recursal/Fanatic-Fandom huggingface dataset:
Finn

Finn Murtons is the son of the space outlaw, Martin Murtons. He appeared 12 at the beginning of the show, now he's 17. But does not physically age. He has an ex- girlfriend named Flame Princess, aka Phoebe. He goes on adventures with his adoptive dog brother Jake. Fans speculate that he is Chris's grandson, the main character of The Bravest Warriors, a show also created by Pen Ward on Channel Frederator.
Aquanauts Max

The Aquanauts Max is the Max(duh) of the Aquanauts.

## Appearance

The Max has a skyblue head with a dark blue jaw with two teeth sticking up. His top jaw has two teeth there as well. His hands are dark blue in the shape of pincers or claws. He has two of Jelloean's legs and his own and a tail at his butt area.

## Mixel Dominance

Primary-Shrop

Secondary-Splashish

Tertiary-Jellocean

## Powers

He can create tsunamis and can swim gracefully like a dolphin.
Pixal

## The Regency of Saint Pixal

The seat of the Goddess' religion, the regency is situated in the far north of the world, settlements nestled between mountains. But of course, most importantly, the Grand Cathedral is found here, along with the fabled Tower of Heaven at the very northmost point of the world, both of them carved by the calloused hands of Saint Yudrig. Pixal is a proper theocracy, the church taking all political matters into its own hands, and their standing army being that of the Devoted, lead by the Grand Templar Shizuka Swiftblade. The Grand High Priest of the age is the spiritual leader of the church, and has ultimate authority, but there are many cardinals to whom the lesser day-to-day decisions are relegated.
Goku

Goku is from the shows Dragon Ball, Dragon Ball Z and Dragon Ball GT. Goku is a sayian from the planet Vegeta. He was raised and trained by Gohan. Being a sayian, he can transform into a mighty ozaru in the full moon. When he transformes he loses control and destroies everything in sight. One night when he transformed, he trampled Gohan
Princess Bonnibel Bubblegum

Princess Bubblegum, or also known as Bonnibel. Might look like she's 19 years old, like she says. But in reality, she is over 827 years old and is created by the bubblegum hive that was splattered all over Ooo in the episode "Simon and Marcy". She used to have a boyfriend named Young Mr. Creampuff, who's now dead. And a new suitor, Brocko. Finn used to have a crush on her and she has been possessed by the Lich once. Her age can be fluctuated depending on the Candy Bio-Mass she takes on. Her counterpart gender version is Prince Gumball. She is responsible for Flame Princess's 17 year imprisonment in her lamp. And spies on almost everyone in Ooo.
Winding

Winding is the leader of the Skyairs.

## Appearance

He has one cycloptic eye in the middle of his face. He has human like teeth in his mouth and two pale green ears on his head. He has a rectangular body with a pale red coloring to it.He has white wings on his back and feathers on each arm. His pale blue feet have two white toenails on them.

## Personality

He is very well known to be a showoff. He thinks he's the best flyer when everyone else is at the same level he is. But the only reason he is like this is because he wants to feel important.

## Powers

He is an excellent flyer and can create cyclones.

## Trivia

* He is often seen racing Flurr.
* His design is based off of an angel.
Artifacts

A place for any artifact, object, or weapon big or small. Everything from magic ships to specialized rockets belong here. These artifacts should be big enough historically speaking to have made a significant impact on this world. Many artifacts still exist today and are being hunted by the Explorers' Guild.

* War Golems
Pearl

Pearl is one of the main protagonists of Steven Universe. She is a Crystal Gem along with Steven, Amethyst and Garnet. Her gem is located on her forehead. She wears a blue top with a star on it, she also wears pink socks with ballet slippers and tan colored shorts. She states that she is Rose's Confidant.

## Personality

She is very protective of Steven. She is very kind and has the least knowlege of humans and their culture.
Ruby

Ruby is one of the main characters of Steven universe and is the romantic partner of Sapphire, with her, they can fuse into Garnet, the unofficial leader of the Crystal Gems. Ruby is very strong and will do anything to get to sapphire to fuse into Garnet. For example Ruby panicked when she couldn't find Sapphire.
Explorers' Guild

The Explorers' Guild is an organization in the Empire de Neutral that has been created and tasked with the retrieval of information on a wide variety of topics deemed to be in the Empire de Neutral's national concern. Such topic range from Mage Crack, Empire era technology, to mundane things, such as plants that bite!

