recursal/Fanatic-Fandom huggingface dataset:
Terror Vai ao Urologista Parte II

*Conto publicado originalmente em 06/01/2020*

## História

```
- UGA!? UGAUGA!? BUGAUGABUGA!?
- Se-senhor Terror, por favor, se acalme.
- **BUGAUGA!!!???** UGA! UGA!

```

```
*Terror começa a jogar apetrechos médicos no doutor*

```

```
- Por favor, SEGURANÇA! ALGUÉM, ACUDAM!
- ***UUUUUUUUUUUUUUUGAAAAAAAAAAAAAAAAAAAA!***

```

```
*Seguranças entram armados na sala de consulta*

```

```
- Doutor Ernesto, o que está acon- MAS QUE PORRA É AQUELA COISA!?

```

```
*Terror levanta o médico e joga ele em cima dos seguranças*

```

```
- ***UGATO, UGYRO...***

```

```
*Terror explode a camiseta do Skylab IV usando apenas os músculos e se eleva ao seu estado de batalha verdadeiro, tornando-se...*
**O SÍMIO COMBATENTE.**

```

```
--------TO BE CONTINUED----------

```

## Dramatização

```

```
LostWings

## Description

LostWing colours differ depending on gender, diet and personality. Either black, white or mixed scales dotted with clusters of coloured scales. If the dragon has a fiery personality, mixes of orange and red. If the personality is a bit of everything, shades of purple (female) or shades of blue (male). With the diet, any colour for omnivour, carnivour is more red colours and vegan/vegetarian is shades of green. The eye colour of a LostWing is always the colour of the gender; purple, female, blue, male. The colours of the LostWing change when the dragons changes; e.g. personality, diet, etc.

## Diet

LostWings normally have the diet of other tribes.

## Powers

LostWings have the strange ability to see the memories of other dragons. They cannot see the memeories of their own tribe, but every other tribe they can. It is simular to mind reading; the LostWing can look through the memories of a dragon. They can enter the mind and study the dragon. LostWings are usualy good friends because they can see if other dragons have had an abusive past or not. The memory reading power is carried by every tribe member. The older the dragon is, the more incontrol of the power and more powerful they are. Memory reading is a closly gaurded tribe secret. Every dragon gaurds it with their life. If another dragon finds out, they are kept in a prison. This hardly ever happens. Only memebers of the royal family can see the memories of another dragon from the same tribe. It is rare that a hybrid LostWing has memory reading powers.

## Queen

The Queen of the LostWings is currently Queen Distant

## Naming

LostWing names are normally based off their personality. For example, Queen Distant always seems distant because she is always making sure her tribe and their secret it safe.
Assati

• NAME: Assati. Aka; The Free Corporacratic Republic of Assati.

• TYPE: Corporatocracy.

• MEMBERS: Sethcomics, OmegaEnder

• ALLIES: Zumba

• ENEMIES: Parrotland, Armistichi

• CAPITAL: Assati City.

• CONSTITUTION: TBD

• ANTHEM: TBD

• HEAD OF STATE: Seth Comics.

• EXECUTIVE BRANCH: Seth Comics.

• LEGISLATIVE BRANCH: Seth Comics.

• JUDICIAL BRANCH: Seth Comics.

• MILITARY: Seth Comics, Omega Ender.

• NATIONALITY: Assatian.

• OFFICIAL LANGUAGE: English.

• CURRENCY: Diamonds.

• RELIGION: none.

• LAW ENFORCEMENT: Seth Comics.

• OFFICIAL HOLIDAY: Assati Independence Day.

• DATE FOUNDED: September 4th 2021.

• DATE DISSOLVED: n/a

• MAJOR EVENTS: Founding, Omgea Ender joining, Seth Comics' house burning down in an accident.

• MAJOR WARS: n/a

(In order from biggest to smallist Assatian industries.)

• Netherite mining.

• Business.

• Stock trading.

(they run the country.)

• Comics LLC.
Lista de Nomes do JoJobichas no Discord

Algumas datas nessa lista são suposições. Nomes em ordem do mais antigo ao mais recente.

* **Nome atual do 1º servidor:** Tales of Maj'Eyal (ToME) fans (desde 19/03/2021)

* **Nome atual do 2º servidor:** Clube da Vaca (desde 09/06/2022, às 19:43)

## Primeiro servidor

#### 2019

**Fevereiro**

* 14 - 『ＪｏＪｏｂｉｃｈａｓ』**(Nome de batismo)**

**Dezembro**

* 05 - 『ＪｏＪｏｂｉｃｈａｓ』🎄

#### 2020

**Janeiro**

* 03 - 『ＪｏＪｏｂｉｃｈａｓ』

**Março**

* 16 - skyan gayzinho
* 16 - 『ＪｏＪｏｂｉｃｈａｓ』
* 16 - 『 JoJobichas 』
* 16 - JoJobichas

#### 2021

**Fevereiro**

* 01 - FÃ CLUBE PROF AFONSO #SEGUEPLANA - Socialização Nu

**Março**

* 17 - Bangu Atlético Clube fans
* 19 - Tales of Maj'Eyal (ToME) fans **(Nome atual)**

## Segundo Servidor

#### 2021

**Abril**

* 23 - JVP **(considerado o nome de batismo por não haverem registros mais antigos)**
* 26 - Clube dos байкеры

