recursal/Fanatic-Fandom huggingface dataset:
School of Enchantment

2nd
 6th
 10th
 14th

## Enchantment Savant

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

## Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

## Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

On a successful save, you can't use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.

## Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

## Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
Aarakocra

* **Ability Score Increase.** Dex +2. Wis +1
* **Speed.** Your base walking speed is 30 feet. In addition, you have a flying speed of 40 feet. Your flying speed is halved while wearing medium armor, and is 0 while wearing heavy armor.
* **Age.** Aarakocra reach maturity by age 10. Compared to Humans, Aarakocra don't usually live longer than 70 years.
* **Alignment.** Most Aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
* **Size.** Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
* **Dive Bomb.** While you are flying, dive at least 20 feet towards a target and hit it with a melee weapon attack, you deal extra damage to that target. This damage equals your proficiency bonus.
* **Airial Attunement.** You are able to use your ties to the elemental plane of air to sense the extraplanar around you. You’re able to cast the Detect Evil and Good spell, but you are only able to detect beast creatures with it. Additionally, you can cast the Unseen Servant spell, which takes the form of a cloud or harmless twister. At 3rd level, you can cast Gust of Wind. Once you’ve cast a spell this way, you can’t cast that spell again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
* **Talons.** Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Language.** You can speak, read, and write Common and Auran.
The Tall Boys

Olad The Tall

The Tall Boys are an adventuring group in Litharos who mainly consist of very tall members. It is not known how long they have been a group or who may have been a member in the past.

### History

The Tall Boys are very aloof when asked about their history, but it can be assumed that they have existed as a group for a long time. They have been revealed to have explored other planes where time either moves faster or slower than it does on Litharos, making it difficult to determine an exact timeframe for their adventuring.

At some point The Tall Boys constructed a massive castle to serve as their headquarters, but the exact location is unknown.

Members of The Tall Boys have been known to take various quests throughout Litharos for at least 20 years.
Life Domain

2nd
 3rd
 6th
 8th
 17th

 1st
 3rd
 5th
 7th
 9th

## Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

## Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

## Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

## Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

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

## Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Oath of Devotion

3rd
 3rd
 7th
 15th
 20th

### Tenets of Devotion

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

* ***Honesty**.* Don't lie or cheat. Let your word be your promise.
* ***Courage**.* Never fear to act, though caution is wise.
* ***Compassion**.* Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
* ***Honor**.* Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
* ***Duty**.* Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

### Oath Spells

You gain oath spells at the paladin levels listed.

 3rd
 5th
 9th
 13th
 17th

## Channel Divinity

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

* ***Sacred** **Weapon**.* As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
* ***Turn** **the** **Unholy**.* As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

## Aura of Devotion

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

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

## Purity of Spirit

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

## Holy Nimbus

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

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest.
Water Jet

*Evocation cantrip*

* **Casting Time**: 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Instantaneous

You unleash a focused jet of conjured magical water at a creature. Make a ranged spell attack against the target. On a hit, the target takes 1d10 magical piercing damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

***At Higher Levels.*** This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

***Spell Lists.*** Druid, Sorcerer, Wizard
Deep Stalker

**Deep Stalker Ranger**
 3rd
 5th
 7th
 11th
 15th

## Underdark Scout

At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.

## Deep Stalker Magic

At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.

You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn't count against the number of ranger spells you know.

 3rd
 5th
 9th
 13th
 17th

## Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## Iron Mind

At 7th level, you gain proficiency in Wisdom saving throws.

## Stalker's Flurry

Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.

## Stalker's Dodge

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.
Revenant

You died. You're sure of it. It was a time of great turmoil that took your life, but now you have come back alive and seemingly well. Perhaps you need to atone for a past sin. Perhaps you seek revenge against those responsible for your death of the calamity that caused it. Perhaps you had some great destiny unfulfilled and by the grace of the gods or through a sheer act of will you were revived. No matter the details, you are back now, restored to life. What pulled you back? How long ago did you die? Minutes before? Centuries? What changes have there been in your form, age, abilities as a result? Did you awaken in your grave or somewhere else? Were you traumatized, or were you strengthened by it compared to the "old you"? Are you counting your blessings, or cursing the fates that pulled you back into this world?