### **History**

The Explorers' Guild is created in response to the growing tensions during the beginning of the 5th era, potentially sooner with just a massive expansion during the beginning of the 5th era. The Lord of the Empire de Neutral is concerned that his kingdom may not have enough power to survive the chaos and potential conflicts of the 5th era with the search for the empire age recipe for Mage Crack leading a massive technological and magical arms race.

### **Organization**

During the 5th era, the reigns of the Explorers' Guild are handed over to a trusted Imperial Historian to direct the efforts of the Explorers' Guild. The actual operation of the guild remains unchanged, and the delegation of duties to the specific teams is left up to guild management. The teams themselves are structured in either solo units or small groups, typically 1-4 operatives, and are given tasks that match their skill set and, or the needs of the guild as is necessary to accomplish all the needs of the nation.

### **Scope**

The explorers are sent far and wide and usually operate without official knowledge and recognition to prevent political issues, as the Empire de Neutral has a stated state, of well, neutrality.
Princess Bittencourt

## Her Majesty Princess Elza Bittencourt von Ferretous

   Born out of wedlock, Elza is actually the elder sibling to Elzo the VIIIth. Except, she was snubbed as the legitimate heir to the throne when Elzo was born, despite the fact that according to a lot of people she is much more worthy of the position. She was kidnapped by Iron-Hand Gareth during the Dark Lord's assault on Bittonia. The scoundrel!

But apparently, she actually wasn't. And is still out there, somewhere.
People and Organizations

Notable peoples who exist on this world will be put here. This page will serve as a repository for every article about an individual on this wiki. Later we might find a more convenient and practical way to organize if we get to have too many people. Note: this page also includes non-humans, immortals, and the gods.

edit: this place will also be used to store pages about organizations. I figure since it is a collection of people it belongs here. Can change if it becomes an issue of course.

* The Alchemist
* Explorers' Guild
Rose Quartz

Rose Quartz is the former leader of the Crystal Gems. She gave up her physical form to give birth to Steven to the world and also passed her gem to him. She has healing tears and a shield as a weapon, which Steven inherited, her spirit animal is Lion and her romantic partner is Greg. She has the power to bring plants to life and make them fight by her side.

## Personality

She is nice and energetic. And she is very graceful and wise.
Ninja

## Ninja/Kunoichi

Masters of the shadows! They are the night! Ninjas combine the monastic training of monks with the stealthy shenanigans of a rogue. Kunoichi are the female equivalent, and mostly the difference in the two is the kunoichi wears skimpier clothing.

### Ki Training

The foundation of the Ninja's powers are cool acrobatic stunts. That most people will never see. At 8th level, the Ninja gains a number of Ki points equal to half their rogue level, and their unarmed attacks deal 1d4 damage, and can use their Dexterity mod instead of their Strength mod for attack rolls and damage rolls. The ninja has several ki abilities:

* After using the attack action, the ninja can spend 1 ki to make an unarmed attack as a bonus action. If the ninja has advantage on the attack, they add their Wisdom modifier to the damage.
* When making an attack when the Ninja would not qualify for sneak attack, they can spend 1 ki to add their sneak attack to the damage on a hit. They still cannot use sneak attack more than once per turn. If they use this function while they are capable of adding their sneak attack, they instead deal an extra 2d6 damage. This upgrades to 3d6 extra damage at 13th level, and 4d6 at 18th level.
* As an action, the ninja can spend 3 ki to turn invisible until the end of their next turn, or until they make an attack.

### Substitution Technique

The ninja is master of deception and theatricality! Also known as confounding enemies by pulling sudden nonsense out of their butts. At 13th level, the Ninja can use a reaction to spend 4 ki in response to being attacked to disappear, leaving a fake image of themselves. The attacking creature may attempt a DC (8 + Wis mod + Proficiency mod) Intelligence check to disbelieve this image after their attack, otherwise the believe the strike was successful. The ninja teleports up to half their speed away, and can make an immediate Stealth check to hide if they possess suitable cover to do so. The illusory duplicate vanishes at the start of the ninja's next turn.

