashion photographer Redge Acuña.

Veronica proves herself to be her father’s daughter in her cruel treatment of their servants, her distaste for the country life and general indifference towards common folk. But her ice-cold demeanor instantly melts when she sees Abel again.  She had been infatuated with him ever since he saved her life when they were kids, and though she would never admit it aloud, she clearly has feelings for him and would act a bit nicer whenever he’s around.

When Veronica finds out about Abel’s disability, she showers him with even more attention.  Abel, however, only seems to see her as an old friend, while Clarissa, who herself has hidden feelings for him and has never been fond of the snooty Veronica, is none too pleased about her return and her fawning over Abel.  She and Veronica appear cordial with each other, but their dagger looks and the double meaning in their words more than hint at their animosity.

Barbaro speaks with Tinyente Pilat, demanding when and if the Don intends to get him and his men out of jail.  Pilat tells him that they have to be kept locked-up for an indefinite period of time to allay suspicion, but assures that they will be let out when they are needed. When the impatient Barbaro threatens to spill everything that he knows, Pilat reminds him of what their boss is capable of.

Concerned for the emotionally unresponsive Baste, Eden tries to help the boy overcome his trauma through art therapy.  Meanwhile, her civic-minded daughter Abby joins a student protest against the string of bars, casinos and other disreputable establishments operating close to the school district.  Leading the protesters is star student Jason Alferez, son of vice mayor Juno Alferez, who supports the protest.  They pressure the mayor Augustus Romano into closing the vice district down, but he is actually one of those behind it.  He consults with his silent partner, Don Nemecio, who opines that if people are concerned about the “recreation area” being too close to the schools, then one of them will have to go.

After classes, Abby remains with her fellow student protestors to organize the next rally.  Later at dusk, Abel drives to the school to pick his sister up when suddenly, an incendiary explosion sets the high school building ablaze.
Gunslinger Focus: Rifleman

***Crack shots with a rifle, these marksmen carry a lot of firepower shoved down a long, metal tube. Rifleman typically make up the bulk of an army of gunners, and the ones who live become very accurate with their shots. Many bushwhackers, skirmishers, and infantrymen would fall under this category. With the power of range combined with their skill, these experts are a force to be reckoned with.***

### Aim High

You no longer receive disadvantage when shooting rifles and carbines out to their maximum ranges.

### Rifleman Training

Beginning at 1st level, you gain a +2 bonus to damage rolls with rifles and carbines.

### Pick Off

Starting at 2nd level, you deal an additional 1d8 damage to creatures with their maximum number of hit points.

### Precision

Starting at 6th level, whenever you roll for damage against a target with a carbine or rifle within its first range increment, you deal an additional 1d4 damage. This damage increases by 1d4 at 8th, 12th, and 16th level.

### Trained Vision

At 8th level, you can see clearly in lightly obscured areas. Additionally, heavily obscured areas are only considered lightly obscured to you and you can see clearly out to a range of one mile in clear visibility.

### Eagle Eye

At 17th level, attacks made with rifles and carbines made within their first range increment score critical hits on a roll of 17-20.
Wizard School: Illusion

***You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.***

Sources: Player's Handbook

### 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.

### 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.

### 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.

### 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 Inheritance: Substance Abilities

Insert Substance Abilities here

*Liquidate: [3 Points]* When you're reduced to 0 hit points, you remain semi-conscious and turn into a puddle of water, appearing dead to all outward inspection and to spells used to determine status. Additionally you're immune to the restrained condition.

Exhaust: [3 Points] When you're reduced to 0 hit points, you remain semi-conscious and turn into a cloud of smoke, appearing dead to all outward inspection and to spells used to determine status. Additionally you're immune to the restrained condition.

### Misc Abilities

*Cloud Charge: [1 Point]* When angered, you can enter a frenetic stage of energy, much like a lightning cloud. On your turn, as a bonus action, you charge up a violent storm within. For 1 minute, your unarmed strikes deal lightning damage, and you can deal an extra 1d4 lightning damage to one creature you hit with an unarmed strike or an attack with a metal weapon once per round. You cannot use this trait again until you finish a long rest.

Cloudshift: [1 Point] You can lift yourself off the ground, much like a real cloud, by concentrating your energies into dispersing your density. As an action, you lift off the ground and gain a flying speed of 20 feet for 1 minute. However, you cannot fly higher than 5 feet off the ground with this trait, and you are immune to difficult terrain while this trait is active. You must finish a short or long rest to use this trait again.

Mask of the Statue: [1 Point] While you are motionless, you have advantage on Charisma (Deception) checks to appear as a lifeless statue.

Split: [5 Points] As a process that takes 1 Hour you split into two identical copies of yourself shrunken in half. Each copy has half the original’s current hit points (rounded down). Your Sizes are Small, Treat this as if you had 2 characters. If one copy is destroyed, You remain small and you cannot use this ability for another 30 long rests. During the 30 long rests you return back to your normal Size/HP. You can Combine back into 1 creature as a long rest. You can Use this Ability once per 7 Long Rests.
Awesomesauce

**Spencer (awesomesauce)** is the creator of ShinjiJoshDestroyer2000. He is an artist and indie game developer from Mexico.