* **Skill Proficiencies:** History, Religion
* **Tool Proficiencies:** You are proficient one musical instrument and a set of artisan's tools.
* **Languages:** Any one language of your choice, which can be exotic.
* **Equipment:** A trinket of your past (a ring, brooch, a yellowed and faded love letter, lock of a loved one's hair, etc.), a set of travelers clothes (either of an archaic design or otherwise dated in their fashion sense), the gaming set or tool with which you are proficient, a pair of gloves, and a belt pouch containing 30 gp.

### Feature: Call of the Grave

Your demeanor can suggest that something unnatural happened to you. When you want to, you can exude an air that subtly hints at your formerly deceased status. When this is in effect, normal people naturally tend to avert their gaze and consciously avoid acknowledging you. While you are in groups or public places, unless they are directly affected by your conduct or they have some duty to engage with you, most people prefer to let others deal with you. This might mean they fail to report (or claim they "didn't notice") minor criminal acts you commit to the city guard, or fail to challenge you when you are in a place they know you ought not to be. Unless it affects them directly or it's their job to deal with such things, they hope someone else takes care of it.

The effect is quite opposite on clerics of deities who deal with the dead, necromancers, and sentient undead. While others are inclined to look away, the attention of those comfortable with death is immediately drawn by your close connection to the grave.

This feature need not always be in effect, and you can choose to put on a mask of seeming normalcy and let your natural charisma shine through. On a deeper level, though, perhaps this unnaturalness is the "real" you.

### Suggested Characteristics[edit]

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Aldrezzar Magic

> ***Your magical lineage hails from the Aldrezzar, radiant dragons from otherworldly realms. Your connection to these benevolent beings grants you the power to manipulate radiant energy and bestow healing upon those in need. As an Aldrezzar Sorcerer, you embody the harmonious synergy between the celestial and the mortal realms.***
>
>

## Aldrezzar Sorcerous Origin Spells

In addition to your normal spells known, you gain access to the following spells at the specified sorcerer level:

* **1st level:** Cure Wounds, Guiding Bolt
* **3rd level:** Lesser Restoration, Beacon of Hope
* 5**th level:** Mass Healing Word, Daylight
* **7th level:** Greater Restoration, Holy Weapon
* **9th level:** Mass Cure Wounds, Sunburst

The Aldrezzar Sorcerer embodies the celestial nature of the Aldrezzar, channeling radiant power and healing abilities to aid those in need while embracing their connection to the Dragon Worlds.

## Radiant Connection

Starting at 1st level, your innate connection to the Aldrezzar empowers your spells with radiant energy. When you cast a spell that deals damage, you can choose to change its damage type to radiant. Additionally, you gain the Sacred Flame cantrip if you don't already have it.

## Aldrezzar's Blessing

At 3rd level, you have the power to channel the healing energy of the Aldrezzar. When you cast a spell of 1st level or higher that restores hit points, the target regains additional hit points equal to your Sorcerer level. This ability does not affect you. Furthermore, you can use your bonus action to touch a willing creature and heal them for a number of hit points equal to your Sorcerer level, which you can use a number of times equal to your Charisma modifier. You regain all expended uses of this feature after a long rest.

## Draconic Form

Starting at 6th level, You gain the following benefits for one minute. You can use this feature once per long rest.

* You are Immune to radiant damage for the duration.
* You have advantage on saving throws against spells and effects that would transport you to another plane of existence.
* You sprout radiant wings, granting you a flying speed equal to your walking speed.

## Aldrezzar's Aura

At 14th level, you radiate an aura of healing and protection. As a reaction when you or a friendly creature within 30 feet of you takes damage, you can use your Aldrezzar's Aura to reduce the damage by an amount equal to your Charisma modifier (minimum of 1). You can use this feature a number of times equal to your Charisma modifier and regain all expended uses after a long rest.

## Radiant Ascension

At 18th level, you attain a level of radiant power that allows you to transform into an Aldrezzar. As an action, you can activate your Radiant Ascension and assume the stats of a Young Aldrezzar Dragon. You are able to cast the spells of the Aldrezzar in addition to your own sorcerer spells.
Liyra Lyro

*"I prefer more blunt weapons." - Liyra Lyro to Eldremon at the Arkon's ball of 4119*

## Liyra Lyro

### Relatives

Arkon Dynasty-Darvo branch

--Lyro bastard branch

Livious Lyro - Brother

## Physical description

### Biography

Liyra Lyro is a noblewoman of the Arkon Dynasty bastard branch Lyro family. She is the younger sister of Livious Lyro and is the co-leader of the Lyro family. As a co-leader of the Lyro family, Liyra is known for her skill at navigating the complex dynamics of capital politics, being able to constantly keep up with any new development.