### Legendary Shadow

The ninja is a nightmare in human form! Or, really, they just deal in cheap hits. At 18th level, the ninja receives an extra 4 ki points, their unarmed damage is upgraded to 1d6, and whenever creatures are unaware of the ninja's location, they have vulnerability to his attacks.
Soul Network

The soul network is one of the empires largest technological marvels. It was created during the reign of emperor someone as a way to power many of the growing projects.

## History

Emperor Somone needed a way to power the ever increasing number of magical constructs within the capital. Who he made a deal with is still uncertain but a large building was constructed which created the first soul reactor. Using powerful magic the souls of people near the reactor would be sucked in creating a powerful source of energy to draw from.

People in the capital were amazed by the new magical lighting which allowed the city to function well after the sun went down. The newer more powerful War Golems were used to help expand and defend the empire. Airships became a normal part of everyday life in the empire. Under this new secretive power source the empire flourished and soon separate soul reactors started popping up all across the empire, the most notable being the one in super australia. A single reactor large enough to power the entire sub-continent.

A specialized group of people had to be created to maintain these machines. Since mere exposure to the reactor begins to remove peoples souls this was often fatal. A new group of liches was created. These people would have their souls voluntarily removed and placed in a newly designed phylactery. This allowed them to work with the reactor without fear of damage or death. Over time as the phylacteries began to rot their semi-immortal bodies they began to wear a uniform that completely covered their bodies. Plague masks were being worn to hide their rotting flesh. These people, though they had no official title, began to be called shepherds or maybe something else after we come up with a good nickname that has more reason behind it.

The super reactor in SA went critical and exploded. Tearing a massive hole into the shape of the sub-continent and releasing a huge amount of energy into the environment. This created the new SA that we have today. All of the evil and monstrous things that were there were created that day. Some historians mark this event as the first domino leading to the fall of the empire.

After the SA event people began to question the nature of these reactors. The lack of expansion and war with the empire meant that more and more criminals had to be used as fuel. And after the revolutions and the collapse, the soul network for the most part fell into desrepair.
Soulbow

Insert fluff.

### Spirit Weapons

The most basic aspect of being a soulbow is the ability to manifest a spirit weapon. Doing so is functionally identical to drawing a more mundane tool of violence.

The spirit weapon has the following stats:

* It may be a one-handed or two-handed weapon as the soulbow prefers.
* It deals 1d8 damage if one-handed or 1d10 if two-handed.
* It deals force damage.
* It may be given the Thrown (30/120) or Ammunition 80/320 properties if it is a one-handed weapon, or the Ammunition (150/600) if two-handed.
* It has no weight and is always considered a light weapon.
* It benefits from any feats that affect specific ranged weapons at the soulbow's discretion. However, only one such feat can be in effect at any given time.
* The soulbow never runs out of ammunition once the spirit weapon is draw (even if it is a thrown weapon), attempts to disarm the spirit weapon fail outright.

### Cascade of Piercing Terror

Indignation wells up from the depths of the one's own soul at his enemies, manifesting as a barrage of vicious intent that is said to send a chill up the spine of one's target. But the wrath of a soulbow, instead, becomes a torrent of spines and blades that shreds the enemy instead. Starting at 13th level, as an action, the soulbow may unleash a cascade of cutting terror. This is a single attack with his spirit weapon that negates disadvantage, gains advantage, triples the range and deals extra damage equal to twice the difference between the attack roll and the armor class of the target.

### Maelstrom of Spectral Dominance

Beginning at level 18, once per short rest, the soulbow may initiate a Maelstrom of Spectral Dominance, which lasts for one minute. While this ability is active, whenever the soulbow successfully damages an enemy with his spirit weapon, he may cause all other enemies within his weapon's range suffer the same damage as the target. Furthermore, all ranged attacks against the soulbow suffer disadvantage while this is ability is active, and the soulbow's threatened area extends to encompass the normal range of his spirit weapon.
Shaman

### Spirit Guide

Beginning at 8th level, your deity blesses you with the companionship of a holy spirit guide. Your spirit guide can take almost any form imaginable, based on the preferences of your deity, but it is always a Medium sized entity that occupies a square and can be flanked with. You can summon, dismiss, or resummon your spirit guide in any square within 60' as a bonus action. While your spirit companion is within 60' of you, you may cast spells from your square or the spirit guide's. Additionally, whenever you cast a healing spell, allies adjacent to your spirit companion regain HP equal to twice the level of the cast spell. Your spirit guide has an AC of 17 and can be attacked, but has no hit points. Further, against any effect that deals reduced damage on a successful saving throw, the spirit is treated as automatically succeeding on its save. Instead of losing hit points, if it takes damage greater than your level from a single attack, it is temporarily banished and you take psychic damage equal to half your level. This does not prevent it from being resummoned normally. Your spirit guide moves when you do, and has movement speeds equal to yours. Lastly, as an Action, you can command your spirit guide to attack an enemy adjacent to it. This is a spell attack by you dealing [1d10+Wis Mod] damage.