**Maio**

* Clube do Guiperinha
* Clube do Ouki
* Clube do Flamengo
* Clube do Toguro
* Clube do MrZika?
* Clube do Bromo e Bário

**Junho**

* Clube do KLASLEY
* Clube do JORGE LUIS NUNES PEREIRA
* Clube do SHIMANO CREEPYPASTA
* Clube das PRANK CALLS
* Clube do SKIDDY

**Julho**

* Clube do João Vitor PereiraYwhna Muntasir Shajaratan '
* Clube de Combate
* Clube do Descanse Em Paz João Vitor Pereira
* Clube do Discernimento
* Clube do Pyramid Head

**Agosto**

* Clube do Frank Zappa
* Clube dos Samurai
* Clube do
* Clube do DAVA JONAS (20/08)
* 27 - Clube do Há Há Há
* 28 - Clube do Hiro
* 29 - CLUBE DO Hans Viktor Pæretræ

**Setembro**

* 06 - Clube do Messi

**Outubro**

* 29 - 冰淇淋俱乐部
* 30 - Clube da Porra Toda
* 31 - Clube do Horácio Peludo
* 31 - Clube Anárquico do Horácio Peludo

**Novembro**

* 10 - Clube Anárquico do Horácio Peludo e do Gustavo Moreno

#### 2022

**Janeiro**

**Fevereiro**

**Março**

**Abril**

**Maio**

* 08 - Clube do Sandro Curió
* 26 (19:48) - Clube do Whatsapp
* 31 (09:26) - Clube do FELIZ ANIVERSÁRIO PAISDA
* 31 (19:56) - Clube do Cassino Ilegal de Fernando de Noronha

**Junho**

* 05 (12:43) - Clube do Feliz Aniversário Victor
* 06 (05:56) - Clube do Feliz Aniversário Klasley
* 07 (07:41) - Clube do Feliz Aniversário Ana
* 08 (07:26) - Clube do Descanse em Paz Skyan
* 09 (19:43) - Clube da Vaca **(Nome atual)**

Lista de
Leathertail

> "I'm good at building and Redstone, am god"
>
> - Leathertail

Leathertail, or Leather Albus Antioch Cadmus Ignotus Potter, has way too many middle names and is the only other citizen of ParrotLand as of Halloween 2021 besides Nail Parrot. He is his adversary and he is an ally to all on the server. He has an alter ego known as LeatherBEAST, who has way too many diamonds so he gives them away to all the members of NSFW.
Nail Parrot

## Vikkstar

> "IM A VIRGIN THANK YOU VERY MUCH." -Vikkstar
>
>

Vikkstar, or Vikkstar, is the first born first king of ParrotLand. He is the main antagonist of the story, known for extensive torture and tyrannical behavior. He has vowed to enact revenge upon Burn Man for murdering his out of season Halloween themed cat. He affiliates with all countries except Assati, because he knows it is his downfall.
Endlesshail

*Weapon (Shortbow), Uncommon*

While wielding this magic weapon, as a bonus action, you can make two additional attacks as part of the same attack action. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Once you used this feature, you cannot use it again until next dawn.
Turkey

## The Great Autocratic Empire of the Turkish Nation

### Backstory

The Turkish Nation, created by OakFlyer, is an autocratic empire in Nail's Survival Friend World (NSFW). The nation was a bustling city in the old days. There was a giant earthquake causing the deaths of most of the citizens. The few who survived either died of their injuries or were missing, never to be seen again. The leader was the only one who survived.

### Present Day

The leader, OakFlyer, tried to create a way to get rid of the foliage that has taken over the walls of the city. He created a chemical compound of weed killer and melons to create the substance, SDLE. (Super Destructive Life Ender) When the SDLE was released, the poison travelled into the air, causing most of the vines to die, but in turn cause a thick green layer of toxic poison on the ground. OakFlyer knew the only way to keep the poison from spreading was to put a layer of moss around the poison. The poison was all put into a container where it still remains to this day.
Test page

1. Redirect Test

Test page for admins

Candidate for deletionThis page has been marked for deletion because of an unspecified reason.Remember to check what links here and the page history before deletion.
Candidate for deletionThis page has been marked for deletion because test.Remember to check what links here and the page history before deletion.
**Test page** is the 1st level of Firefly Hero and Firefly Hero HD.
**Test page** is the 1st level of Firefly Hero and Firefly Hero HD.
**Test page** is the 1st level of Firefly Hero and Firefly Hero HD.
**Test page** is the 2nd level of Firefly Hero and Firefly Hero HD.
**Test page** is the 2nd level of Firefly Hero and Firefly Hero HD.
Test page
Nail's Survival Friend World (NSFW) Wiki

**Welcome to the Nail's Survival Friend World (NSFW) Wiki!**
The NSFW was created to fix any old mistakes made in the Hinducraft Seasons. Nail Parrot is the antagonist, Sethcomics is the protagonist, OmegaEnder is the punching bag, and Leathertail is just strange.