### History

Liyra was born in 4096 PCE to Lidven and Farla Lyro. When she was 3 years old her parents both left the theocracy, leaving her and her brother to survive on enough money to survive 5 years before they could no longer afford the family's apartment in the Arkon's palace.

When Liyra was very young, she would work as a clothes washer in the lower capital, learning how to take care of her and her brother's hand-me-down clothes, even restoring some of their parents to a fair state. When her brother claimed the family estate, Liyra would serve as a handmaiden for many of the greater noblewomen of the Arkon's palace.

Liyra showed some interest in joining the Order of Magus, but decided against it when she was given the opportunity to serve as one of Hrena Artvo's handmaidens.

### *Tales Of Ye Old Interest*

When the party was attending the Arkon's ball, Livious Lyro and Liyra Lyro approached Eldremon and quickly made themselves known to be friendly to him. Eventually, Livious and Liyra would propose that Liyra conceive a child with Eldremon in order to introduce potentially magical blood into their branch, and hopefully inherit Eldremon's features which were viewed as noble and attractive within they dynasty. Ultimately, this would not happen, as the Theocracy fell before Eldremon and Liyra could potentially enact their plan.

With the fall of the Theocracy, Livious and Liyra's statuses are unknown.

### Personality

Liyra is very blunt, but polite, often giving those she speaks to her full attention. She has proven to be very well versed in many subjects, able to discuss complicated magic principles just as easily as she could the current court fashion trends.
School of Abjuration

**Abjuration Wizard**
 2nd
 6th
 10th
 14th

## Abjuration Savant

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

## Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

## Projected Ward

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

## Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.

## Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.
Tradious

*"" - Tradious*

### Biography

Tradious is a human knight who serves the Arkon Theocracy. Although he is loyal to the Arkon, he seems sympathetic towards non-humans, in the very early days of unlearning his biases. Unlike his father, Tradious is not yet highly ranked.

### History

Given Tradious' father is also a knight, this seems to be a family tradition. (Further hinted at by the 'Trad' in his name)

### Tales Of Ye Old Interest

When the party is in the Arkon Theocracy, Tradious is the knight commonly tasked with escorting them around. The party brings Tradious along when they go to speak with Dral, deceiving him into thinking they're sight seeing. After the fall of the Theocracy, Tradious goes to find the party at their flying hut along with Muune. Tradious doesn't know that the Arkon has been trapped or that the party are to blame. Elfi has a crush on Tradious.

### Skills and Talents

* Tradious is a skilled painter.
* Tradious is a proficient knight, only dropping his sword once.
* Tradious is quite strong.

### Trivia

* Tradious counts his steps while patrolling.
* In TOYOI, Tradious fully believes Myth and Eldremon have a secret heavily sexual relationship, they don't but they needed to get rid of him.
* Tradious believes tiefling horns both regrow and naturally come off, neither of these things are true.
* While the Arkon was in power, Tradious rolled a Nat 1 during a fight, dropping his sword. Later after the Arkon had been captured, Tradious rolled a Nat20 during a fight, unfortunately this only convinced him the Arkon was still active. The dice tell a story and I choose to believe this confirms that everyone is better off without the Arkon. Boo.
War Domain

1st
 2nd
 6th
 8th
 17th

 1st
 3rd
 5th
 7th
 9th

## Bonus Proficiency

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

## War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

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

## Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

## Channel Divinity: War God's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

## 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

## Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Way of the Lunar Legend

6th
 14th
 18th

## Lunar Stance

At 3rd level, you gain the ability to enter a Lunar Stance, allowing you to seamlessly teleport between lit and dark areas, making you elusive and mysterious. When you enter your Lunar Stance, you gain the following benefits:

* Your movement speed increases by 10 feet.
* As a bonus action, you can teleport to any location within your movement speed that is in either a lit area or a dark/obscured area if you are in the contrasting side of either area, provided you have line of sight to the destination.
* 20 ft. of Darkvision.