### Spirit Infusion

Beginning at 13th level, your spirit guide can aid you in channeling holy power. As a bonus action while your spirit guide is active, you can allow your spirit guide to assume Concentration of a spell you are currently concentrating on, leaving you free to begin focusing on a new concentration effect. Your spirit guide does not need to make concentration saves when damaged. Instead, it loses concentration instantly if it is dismissed, whether by your action or damage from an attack.

### Soul of the World

Beginning at 18th level, you can infuse the very world around you with the will of the divine. As a bonus action while your spirit guide is active, you may infuse the terrain itself with holy power. Doing so dismisses your spirit guide and creates an infused zone 100' in radius, centered on the spirit's location when it is dismissed. You may cast spells from any location in this zone, and any ally that ends their turn in the zone while below 50% of their maximum HP is healed by an amount equal to half their maximum HD, rounded down. Additionally, any enemy that ends their turn in the zone is subjected to your spirit guide's spell attack without requiring any action from you. This infused area lasts until you resummon your spirit, or for one minute, whichever comes first.
Places

Have an article about a location that needs a home? Well look no further! Here is where all places will be put. If its a geographical location, political entity, or other dimension it still counts! If things get crazy we might need to revisit this organization but for now this will do.

* Super Australia
* The Empire
* Empire de Neutral
Mage Crack

Mage crack is the most important and most influential substance on the entire planet. Nearly every era ends or starts with something related to this wonder material.

## History

The history of mage crack is long and is woven very tightly with the fabric of the world. It created and felled empires and even brought about the end of the world.

### The Second Era

The discovery of raw mage crack is actually what jump starts the second era. Its ability to severely enhance a mages powers shifted the political landscape of the world. From is first discovery in blank it was found in many regions and many mines popped up all over the world. When the negative effects of mage crack were discovered it was too late for the majority of mages in the world. Even newer generations of mages were pressured into using MC because without it there was no way to compete with other casters.

Many mages with their new found powers were able to take over their own private city-states or kingdoms. The mental deterioration drove many insane, which arguable made them even more powerful. Mage crack collapsed long standing nations and created several new ones.

## Uses

Mage Crack (patent pending) is used by many mages to enhance their personal magical abilities. How it works is described as "Unknown" By prof. Copperton at the University of Towers.
Titan Soul

## The Titan Soul

Fighters often use large weapons, but the Titan Souls are those that have wholeheartedly submerged themselves in the knowledge and culture of giants and titans, the epitome of humanoid stature and strength.

### Titan Fighting Style

The Titan-souled are reincarnated from, or have actual giant in their blood. Don't ask how, on the latter. At 8th level, the Titan Soul has their fighting style replaced with the Titan Fighting Style. This functions similarly to the Great Weapon style, allowing rerolls on damage results of 1 or 2, however instead of keeping the result if it's another 1 or 2, you reroll until you receive a damage result that is 3 or higher. Additionally, once per turn when you hit with a weapon attack, you can make a Titan's Strike, treating the weapon as one size larger, and dealing an extra weapon die of damage. The target of the attack must also make a Strength save or be pushed 15' back. If the Titan Soul uses this with the Pushing Attack maneuver, the target only makes one Strength save, and they are pushed 25' on a failure.

### Brute Strike

Behind each swing, the Titan-souled can gain a sudden surge of power from their giant ancestry. This can also come up at really inconvenient times, like opening a door or trying to open a jar of pickles. At 13th level, the Titan Soul gains the Barbarian's Brutal Critical feature as a barbarian of their level (adding 2 weapon dice on a critical), as long as they are wielding a two-handed weapon. In addition, whenever they score a critical hit, they may push the target 5' for each point of their Strength modifier.