We're a collaborative community website about Nail's Survival Friend World (NSFW) 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!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*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.
Sethcomics

"*Sussy among us impostor balls*"

Sethcomics, or President Sethcomics of Assati is the current leader of the afforementioned faction. He holds strong lore significance being the main character, but holds even stronger lore significance as he defeats those who have wronged the world and takes them by storm.
AutumnWings

## **Appearance and Traits**

Their colours range from red, yellow, orange and sometimes scattered with gold if hatched under sun-high. They are usually pretty docile, but can get annoyed and angry very easily. Some times hatch looking like a woodland animal or have bark like colours.

# **Powers**

AutumnWings can camouflage into woodland backdrops. They have no other known natural weapons.
Hunger

*An optional Druid feature*

At 8th level, you can, while transformed into a werebear, use your primal savagery. On a hit, you regain 2d8 hit points and an expanded spell slot of 3rd-level or lower. This healing increases by 1d8 at 11th level (3d8), and 17th level (4d8). Also, you can regain a spell slot of 4th-level or lower at 11th level and a spell slot of 5th-level or lower at 17th level. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Leap

*Prerequisite : Strength 13 or higher*

Your are skilled at running and using your body in many situations. You gain the following benefits:

* Increase your Strength by 1, to a maximum of 20.
* You can, as a bonus action, jump up to 15 feet to an unoccupied space that you can see. This movement doesn't provoke opportunity attacks. On landing, each creatures within 5 feet of you must make a Strength saving throw (8 + your proficiency bonus + your Strength modifier). On a failed save, a creature is pushed 5 feet away from you and it must make a concentration check if it is concentrating on a spell.
Increased Stamina and Increased Speed

*Prerequisite : Strength 13 or higher or Dexterity 13 or higher*

Your are skilled at running and using your body in many situations. You gain the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Your speed increases by 10 feet.
* You gain proficiency in Athletics and Acrobatics.
* Difficult terrain doesn't cost you extra movement.
Warlock/Marks

**Warlock Mark**, or **Demonic Mark**, is a distinct and/or strange physical feature that identify warlocks. Warlocks may hide or disguise their more extraordinary marks with Illusion Magic to blend in among mundane humans.

## Known Warlock Marks

A list of known warlock marks:

	+ Antlers
	+ Bat ears
	+ Carapace
	+ Claws
	+ Goat feet
	+ Horns
	+ Scales (various types, e.g. fish, reptilian)
	+ Tails (various types, e.g. fox tail, feathered tail)
	+ Taloned hands
	+ Tentacles
	+ Tiger stripes
	+ Webbed hands
	+ Wings (various types, e.g. bat wings, and other wings in general)
	+ Forked tounge
	+ Extra finger joints
* Absence of body part:
	+ No facial expression
	+ No navel
* Odd-looking skin, hair and eyes:
	+ Blue skin
	+ Green skin
	+ Cat eyes
	+ Gold star-shaped pupils
	+ Reptilian eyes
* Unusual height
* Permanent phenomenons in warlock's body:
	+ Flames in hair

## Trivia

* They can't be hidden away with Transformation Magic.
* Warlocks with the same type of daimon parent may have similar marks.
* These marks are "manifestation of a warlock's demonic ancestry", according to Azazel.
* While they are most associated with warlocks, several half-devils and cambions have been recorded to possess unnatural physical features similar to that of warlock mark.
Level 2

Level Image

**Level 2** is the 2nd level of Firefly Hero and Firefly Hero HD.It also appears in Firefly Hero Free and Firefly Hero HD Free.

## Walkthrough

After each step, wait for Firefly Hero to stop moving.

1. Activate the Light that is the most downward.

2. Activate the Light that is the most to the right.

3. Activate the Light you haven’t used.

4. Activate the 1st Light you used.

## Trivia

* This is the first level in the game to have 2 or more Lights.
	+ This is the 1st level to have exactly 3 Lights.
Buriza-Do Kyanon

*Weapon (Heavy Crossbow), Legendary (Requires Attunement)*

When you attack using the attack action, you can make two additional attacks as part of the same action. Also, whenever you attack, instead, the bolt fires forward in a line, which is 1 foot wide and 100 feet long. Compare the attack result with the AC of all creatures in the line to see if they are dealt the damage rolled. In addition, this weapon loses the loading property.
Hexfire

*Weapon (Rapier),* *Rare (Requires Attunement)*

This sword has 3 Charges. While holding it, you can use an action to expend 1 of its Charges to summon three fiery dragon heads on an unoccupied space within 30 feet that lasts until the end of your turn. The heads immediately cast one fire bolt each on up to three targets. Their spell attack bonus is equal to your proficiency bonus + either your intelligence, wisdom or charisma modifier and they deal 1d10 fire damage. That damage increases by 1d10 when you reach 5th Level (2d10), 11th level (3d10), and 17th level (4d10).