## Roles in SJD2

* Artist+Animator
* Voice Actor
* Editor

## Other works+projects worked on

* Tumblr Sexyman Dating Simulator [YET TO BE RELEASED]
* Paranoia [YET TO BE RELEASED]

## Trivia

* His former alias was Oliver
* His tools are:
	+ **FOR ART:** IbispaintX, Paint.net, Microsoft Paint
	+ **FOR GAME DEVELOPMENT:** RPGMaker 2003
	+ **FOR EDITING:** Capcut, Premiere Pro
* He is transgender
* He has autism, ADHD & schizophrenia, causing a mild disadvantage in the making of SJD2
* He mentioned that the main inspiration for ShinjiJoshDestroyer2000 were Nyan~ Neko Sugar Girls & Tails Gets Trolled
* His favorite bands are SlipKnoT, Limp Bizkit & System of a Down
	+ Despite being a metalhead, he often enjoys the genre of Breakcore & Nightcore.
	+ He also likes Lemon Demon & Oingo Boingo
* His favorite shows are Superjail!, Futurama, South Park, Metalocalypse & Moral Orel
	+ He also likes anime such as Higurashi When They Cry & Serial Experiment Lain
* He often watches streamers such as Vinesauce, Vargskelethor Joel & Saltydkdan

## Links

* Newgrounds
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* Wikia Profile
Chaosborn

The chaosborn are mysterious beings made of chaotic matter. Due to this capricious nature of being, their forms are largely unstable and take on unnatural shapes. Some of these bodies have properties which defy the laws of physics and known nature. Those who are formed well enough have a degree of control over these weird bodies. They retain a sort of humanoid shape, but with varying textures and colors of skin. Some have a circular head while others have strange oblong or polyhedron heads. They do not always have visible eyes or orifices, and their limbs might sometimes be prehensile branches or tentacles instead of hands and feet.

The chaosborn cannot reproduce and their origins are unknown. It is impossible for a chaosborn to leave the Crescent Island, even by the means of a Wish Spell.

## Racial Abilities

*Unstable Ability Scores.* Your ability scores are constantly changing. Every short rest roll 1d6. Replace the Ability score corresponding with that roll with a 1d20. During Long Rests, Replace 2 ability scores using this method. When you first chose this Race, roll six d20's. In the order from which you rolled, use those numbers for your abilities.

1. Strength
2. Dexterity
3. Constitution
4. Intelligence
5. Wisdom
6. Charisma

*Age.* Chaos-born live for any amount of time usually ranging from 10 years to infinity. Every 10 Years Make 3 Death Saving Throws, if you roll all nat 1's then you cease to exist.

*Alignment.* Chaotic Neutral. Everything you do is Impulsive, and you do not care if it helps you or hurts you.

*Speed.* Your base walking speed is 30 feet.

*Chaotic Form.* Your form is changing sometimes, and not always to what you may like. Whenever you finish a long rest, you roll a d10 and take one of the effects from the Unplanned Body table below as it corresponds to your result. This effect lasts until you start your next long rest.

**Unplanned Body**

 2
 3
 4
 5
 6
 7
 8
 9
 10

*Paracausal Will.* Chaosborn are so chaotic that it would take an obscene amount of luck to subdue their free will. You have advantage against spells and effects which would have you act, move, or influence your thoughts against your will.

*Embrace Unknown.* Chaosborn fear nothing in the unknown future, not even their own possible demise. You are immune to being frightened.

*Fantastic Unpredictability.* When you make an attack roll, saving throw or ability check using a D20, you can choose to roll twice, and flip a coin (d2). Whichever dice roll the coin lands on is the result you take for the roll. You must finish a short rest or long rest before using this trait again.

*Manifest Chaos.* As an Action, you can use your Manifest Chaos ability. Once you use your Manifest Chaos ability, roll d% (1d100). What ever number that it lands on, is what effect is applied. You can use this ability 1 time per long rest.

**Manifest Chaos Table**
Episode 8

Episode 8 is the eighth episode of Shinjijoshdestroyer2000. The Josh Destroyers are at school bruh

## Summary

The broskies are at school and are learning, and then the teacher Josh Peete walks in. He notices that the Josh Destroyers are there, and his name is Josh... so he gets destroyed! thats pretty much the entire episode

## Trivia

* Basil doesn't like school
* The teacher Josh Peete is actually real /srs
	+ he is not associated with this wiki, and none of the creators are related to him--it's a long story but we were on random school sites
Cleric Domain: Twilight

***The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.***

Source: Tasha's Cauldron of Everything

 1st

### Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

### Eyes of Night

Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

### Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

### Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

* You grant it temporary hit points equal to 1d6 plus your cleric level.

* You end one effect on it causing it to be charmed or frightened.

### Steps of Night

Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

### Twilight Shroud

At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
FANONSERYE - The Fantaserye Fanon Channel Wiki

**Welcome to the FANTASYA TV - Fantaserye Ideas Wiki**
**WHAT IS A *FANTASERYE?***

A fantaserye (literally "fantaseries") or telefantasya is a genre of Philippine television programming which mixes soap opera, telenovela, fantasy, myth, magic and enchantment. This extends to shows with elements of science fiction, horror, superheroes and other related themes.