### Giant's Might

While the Titan-souled are not actually giants, every so often, they can call on their ancestral soul to gain extra power. At 18th level, as a free action, the Titan Soul can increase their size to Large for 1 minute. Their reach doubles, they gain an extra weapon damage die, and they have advantage on all Strength checks and Strength saving throws. Additionally, their attacks push back 5', and their Titan's Strike pushes 25' (or 35' with Pushing Attack) on a failed Strength save, or 10' on a successful save. The Titan's Soul cannot use this ability again until they take a long rest.
Marshal

## The Marshal

Marshals are bards that have studied the art of war, being inspiring and loud and maybe a little annoying but just enough so that it's a motivating factor to kill enemies instead of the marshal himself.

### Inspiring Presence

The marshal is always shouting out words of encouragement, or maybe he's more of a drill sergeant type who browbeats his soldiers/allies into doing the right thing for their job. At 8th level, the Marshal gains proficiency with heavy armor and martial weapons if they didn't already have those proficiencies. In addition, at the start of each day, they choose a number of auras described below to 'prepare' equal to their Charisma modifier. The marshal can only have one aura active at a time, but it is continually in effect unless the marshal is incapacitated, and covers an area of 30'. The marshal can change their aura as a bonus action. The bonus added for each aura is equal to one-half the Marshal's proficiency bonus.

* *Defy the Reaper:* Double bonus to death saving throws.
* *Demand Fortitude:* Bonus on Strength and Constitution saves.
* *Force of Will:* Bonus on Wisdom and Charisma saves.
* *Master of Tactics:* Bonus to Armor Class against reaction attacks (such as Opportunity Attacks).
* *Motivate Body:* Bonus to Strength, Constitution, and Dexterity checks (but not initiative checks) and skills.
* *Motivate Mind:* Bonus to Intelligence, Wisdom, and Charisma checks and skills.
* *Over the* *Top:* Bonus on damage rolls.
* *Prepared to Strike:* Bonus on Dexterity checks for initiative.
* *Restful Presence:* Bonus on healing received from spending hit dice.
* *Watchful Eye:* Bonus on Dexterity and Intelligence saves.

### Tactical Repositioning

Marshals are pushy, but they get results. Gotta give them that. At 13th level, the marshal can expend a bonus action and some of their movement, allowing an ally to move that amount instead. If they end their turn adjacent to the Marshal, they double the benefits of any auras the marshal has active until the end of the marshal's next turn.

### Master of War

The marshal has a mind for war, always readjusting his strategy and calling for greater results when things look bad. At 18th level, the marshal's auras increase to an area of 60'. Additionally, they can expend a bardic inspiration use to gain one of the major auras below for 1 minute. The auras grant the ability to roll a die and add it to their associated effect, the die being equal to the marshal's bardic inspiration die (so d12). The aura's effects can only be invoked on any given ally once per round.

* *Hardy Soldiers:* The ally subtracts the die result from damage dealt to them by an attack or spell.
* *Motivate Ardor:* The ally adds the die result to a damage roll. This is limited to once per turn instead of once per round.
* *Motivate Care:* The ally adds the die result to their Armor Class against a single attack.
* *Resilient Troops:* The ally adds the die result to a save they make.
* *Steady Hand:* The ally adds the die result to an attack roll.
Time Mage

### Critical Quicken

Beginning at 8th level, your understanding of time allows you to use your precious moments where they're needed most. Once per short rest, you can use a Reaction after taking damage to move your speed (provoking no opportunity attacks) and then cast a spell with a casting time of 1 Action. You are then Stunned until the end of your next turn.

### Arcane Extension

Beginning at 13th level, you can fudge the temporal laws that dictate the beginning and end of all magic. It's not really cheating if you don't get caught! When a creature within 100' succeeds on a saving throw to end an effect applied by one of your spells, you can use your reaction to turn that success into a failure. Doing so costs SP equal to what would be required to cast the spell that inflicted the condition. This does not work on saving throws to resist the initial application of a spell, and cannot extend the effects of spells over 5th level.