The sword regains 1d2 + 1 expended Charges daily at dawn.
Armageddon

**Casting Time:** 1 action
**Range:** Self
**Components:** V S
**Duration:** Concentration, up to 1 minute
 You call forth molten rocks falling from the sky and landing around you. Each creatures of your choice within 20 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage, or half as much damage on a successful one.
 **At Higher Levels:** When you cast this spell using a spell slot of 8th level or higher, the fire damage increases by 1d8 for each slot level above 7th.
Cloudcrack

*Weapon (Greatsword), Legendary (Requires Attunement by a Paladin)*

You have a +3 bonus to attack and damage rolls made with this magic weapon, you have resistance to lightning damage and the range of your auras increases by 15 feet while wielding this weapon. Also, whenever you score a critical hit with this weapon, the creature must make a DC15 Dexterity saving throw. On a failed save, it takes 1d8 radiant damage. That damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).
Déithe dearmadta an Ghairdín Wiki

**Welcome to the Déithe dearmadta an Ghairdín Wiki!**
We're a collaborative community website about Déithe dearmadta an Ghairdín 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!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*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.
Boneshade

*Weapon (Wand), Uncommon (Requires Attunement by a character with Spellcasting or Pact Magic feature)*

The wand has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Bone Spear (2 charges), Bone Wall (2 charges), Bone Armor (1 charge) or, Teeth (2 charges). Also, you can use a bonus action to expend 1 of its charges to cast Bone Spirit from it, using your spell save DC.

The wand regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the wand turns to dust and is destroyed.
Hellslayer

*Weapon (Greataxe), Legendary (Requires Attunement)*

You have a +3 bonus to attack and damage rolls made with this magic weapon. Also, this weapon deals an extra 2d6 fire damage to any target it hits. In addition, your Strength and Constitution scores change to 20. The item has no effect on you if your Strength and Constitution without the weapon is equal to or greater than 20.
Heaven's Light

*Weapon (Morningstar), Very Rare (Requires Attunement)*

You have a +2 bonus to attack and damage rolls made with this magic weapon. Also, whenever you reduce a fiend creature to 0 hit points, you and all creatures of your choice within 30 feet regain 1d12 hit points. In addition, you can speak this weapon's command word, as a bonus action, to light it up to provide bright light in a 20-foot radius and dim light for an additional 20 feet. The weapon remains lit, until you use a bonus action to end this effect. While in this light, fiend creatures have disadvantage on their attack rolls.
Flying Scimitar

**Armor Class** 17 (Natural Armor)
**Hit Points** 17 (5d6)
 STR12(+1)
 **Saving Throws** Con +2
**Skills**
**Damage Resistances**
**Damage Immunities** poison, psychic
**Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
**Senses** blindsight 60 ft., passive Perception 7
**Languages**
***Scimitar.*** *Melee Weapon Attack:* +4, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Eldritch Domain

## Necromancy Domain

Instead of devoting yourself to a deity, you will choose to tag along with a patron which will give you powerful abilities in return.

### NECROMANCY DOMAIN SPELLS

You gain domain spells at the cleric levels listed in the Eldritch Domain Spells table. See the Divine Domain class feature for how domain spells work.

Eldritch Domain Spells
 3rd
 5th
 7th
 9th

### NECROMANCY INITIATE

When you choose this domain at 1st level, you learn the Chill Touch cantrip. For you, this cantrip count as a cleric cantrip.

### STUDENT OF THE OCCULT

Starting at 1st level, studying occult lore, you have unlocked necromancer powers within yourself. You learn two Eldritch Invocation options of your choice. If the invocation has a prerequisite, you can choose that invocation only if you meet the prerequisite.

Whenever you gain a level in this class, you can replace the invocations with another from the warlock class.

### CHANNEL DIVINITY : LIFE DRAIN

Beginning at 2nd level, you can use your Channel Divinity to steal hit points from a creature.

As an action, you can make a spell attack on a creature within 30 feet. On a hit, the target takes 2d6 necrotic damage and you gain that much temporary hit points.

### SPELLS REJUVENATION

At 6th level, your spells are recovered more easily. When you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Cleric level (rounded up), and none of the slots can be 6th Level or higher.

### POTENT SPELLCASTING

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

### PHYLACTERY

At 17th level, you crafted an object in which you pour a small portion of your soul. You gain advantage on death saving throws, you can add your constitution on the rolls and when you are knocked unconcious, you automatically start with a successful saving throw. Also, on your third success, you can spend a number of hit dice equal to your Wisdom modifier (minimum of once) to regain that much hit points.
Human-Eyustaki War

The **Human-Eyustaki War**, also known as the **Eyustaki War** and occasionally the **Great War**, was a system-wide conflict that lasted from 2111 to 2117. It involved the entirety of Humanity forming a common front against the alien Eyustaki. It was the most widespread and devastating war in Human history, with over 4,000,000,000 estimated deaths, the majority of which were civilian. A war of extermination on the part of the Eyustaki, every nation entered a state of “total war” in which the entire economic, industrial and scientific capabilities of each country were dedicated to the war effort.

The Eyustaki initially focused their forces on Mars. The planet, already ravaged by the Eyustaki Virus, fell in just 4 months. Human settlements and infrastructure in orbit of Jupiter and Mercury were destroyed, while makeshift defences protected mining operations in the asteroid belt. Eyustaki ships reached Earth in 2112 and carried out a series of 3 initial landings, followed by a full-scale invasion centred on Africa, Asia, and South America. At the height of the Eyustaki advance on Earth, they had reached as far north as Winnipeg in North America, Berlin in Europe, and Omsk in Asia. Humanity, however, continued to hold out against the Eyustaki. Using the majority of their forces, the invaders launched a worldwide series of offensives in 2114, but failed to knock out any major Human power. After retaking Europe, most of Asia, and North America, Humanity carried out landings in North Africa. This resulted in the Eyustaki finally being pushed back into a handful of exclusion zones across Earth. Following this the remaining Eyustaki ships retreated to the outer Sol System, and victory was declared by the UNE.