**WHAT IS FANTASYA TV?**

It's a make believe Philippine television channel that specializes in *fantaserye* shows, and films as well. What it **actually** is is a fanon (fan fiction) wiki for non-existent Filipino fantasy TV shows.

We're a collaborative community website about FANTASYA TV - Fantaserye Ideas that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Featured articles

Maskarang AgimatBiringanMarca DemonioMagdaMecha Hunter CyberjackAswang Bounty HunterDa Wacky Horror ShowWitch Ko Lang

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Episode 1

Episode 0 is the pilot episode of Shinjijoshdestroyer2000. It gives a preface of who Shinjijoshdestroyer2000 is and what he does--destroys Joshes.

## Summary

Shifty is having a swaggy day with his best friend Sorbet Shark Cookie, until a Josh appears and threatens to take away their Josh privileges. Shifty then threatens to summon Shinjijoshdestroyer2000, who Josh thinks he's not real, which angers Shifty. Shinjijoshdestroyer2000 then arrives and fights Josh, and wins. The episode then ends with "I'll see you guys in Episode 2."

## Trivia

* This is the first episode of shinjijoshdestroyer2000
* The Josh in this episode is BurritoFN, a YouTuber who is also named Josh, which is the reason why they're named Josh in the first place
* This is the first time Shinji destroys a Josh in the series
* Literally the best thing ever made omg 10/10 oliver
Shifty

> ``𝕥𝕠𝕥𝕒𝕝𝕝𝕪 ( ͡° ͜ʖ ͡°)``
>
>

shifty is Shmige sidekick and initally calls Shinjijoshdestroyer2000 in the first episode. Yay

## Typing Quirk

shiftys typing quirk. consists of him using emojis after every sentence

### Example:

"seems great greg heffley 🤩🤩"

shifty can also use the font above and also kaomoji

## Trivia

* he was OBVIOUSLLYYYY Shifty from Happy Tree Friends
* he was replaced by The Warden from SuperJail! in the remake
* he did your mom
* he was canonly aro/ace as revealed in Episode 9
	+ shifty rejects shinji in that same episode not only for that, but bc of the sussy age difference

As seen on his grave, Shifty lived from 2008-2021, which is a reference to Happy Tree Friends' release date.
Master Frown

### **PLEASE AVOID talking about this character or their appearances (original Season 2). Don't say anything about it.**

>
>
>
>
>
>
> "𝚑𝚎𝚢 𝚐𝚞𝚢𝚜 𝚒𝚝𝚜 𝚢𝚊 𝚋𝚘𝚒"
>
>

## Appearances

### Debut

Episode 11

Master Frown is currently apart of the Josh Destroyers.

## Typing Quirk

"𝚌𝚊𝚐𝚊𝚍𝚊"

Monospace font ig

## Trivia

* hes obviously mastger frown from unikitty
	+ unikitty
* Pang cake face
* Hes polyamorous
	+ he liked Spamton in Episode 11
		- He liked your mom
			* He currently loves murdoc
				+ His love interest was brock
					- Karkat
* He ships 2doc
* Olivers alter is master frown
	+ Hi master frown
* I did ya matha
Episode 12

Episode 12 is the twelfth episode of Shinjijoshdestroyer2000.

## Summary

the josh destroyers are very bored and sand while master frown is emo. shinji suggests that they should go to a concert. they go to gorillaz concert (LUCKY....) while they are at the concert, handy, queen ane master doom r discussing how they should destroy the josh destroyers. queen suggests that they should kill them and it was the best idea ever. queen gets her trusty peon noelle but noelle tries refusing but is forced to. the josh destroyers come back and they all talk about how much they love gorillaz but oh no noelle appears. she casts a spell she doesnt know but it only affects spamton. shinji is knocked out but wakes up to see the ice cube of oamp to

## Trivia

* snowgrave
* i dont like deltarune anymore nor do i simp 4 spamton sooooooo
* murdoc niccals
Paladin Oath: Oathbreaker

***An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.***

Source: Dungeon Master's Guide

### Oath Spells

You gain oath spells at the paladin levels listed.

 3rd

### 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.
Shinjijoshdestroyer2000 Wiki

**Welcome to the Shinjijoshdestroyer2000 Wiki!**
OUTDATED AND ABANDONED AS CRAAAAAAAP DO NOT USE THIS AS SOURCE. ALSO FUCK FANDOM THIS WEBSITE IS A HELL SCAPE

*When an average teen with secret powers known as Shinji "Shinjijoshdestroyer2000" Ikari encounters two individuals being bothered by a guy from a nation of villains known as "Joshes", it initiates a chain of wacky adventures, influencing the lives of hundreds of characters.*

**WATCH SHINJIJOSHDESTROYER!!!!**

SJD2 is available on:

* Youtube

## very important articals

Shinjijoshdestroyer2000

Joshuaa joshy