### Paradox Jaunt

Beginning at 18th level, once per long rest you can generate the holy grail of temporal chicanery - a functional time loop. As an Action, you can call on the marginally more experienced but infinitely more insufferable version of yourself currently residing one minute in the future, summoning them to a location you can see within 60'. This self-important prick has exactly the abilities you do, so you're not entirely sure where they get off with the whole 'older and wiser' act, especially since they can't even move or take any actions on the round they're summoned. You and your substantially less cool temporal doppleganger share a single pool of SP, and act on the same initiative count. Due to subtle paradox bullshit too complicated to get into here, neither of you can cast spells higher than 5th level while this duplication is occurring. After one minute, you are unceremoniously yanked one minute into the past by the inconsiderate prick that is your past self to deal with their problem for them.
Tridenton

Tridenton was the last stand of the Rasery Forces against Izel Whitekeep and his allies during his Akoon Conquest. Due to the danger of the whirlpools and currents that push ships towards said whirlpools, Tridenton held out for three years on its own before finally surrendering the Rasery Family. Tridenton is an exotic exporter of rare gems, fish, fruits, and cloth. Does the danger of the water outweigh the boons of Tridenton is the question that sailors ask before embarking on a journey to or from Tridenton.
MageCrack Wikia

## Welcome to the Wiki

Hey! This is for testing. But it could eventually become official! Its difficult to say!

## Find a Page!

For now every page will be organized into these different categories. If a page doesn't quite fit in any category feel free to add one!

* People and Organizations
* Places
* Artifacts
* Events
* Magic and Technology
* Misc

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Royal Scepter

## The Bittonian Royal Scepter

A mysterious artifact of unknown origin, this is the reason the Dark Lord first attacked Bittonia. But unfortunately for him, the artifact only holds power in the hand of an heir of Bittonian royalty, so it seemed like an ordinary powerless stick to him and he threw it away, losing interest and calling off the assault. Prince Elzo recovered it, and thus took the throne as king of Bittonia.

Nobody really knows what the artifact does, probably. It's said it can reform reality with the proper catalyst.
Squid People

The squid people are a strange race with a complicated history. The origin of these creatures is unknown and although they are largely ignored by the races of the world, the squid people are linked to some of the most important events in history.

## Anatomy

The squid people are an interesting looking race. They don't have much of a lower body instead there is just a mass of a varying number of tentacles. The largest number ever reported being 14 and the smallets being 3. Each limb is able to function completely independantly.
Gladiator

## The Gladiator

Rawr! You combine the fury of a barbarian with the controlled demolition of a fighter. You hit hard, and when things hit you, you hit back harder.

### Double Up

You're a little reckless, but that's what the crowd loves about you! At level 8 you can take a bonus action to Psyche Up, but you grant advantage to all enemies attacking you.

### Feel The Burn

A little bump on the head never hurt anyone. Well, maybe that one guy. But he's a pansy. At level 13, as a reaction, you can Psyche Up in response to being hit by an attack.

### Blind Man's Biff

The glory of the gladiator is occasionally just flooring a sucker with one punch or smash or whatever you guys do. At 18th level, once per turn, you can take disadvantage on a weapon attack you make. If you hit with this attack, the attack is a critical hit.
King Bittencourt

## His Majesty King Elzo Bittencourt von Mouskawitz the VIIIth

Your glorious ruler after his father, King Elzo the VIIth, died. Holding an ancient uber-powerful artifact of some kind, he is nonetheless extremely lazy and has a hard time caring about things that do not directly affect him. His head guard is Bearinstein Brightbeard the Boisterous and Bold. Who might actually be just a bear, but nobody is rude enough to point it out because the King would hear nothing of the sort. Also it may actually be a druid? Who knows.

He had a casual competitive streak with his older sister, Elza Bittencourt, even though ever since he was born he was the rightful heir to the throne. Kind of a dick move, really.
Green Mage

As the first Geomancers were instructed in the secrets of the ley lines of the world by Primal teachers, there existed a hidden cabal of arcanists who viewed these wonders with envy in their hearts. After tricking a young geomancer initiate into aiding them with promises of power and adoration, the mages wasted no time turning the power of the earth to their own ends, making incredible discoveries regarding the flow of power through the world - and how to twist it to serve their own magics. Though the circle was destroyed in time by a wrathful Primal and its disciples, their discoveries had already spread too far to ever fully quash. Even so, Green Magi and Geomancers retain a bitter feud to this very day, and one that shows no sign of dying out any time soon.