Following the declaration of victory, Human efforts continued against the Eyustaki on a small level for over 70 years, until a reformed Eyustaki fleet assaulted Earth in 2193. The Human-Eyustaki War was the largest in Human history. The effects of the war and the immediate decades following it would define the Human superpowers for hundreds of years to come. The war also resulted in Humanity developing interstellar travel, as the remaining Eyustaki hives on Earth slowly made the planet unfit for Human life.
Blades of Ice

**Casting Time:** 1 action
**Range:** Self (5-foot radius)
**Components:** S, M (a claw)
**Duration:** Instantaneous
 You brandish the claw used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, you gain 1 charge and a blue sphere starts turning around you for 1 minute. If you are wielding a claw in your off-hand, you can use your bonus action to attack a creature within 5 feet of you. On a hit you can either gain 1 additional charge or release the charges.
 **At Higher Levels:** Every source of damage of this spell increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Fury

*An optional Druid feature*

At 8th level, you can, while transformed into a werewolf, use your primal savagery. On a hit, you can make another primal savagery. At 11th level, you can make two other primal savagery and at 17th level you can make three other primal savagery for as long as the previous attacks are successful hits. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Baezil's Vortex

*Weapon (Flail), Rare (Requires Attunement)*

You have a +1 bonus to attack and damage rolls made with this magic weapon. Also, whenever you score a critical hit, each creature within 15 feet must make a DC13 Dexterity saving throw. On a failed save, a creature takes 2d12 lightning damage, or half as much on a successful one.
Jab

*Prerequisite: Strength 13 or higher*

You are an adept with piercing type weapons. You gain the following benefits:

* Increase your Strength score by 1, to a maximum of 20.
* Once per turn, you can forgo an attack to make three successive melee attacks on the same target. Do not add your ability modifier to the damage of the attacks. Also, the attacks must use a Javelin, Lance, Pike, Spear or a Trident.
Bonebreaker

**Armor Class** 14 (Armor Scraps, Shield)
**Hit Points** 19 (3d8+6)
 STR14(+2)
 **Saving Throws**
**Skills**
**Damage Resistances** cold, fire, lightning
**Damage Immunities** poison
**Condition Immunities** exhaustion, poisoned
**Senses** darkvision 60 ft., passive Perception 9
**Languages** Understands The Languages Of Its Creator But Can't Speak
 **Vicious.** Attacks the skeleton makes ignore resistance to slashing damage. Also, once per turn, when the skeleton hits a creature with an attack that deals slashing damage, it can re-roll one of the attack’s damage dice, and it must use the new roll.
 **ACTIONS**
 **REACTIONS**
***Block.*** The skeleton adds 2 to its AC against one melee attack that would hit it. To do so, the skeleton must see the attacker and be wielding a shield.
Blade Fury

*An optional Rogue Feature*

At 6th level, you can forgo your action, bonus action and movement to make three ranged attacks using shuriken blades, with a range of 30/60 feet, at up to three targets. On a hit, a target takes piercing damage equal to 1d4 + your Dexterity modifier. You can forgo your actions only if you haven't moved during this turn, and after you forgo your actions, your speed is 0 until the end of the current turn.
Islestrike

*Weapon (Sickle), Rare (Requires Attunement)*

While wielding this magic weapon, whenever you make an attack with primal savagery and successfully hit, you can, as a free action, attempt to stun the target. If you do so, the target must make a DC12 Constitution saving throw. On a failed save, it is stunned until the end of your next turn. Once you used this feature, you can't use it again until next dawn.
Bane Ash

*Weapon (Quarterstaff), Uncommon*

This staff has 7 charges. While holding it, you can use an action to cast the Fire Bolt cantrip from it. For 1 charge, you cast the 5th level version of the spell otherwise it has no cost. This spell is +5 to hit with ranged spell attack. The staff regains 1d6 + 1 expended charges each day at dawn.
Hone Sundan

*Weapon (Lance), Rare*

You can, as a bonus action, transform into an ethereal form for 1 minute. While in ethereal form, you regain 1d4 hit points at the start of your turn and you have resistance to bludgeoning, piercing and slashing damage. Once you used this feature, you can't do so again until next dawn.
Dragonscale

*Armor (Shield), Legendary (Requires Attunement by a Paladin)*

While wearing this shield, you have a +2 bonus to AC and you are immune to fire damage. Also, you can, as an action, expand a spell slot of level 3 or higher to exhale fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 7d6 fire damage on a failed save, or half as much damage on a successful one. When you use this feature using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Decoy

*An optional Ranger Feature*

This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

As a bonus action, you create a double of yourself in an unoccupied space within 30 feet for 1 minute or until you lose your concentration (as if you were concentrating on a spell). Your double has an AC equal to yours, hit points equal to yours, immunity to all conditions and it can't use any action. On subsequent turns you can use your bonus action to move the double, this movement doesn't provoke opportunity attacks.