## Lunar Crescent

Starting at 6th level, you gain the ability to execute the "Lunar Crescent" technique, a swift and precise attack that allows you to cut through your foes and manipulate the shadows in combat. As part of your attack action, you can choose to make a "Crescent Slash" instead of your regular attack. When you do so.

* You make a melee attack with advantage against a target within your reach.
* On a hit, you deal your normal melee weapon damage, and the target takes an additional 1d6 slashing damage.
* The target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the target is briefly surrounded by shadowy energy, and you can teleport to any unoccupied space within 10 feet of the target as part of the same attack.
* You can use the "Lunar Crescent" a number of times equal to your Wisdom modifier, and you regain expended uses after a short or long rest.

## Moonlit Shadow Technique

Starting at 11th level, your connection to the moon allows you to become a master of evading attacks and blending into the shadows for protection. You gain the following benefits:

* When you take the Dodge action on your turn, you can use a bonus action to enter a "Moonlit Shadow Stance." While in this stance, you have resistance to all damage from attacks that target you until the start of your next turn.
* When you are in dim light or darkness, you can take the Hide action as a bonus action, even when you lack suitable cover.
* Additionally, you can see through magical darkness.

## Eclipse Strike

At 17th level, you attain the pinnacle of your lunar power. Once per turn, when you make an attack, you can spend 3 ki points to empower your strike. On a successful hit, your attack deals an additional 12d8 radiant damage, and the target is surrounded by a shimmering aura. Until the end of your next turn, the target is considered blinded by the radiance. You can use this feature once, and you regain its use after a long rest.
Limbcutters

*"Come closer, make it easy. Running makes it so sloppy and I want your limbs clean when I carve you." - A Limbcutter taunting a potential victim*

## Physical description

### Description

Limbcutters are a group of monstrosities created by Osmorn Reaver for his predicted fight against Aryonia. They are thin and consist of many bodies sown together, and driven mad during by the spirit forced into their terrifying bodies. Limbcutters can appear humanoid from a distance, looking like hunched over men in large, feathered coats, but closer inspection reveals the horrors of their form. Their skin is loose, and seems to droop and slide over their bodies, needing to be readjusted as they move around. Their faces are the hardest to hide, with their exaggerated smiles stretching out their skin even more around the face.

### Personality

Limbcutters are unpredictable and disturbingly jolly, with a strong bloodlust. They are somewhat insecure about their thin forms, often spending the first week of their lives obsessively killing birds in order to create their large coats. When their coat is removed they will become more aggressive and lash out more violently, willing to hurt themselves if it means killing whatever stole their coats.

### Abilities

Veshlings are very strong and fast, able to chase down and capture most of their prey. They can steal and attach limbs taken from their victims, incorporating the new limbs on their bodies. Limbcutters can also become invisible at night, making them hard to catch.

Despite their seemingly single focus on limb stealing, Limbsutters are able to cooperate and lay out traps for their victims. Often a Limbcutter group will terrorize an area together, making the populace believe there is only one Limbcutter, before overwhelming an area with their group slaughtering all they can.

### Lifespan

Limbcutters have not been known long enough to determine how long they live. It is possible that Limbcutters do not age, as more complicated monsters created by Ormorn Reaver do not appear to.
Familial Arcanist

* Background: Familial Arcanist
* Skill Proficiencies: Arcana, History
* Tool Proficiencies: One type of artisan's tools or one musical instrument of your choice (related to the character's interests outside of magic)
* Languages: Choose one language of your choice (represents the character's upbringing in a magic-oriented family)

Equipment: A set of artisan's tools or a musical instrument (depending on your choice of tool proficiency), a set of fine clothes, a family heirloom (a small magical trinket passed down through generations), a pouch containing 15 gp.

Feature: Sibling Rivalry

Growing up in a family of talented magic users, you developed a friendly, albeit competitive, rivalry with your sister. Whether she is a wizard, sorceress, or some other kind of spellcaster, her magical prowess has always inspired and motivated you to push your own limits. Your family's magical heritage allows you to tap into a deeper connection with the arcane, despite your sorcerous nature.

Whenever you attempt to learn a new spell or increase your magical abilities, you can choose to gain advantage on the relevant ability checks or saving throws during the learning process. This advantage is a manifestation of your determination to match your sister's skill and your family's magical legacy.