Creatures within 5 feet of your double must attack it at least once before being able to move away from it. At 6th level the creatures must make two attacks and at 14th level, creatures must make three attacks before being able to move away.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one creature within 5 feet of your double. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Crainte Vomir

*Weapon (Claymore), Very Rare (Requires Attunement)*

You have a +2 bonus to attack and damage rolls made with this magic weapon and your speed increases by 10 feet while you wield this weapon. Also, on a hit with this weapon, the target suffers a -1 penalty to its AC until the start of your next turn. This penalty can stack up to -3.
Dancing Burglar

You shine during combat but not only with your blade, as a catalyst for evading attacks and striking back at your attackers.

### FOOLING AROUND

When you choose this class at level 3, You gain proficiency in the Intimidation skill. If you’re already proficient in this skill, your proficiency bonus is doubled for any check you make with that skill.

Additionally, As an bonus action, you can make a Charisma (Intimidation) check contested by a creature's Wisdom (Insight) check on a creature you can see within 60 feet.

If you succeed on the check and the creature is hostile to you, it is forced to attack you on its next turn.

### RETALIATING STRIKE

Starting at 3rd level, whenever an attack with disadvantage misses you, you can use your reaction to attack the attacker with advantage.

### SUSTAINED THINKING

At 9th level, while in combat, you are very quick at taking decisions, whenever you use the dodge action, you gain 1 extra reaction action.

### DEXTEROUS DANCING

Starting at 13th level, you feel more comfortable without an armor. While you are wearing no armor and no shield, your base AC is equal to 10 + two times your dexterity modifier. Also, your Dexterity score increases by 2. Your maximum for that score is now 22.

### QUICK ATTACK

Beginning at 17th level, whenever you use the dodge action, you can make an attack with a finesse weapon on an enemy within 5 feet of you.
Dragon Claw

*Prerequisite : Claw Mastery and Weapon Block*

Your prowess with claws reach outstanding limits. You gain the following benefits:

* You learn one of the following cantrip : Fists of Fire, Claws of Thunder, or Blades of Ice. Its spellcasting ability is either Intelligence, Wisdom or Charisma, you choose. Also, when you release the charges, you can do the effect of 1 charge an additional time.
* Once per turn, when you are wielding two claws and make an attack, you can make an attack with your off-hand claw as a free action preventing you to use your bonus action for an attack. Also, you can use this feature to either gain an additional charge or release the charges.
Fire Ball

*Prerequisite: a character with Spellcasting or Pact Magic feature*

You cannot be bested when it comes to fire magic. You gain the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the Fireball spell.
* You are able to cast fireball with spell slots below 3rd level. When you cast this spell using a spell slot of 2nd level or lower, the damage decreases by 2d6 for each slot level below 3rd.
Goldstrike Arch

*Weapon (Longbow), Legendary (Requires Attunement)*

You have a +3 bonus to attack and damage rolls made against undead and fiend creatures with this magic weapon. Also, when you attack using the attack action, you can make one additional attack as part of the same action. In addition, whenever you score a critical hit with this weapon, the target must make a DC15 Dexterity saving throw. On a failed save, it takes 3d8 radiant damage.
Dragon Tail

*Prerequisite : Strength 13 or higher*

You can empower a devastating kick with fire. You gain the following benefits:

* Increase your Strength score by 1, to a maximum of 20.
* You can, as an attack, deliver an explosive kick. Make an unarmed strike against a creature within 5 feet of you. On a hit, each creature adjacent to the target other than you must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature is pushed 5 feet away from the target and takes 1d6 fire damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Ponita

**Adriano Ponita "Pony" Blancmanche**, conhecida como **Ponita**, foi uma membra ativa da comunidade JoJobichas no ano de 2020, durante o fim do primeiro reinado.

Com uma personalidade misteriosa, Ponita sempre foi alvo de diversas teorias sobre sua verdadeira identidade e até hoje informações básicas como seu nome real ou gênero não passam de meras especulações. Em vista disso, optamos por utilizar pronomes no feminino neste artigo, que foram os de uso mais comum entre os membros do servidor durante a sua estadia.

## Apelidos

Um dos passatempos prefidos de Ponita era criar apelidos para as coisas, principalmente para outros membros do servidor. Abaixo, segue uma lista de todos os apelidos criados e a quem se referiam.

* Flavio Phillips - TerrorDas9inha
* Giovana - Gio
* John Vector Peartree Bearin - João Vitor Pereira
* Little "Terror" News Horror - TerrorDas9inha
* Little Xup - Xupida
* Pedro Henrique / Peter Henry - Skyan
* The Bread - OpaopapaNerd
* Victor Sans - Vitor Sans

## A Revelação

No dia 31 de dezembro de 2021, às 18:45, um usuário não identificado que atendia pelo nome de "**jsjsjdiejidjrifirjso8weheje**" enviou a mensagem abaixo, copiada na íntegra, no servidor do Discord **Fábrica de Noobs**:

> *Pensei que ia estar todo mundo aqui, 😐.
> Vou aproveitar que todo mundo está reunido para explicar algumas coisas.
> Invalid é na verdade uma bait de três pessoas. Normalmente uma delas ficava em uns servidores que não tinham nada a ver com a FDN, enquanto as outras duas ficavam na FDN e em suas spin-offs.
> Quando uma das duas tinha que sair da internet, (isso eventualmente acontecia) a outra tinha que parar de usar o FDNverso, para ninguém estranhar a redução de movimento. (É menos suspeito simplesmente sair da internet do que mandar menos mensagens do nada.)
> Eu era o invalid mais dedicado; eu patrocinei as fotos (inclusive a da piroca, tiff.) e as contas do whatsapp e do facebook. (A propósito, desculpa, João.) Outra amiga (vou chamar ela de Dois) patrocinou o estilo de arte. O invalid desenhava igual a ela, mas como o modelo dos nossos celulares eram diferentes, eu tive que aprender a desenhar, (inclusive furry, 😬.) se não as fotos do braço negro ficariam com uma dimensão diferente dos desenhos dela e daria a entender que são duas pessoas. (Como se um negão desenhasse daquele jeito, 😆. Invalid não foi a mentira perfeita.) O motivo do invalid não mostrar a voz é que a voz do único que estava disposto a entrar em call (o Três) não combinava com o invalid.
> Comentário: para três pessoas imitarem um estilo de escrita, até que nós fizemos um bom trabalho, mas mais tarde eu percebi um padrão horrível: se o que vocês leram foi a coisa mais idiota do mundo, foi eu que escrevi; se foi viadagem, foi a Dois; se vocês não entenderam nada e não foi eu, foi o Três. (O Três não entrava no FDNverso com tanta frequência, assim como eu e a Dois não entravamos nos outros servidores com tanta frequência.) Eu tenho a impressão de que vocês já sabiam que o invalid era mais de uma pessoa, (no grupo do whatsappler o tiff e o Luiz falaram que eu era mulher) mesmo assim é interessante notar.*
>
>
Coldsteel Eye

*Weapon (Scimitar), Legendary (Requires Attunement)*

You have a +3 bonus to attack and damage rolls made with this magic weapon and your attacks with this weapon score a critical hit on a roll of 17 to 20. Also, whenever you hit a creature with this magic weapon, it must make a DC15 Constitution saving throw. On a failed save, its speed is halved, it can't use reactions and it is blinded until the end of its next turn.
Fire Bolt

You are proficient with magic tricks. You gain the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the Fire Bolt cantrip. You can cast it without verbal or somatic components. Its spellcasting ability is the ability increased by this feat.
* Your Fire Bolt deals an additional damage equal to your spellcasting ability modifier.
Bloodtree Stump

*Weapon (Greatclub), Rare (Requires Attunement by a Druid)*

You have a +1 bonus to proficiency while wielding this magic weapon and your Strength score is 17. The item has no effect on you if your Strength without the weapon is equal to or greater than 17. Also, you retain your strength when you assume the shape of beast via Wild Shape.
Horizon's Tornado

*Weapon (Flail), Very Rare (Requires Attunement)*

You have a +1 bonus to attack and damage rolls made with this magic weapon. Also, whenever you score a critical hit with this weapon, you release a gust of strong wind forming a line 30 feet long and 5 feet wide in the direction of your target. Each creature in the line must make a DC14 Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage, or half as much damage on a successful one.
Deity

## Deity (Work in Progress)

### EXPANDED SPELL LIST

The Deity lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Deity Expanded Spells
 2nd
 3nd
 4th
 5th

### DECK OF TYMORA

At 1st level, you always have a tarokka deck on yourself and it provides you different powers. Whenever you cast a spell of 1st level or higher, you may expand a card as an arcane focus and add its Card Effect to the spell. Whenever you expand a card, it returns to your tarokka deck and the deck is shuffled. Your starting deck consists of all common deck cards.

At 6th level, your tarokka deck now contains the high deck cards.

### LUCK OF THE DRAW

Starting at 1st level, your luck increases at key moments during the day, wether it is when you wake up or in the middle of a combat. When you finish a long or short rest or when you roll for initiative, two cards from your tarokka deck appears in your hand. Also, whenever you cast a spell and you have no tarokka cards in hand, one tarokka card appears in your hand.

At 10th level, increase the number of cards that appear by one for each instances.

### GAMBIT'S FLING

Begining at 6th level, your cards can be used as a throwing weapon. As an action, you can make a ranged spell attack on a creature within 30 feet expanding one of your card. On a hit, the creature takes force damage equal to 1d6 + your Charisma modifier. The type of the expanded card adds a bonus to the attack.

Tarokka Card Attack Effects
 Stars
 Coins
 Glyphs
 High

### LUCKY SEVEN

At 10th level, the powers of your tarokka deck intensifies and you gain additional ways to make cards appear. You can, as an action, expand all the cards in your hands to recover an expanded spell slot of 5th level or lower and make seven new cards from your tarokka deck appear in your hand. You must finish a long rest before you can use this feature again.