Suggested Characteristics:

* Personality Traits: Competitive, determined, inquisitive, devoted to improving magical abilities.
* Ideals: Excellence. You strive for perfection in your magical craft to match or surpass your sister's abilities. (Any)
* Bonds: Family. You deeply care for your magical family, and your motivation to improve comes from a desire to make them proud.
* Flaws: Rivalry. Your competitive nature can sometimes lead you to make reckless decisions or take unnecessary risks to outdo your sister.

Background Variants:

* Arcane Heritage: Instead of having a rivalry with your sister, you could have a deep sense of pride and responsibility towards your magical family's legacy. This variant focuses more on the family bond and the desire to uphold your family's name in the magical world.
* Black Sheep: You could be the odd one out in your family, born with magical abilities that are different from your family's tradition. This could lead to tensions and conflicts within the family, pushing you to develop your unique magical path.

Remember, it's important to maintain a respectful and appropriate tone when creating characters in a game like D&D. The aspect of romantic interest towards a family member is not suitable for a game setting and should be avoided to ensure a positive and inclusive gaming experience for everyone involved. Feel free to adjust the background as needed to suit your campaign and character vision.
Standard Human

* **Ability Score Increase**. +1 to all ability scores
* **Age**. Humans reach adulthood at 18 and last for 70 - 100 years.
* **Size**. Your size ranges from near 5 to past 6 ft. You are Medium.
* **Speed**. 30 ft.
* **Languages**. Common, +1 Other Language

## Appearance

Humans are a very diverse group of people, Perhaps the race of people with so much variation. But of the many things that can make you identify one is that are naturally are born with different shades of Black, Brown, Blonde and Red. Most of the time they have eye colors with variations of Amber, Blue, Brown, Gray, Green, Hazel, or Red. They usually range from 4 feet to 5 or 6 and rarely 7 feet tall and weigh from 125 to 250 pounds. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc , or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

## Age

Human beings, despite their relatively short lifespans, possess the remarkable capacity to make a lasting impact on the world. On average, humans live to be around 70 years old, transitioning into adolescence at approximately 13 and reaching adulthood by 18. However, it's important to note that the average life expectancy of humans can vary significantly depending on their geographical location, making it challenging to pinpoint a universally shared human experience.

Due to their lack of extraordinary physical abilities or immediate supernatural powers, humans can sometimes find themselves vulnerable to exploitation or harm by other species. Nonetheless, their ability to reproduce is a notable strength. Even though death is a tragic aspect of human existence, it does not significantly diminish the overall human population in the world, thanks to their remarkable reproductive capabilities. This resilience contributes to the enduring presence of the human species on Earth.
Werecat Lycan

Werecats are nimble and cunning Lycanthropes with a deep connection to the moon and the shadows. Their feline nature grants them additional stealth and agility.

* **Ability Score Increase:** Your Dexterity score increases by 2.
* **Age:** You live for about a century.
* **Size**. You are Medium
* **Speed**. Your walking speed is 30 feet.
* **Feline Grace:** You gain proficiency in Acrobatics and you have advantage on dexterity saves.
* **Original Form**: This is the Lycanthrope's human or humanoid form, where they appear like their original race with subtle hints of their beastly nature. They can blend in with society and function normally in this form.
* **Hybrid Form:** This is a blend of the Lycanthrope's original form and their beastly form. They gain features like enhanced senses, sharper teeth and claws, and increased physical prowess. The exact appearance of the Hybrid Form depends on the type of Lycanthrope (e.g., a Werecat might have feline features like fur, claws, and heightened agility). You can use this feature a number of times equal to your proficiency bonus and reset on a long rest. This transformation last for 1 minute.
	+ **Claw Attacks:** Your unarmed strikes deal 1d4 slashing damage when you are not wielding a weapon or unarmed strike. This damage increases to 1d6 at 7th level and 1d8 at 15th level.
	+ **Natural Climber**: You have a climbing speed equal to your walking speed. You cannot climb upside down.
	+ **Resistance:** You are resistant to non-silvered bludgeoning, piercing and slashing.
* **Zorian Form:** This is the full beast form of the Lycanthrope, where they transform into a powerful creature like a wolf, bear, or tiger. As a werecat you may turn into this form and back to your original form infinitely.
* **Cursed:** While in Hybrid or Zorian Form, Your attacks have a chance to transmit Lycanthropy to other humanoid creatures.
International Adventurer's Guild

### Description

The International Adventurer's Guild is the central organization that oversees most of the adventuring guilds in Western Veshen. Many non-humans join the organization in order to obtain valuable documentation that allows them to more easily traverse human nations. Their headquarters is located in the Ivory Kings.