###

Starting at 14th level,
Lacerator

*Weapon (Handaxe), Legendary (Requires Attunement)*

You have a +3 bonus to attack and damage rolls made with this magic weapon. Also, whenever you hit a creature with this weapon, the creature must make a DC15 Wisdom saving throw. On a failed save, it is frightened of you for 1 minute. In addition, your target is cursed until the end of your next turn, it has vulnerability against the next bludgeoning, piercing, and slashing damage dealt by weapon attacks. Hit or miss, the projectile reappears instantly in your hand.
Fallen

**Armor Class** 14 (Leather Armor, Cracked Shield)
**Hit Points** 18 (4d6 + 4)
 STR14(+2)
 **Saving Throws** Str +4, Dex +4
**Skills**
**Damage Resistances** fire
**Damage Immunities**
**Condition Immunities**
**Senses** darkvision 60 ft., passive Perception 11
**Languages** Abyssal
***Damaged Club.*** *Melee Weapon Attack:* +4, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
***Bite.*** *Melee Weapon Attack:* +4, reach 5 ft., one target. Hit: 3 (1d6) fire damage.
Double Throw

*An optional Fighter and Ranger Feature*

*Prerequisite: Throwing Weapon Fighing Style*

Once per turn, whenever you make a ranged attack with a thrown weapon or dart, you can make a ranged attack with your off-hand thrown weapon or dart as a free action preventing you to use your bonus action for an attack.
Carin Shard

*Weapon (Wand), Legendary (Requires Attunement by a character with Spellcasting or Pact Magic feature)*

While wielding this wand, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of spells. Also, your hit point maximum increases by 1 for each level you have attained. In addition, you can regain one expanded spell slot of 5th level or lower, as an action, while holding the wand. Once you used this feature, you can't do so again until next dawn.
Energy Shield

*Prerequisite: a character with Spellcasting or Pact Magic feature*

You save your vital energy at the cost of your mental energy.

When you take damage, you can use your reaction and expand a spell slot to roll a number of d8 equal to the level of the spell slot expanded. Add your Constitution modifier to the number rolled, and reduce the damage by that total.
Dragon Flight

*Prerequisite : Dexterity 13 or higher*

Your shadow knowledge allows you to perform special tricks when hidden. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* When you are hidden to a creature, you can, as an action, make a melee attack on a creature within 30 feet. Hit or miss, you teleport to an unoccupied space within 5 feet of the target.
Dodge, Avoid and Evade

*Prerequisite: Dexterity 13 or higher*

You are efficient at not being hit. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* Whenever you move out of the reach of an hostile creature, you can use your reaction to prevent the attack of opportunity.
* Whenever you would take a hit, you can use your reaction to take the dodge action until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bone Prison

*Prerequisite: a character with Spellcasting or Pact Magic feature*

You are proficient with using bones. You gain the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the Bone Wall and Bone Spear spells.
* You can cast your Bone Wall in a ringed wall up to 15 feet in diameter trapping a creature inside.
* When you Bone Spear using a spell slot of 2nd level or higher, the force and piercing damage increase by 1d8 for each slot level above 1st.
Iron Skin

*Prerequisite : Constitution 13 or higher*

You have developed a resistance to physical damage. You gain the following benefits:

* Increase your Constitution by 1, to a maximum of 20.
* You gain a +1 bonus to AC.
* You can select this feat multiple times. Each time you do so, you gain an additional +1 bonus to AC.
Hurricane

**Casting Time:** 1 action
**Range:** Self
**Components:** V S M (the feather of a Roc)
**Duration:** Concentration, up to 10 minutes
 **At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the bludgeoning damage or the cold damage (your choice) increases by 1d8 for each slot level above 5th.
Ice Bolt

You are an adept at cold magic. You gain the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the Ray of Frost cantrip. You can cast it without verbal or somatic components. Its spellcasting ability is the ability increased by this feat.
* Your ray of frost critical range becomes 18-20.
Blood Raven's Charge

*Weapon (Shortbow), Rare (Requires Attunement)*

The shortbow has 5 charges. While holding it, you can use a bonus action to expend 1 of its charges to bring back to life, for 1 minute, a creature that has been dead for no longer than 1 minute and that isn't undead. The creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the dodge action and uses its move to avoid danger.

The shortbow regains 1d4 + 1 expended Charges daily at dawn.
Axe Mastery

You are skilled at using axes. You gain the following benefits:

* Axes critical range becomes 19-20.
* You gain a +1 bonus to attack and damage rolls with axes.
* You can select this feat multiple times. Each time you do so, critical range and bonus to attack and damage rolls increase by 1.

(Axes are handaxes, sickles, battleaxes, greataxes and war picks.)
Immolation Arrow

## Immolation Arrow (Optional)

*An optional Monk Feature*

This 3rd Level, feature replaces the Deflect Missiles feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You can use your Reaction to deflect or catch the arrow or bolt when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if you have at least one hand free. If you catch a missile in this way, you can enhance the projectile with fire and make a ranged Attack (range 20 feet/60 feet) with the arrow or bolt you just caught, as part of the same Reaction. You make this Attack with Proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack. Hit or miss, the projectile explodes. The target and creatures within 10 feet of your target must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage, half as much on a success. Also, a 10-foot radius circle of flame is set ablaze on the ground. Until the end of the attacker's next turn. Any creature that starts its turn in that area takes 1d6 fire damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki points to use this feature again.
Baranar's Star

*Weapon (Morningstar), Legendary (Requires Attunement)*

You have a +3 bonus to attack and damage rolls made with this magic weapon. Also, this weapon deals an extra 1d6 fire damage, 1d6 lightning damage and 1d6 cold damage to any target it hits. In addition, Whenever a creature is dealt lightning damage by this weapon, it loses its reaction.