### History

The formation of the International Adventurer's Guild took place some time before the arrival of humans on Veshen, and has it's roots in their lost homeland. Since it's earliest days in Veshen, it has allowed the entry of non-humans, with several non-humans even taking leadership positions where they could during the Purge Era.

### Policies On Non-Humans

The International Adventurer's Guild does not have any official stance on non-humans and has often been one of the only avenues for non-humans to survive traveling through human territory. There have been some attempts to rid the guild of non-humans, but they were largely unsuccessful on any more than an individual scale.

### Relationship With The Ivory Kings

Due to its' headquarters being in the capital of the Ivory Kings, the guild has regularly been accused of acting as an arm of the Ivory Kings' military. This has been consistently refuted by the guild, but some ex-members have gone on to say otherwise.
Wild Magic

1st
 6th
 14th
 18th

## 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.
Trickery Domain

2nd
 6th
 8th
 17th

 1st
 3rd
 5th
 7th
 9th

## Blessing of the Trickster

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

## Channel Divinity: Invoke Duplicity

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

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

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

## Channel Divinity: Cloak of Shadows

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

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

## Divine Strike

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

## Improved Duplicity

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

### History

The Seekers of Veshen formed in 4112 PCE by former Ivory Kings soldier and International Adventurers' Guild member, Romar Montecute, along with Reita Montecute. They decided to form the the Seekers of Veshen after Romar was injured fighting against tieflings in the far east, under the banner of the International Adventurer's Guild. Romar believed that the International Adventurers' Guild had become little more than a mercenary arm of the Ivory Kings, being used for missions too dangerous of controversial for the Ivory Kings military to officially participate in. Due to this, he and Reita formed the Seekers of Veshen, looking to form a more independent guild for adventurers in Veshen.

### Mission

The Seekers Of Veshen look to establish a new network of adventurers, independent of any nation, with strict rules on guild contracts.

The Seekers Of Veshen do not accept any contract that risks harming innocent people.

### Currently

The Seekers Of Veshen have recruited a few people but are little more than an adventuring party. They have recently secured a benefactor and are looking for a place to build their guild headquarters.
Variant Human

* **Ability Score Increase**. Two different ability scores of your choice increase by 1
* **Skills**. You gain proficiency in one skill of your choice.
* **Feat.** You gain one Feat of your choice
* **Age**. Humans reach adulthood at 18 and last for 70 - 100 years.
* **Size**. Your size ranges from near 5 to past 6 ft. You are medium.
* **Speed**. 30 ft
* **Languages**. Common, +1 Other Language

## Appearance

Humans are a very diverse group of people, Perhaps the race of people with so much variation. But of the many things that can make you identify one is that are naturally are born with different shades of Black, Brown, Blonde and Red. Most of the time they have eye colors with variations of Amber, Blue, Brown, Gray, Green, Hazel, or Red. They usually range from 4 feet to 5 or 6 and rarely 7 feet tall and weigh from 125 to 250 pounds. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc , or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

## Age

Human beings, despite their relatively short lifespans, possess the remarkable capacity to make a lasting impact on the world. On average, humans live to be around 70 years old, transitioning into adolescence at approximately 13 and reaching adulthood by 18. However, it's important to note that the average life expectancy of humans can vary significantly depending on their geographical location, making it challenging to pinpoint a universally shared human experience.

Due to their lack of extraordinary physical abilities or immediate supernatural powers, humans can sometimes find themselves vulnerable to exploitation or harm by other species. Nonetheless, their ability to reproduce is a notable strength. Even though death is a tragic aspect of human existence, it does not significantly diminish the overall human population in the world, thanks to their remarkable reproductive capabilities. This resilience contributes to the enduring presence of the human species on Earth.
Death Domain

1st
 2nd
 6th
 8th
 17th

 1st
 3rd
 5th
 7th
 9th

## Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

## Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

## Channel Divinity: Touch of Death

Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

## Inescapable Destruction

Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.

## Divine Strike

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

## Improved Reaper

Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.