### Summon Monolith

Mana flows through the world, not so different from the blood that flows through the veins of so many mortals. With but a twist, it can be called forth into a monolith of power. Beginning at 8th level, when you cast a spell with a duration of Concentration, you may choose to forgo concentrating on the spell to instead anchor it to an Arcane Monolith. You conjure the crystalline monolith in a square you can see within 30' of you. A spell anchored in this manner does not consume your Concentration. Instead, the spell will last for as long as the summoned monolith remains intact, up to a maximum of one minute (after which the monolith crumbles). The monolith occupies its square, has an AC of [8 + Bound Spell's Level + Int Mod], and had HP equal to your level. If you move more than 30' from the monolith, or lose line of sight to it, it crumbles instantly. You may only have one monolith active at any given time. If you are at least 13th level, you may have up to two active monoliths. If you are at least 18th level, you may have up to three active monoliths.

### Arcane Anchor

The power that flows through a student of Green Magic is beyond disruption or reproach, and none understand the currents of primal power in quite the same way. Beginning at 13th level, while you have a monolith active, you automatically succeed on constitution saves made to maintain concentration on your spells.

### Grand Channeler

To a master Green Magus, the lifeblood of the world is shaped with no more difficulty than a novice might display with a simple cantrip. Even the most violent disruptions can be quelled with naught but a word, a gesture, and force of will. Beginning at 18th level, when one of your monoliths is destroyed by damage, you can expend your reaction to recover the spell bound to it. If you cast that spell by the end of your next turn, you can restore the destroyed monolith in its original position rather than casting the spell normally. If you do so, the restored spell costs no MP.
Zen Archer

### Zen Archery

Beginning at 8th level, you gain proficiency in the longbow, and may treat the longbow and shortbow as monk weapons. Additionally, you may make the bonus attack from your Martial Arts class feature, or the extra attacks from Flurry of Blows, using a longbow or shortbow in place of an unarmed attack. Lastly, you may use your Deflect Missiles class feature on spell attacks, against which it works in a manner identical to weapon attacks. If a spell attack's damage is reduced to 0 by this effect, you also negate any other effects the spell might have.

### Shooting Star Discipline

Beginning at 13th, your mastery of spirit and arrow allow you to perform impossible feats of mystical marksmanship. You can use Ki in the following new ways.

* Meteor Shot: As an Action when you are wielding a bow, you can expend 2 Ki to make a single weapon attack with that bow targeting every creature in a 120' line. The line pierces cover and obstructions of any thickness or durability without harming them. This attack deals an extra 2d8 force damage to any creature that it hits.
* Starlight Flare: While you are wielding a bow, when an enemy within the short range of your bow makes a weapon attack you may use your reaction and spend 2 Ki to make a weapon attack with your bow against the triggering enemy. On a hit, the triggering attack suffers Disadvantage.
* Comet Ride: As an Action while you are wielding a bow, you can expend 2 Ki to shoot an arrow to any location you can target within your weapon's long range. You can ride the arrow for the duration of this flight, mystical artes allowing you to pass as easily as the slender wooden shaft. This movement does not provoke opportunity attacks.
* Shining Orbit: When you use your Deflect Missiles class feature, you can choose to return a shot even if you do not reduce its damage to 0. Doing so costs 2 Ki rather than 1. This does not negate the remaining damage to you.

### Shot of Perfect Clarity

Beginning at 18th level, for the first weapon attack with a bow you make each turn, you can choose to hit your target automatically, without making an attack roll.
Cavalier

The flutter of pennants. The thunder of hooves. The flash of sunlight on helm and shield. These things have been emblazoned into the legends of Bittonia for centuries beyond count - and not without reason. While anyone with a a suit of armor, a steed, and a drop of noble blood could technically be called a knight, the title of Royal Cavalier was granted only those who displayed true heroism in battle. Some call these chivalric warriors and those who follow the example they set a dying breed. The Cavaliers would politely disagree.

### Noble Steed

A cavalier's mount is a lord among its kind - a heavenly beast that is regal, wise, and strong beyond compare. Beginning at 8th level, you add Find Steed to your list of spells known, and may cast it up to once per long rest without expending spell points. This does not count against your ordinary limit of spells prepared. Additionally, you can summon any Beast at least one size category larger than you when casting Find Steed, so long as the summoned creature's CR does not exceed 1/4 of your level (rounded down). No matter what form is summoned, your companion possesses the same identity. Finally, the first time your mount deals damage with an attack each turn, it may add your Charisma modifier to the damage dealt.

### Together We Ride

To be a cavalier is to be the shining tip upon the silver spear of justice - leading the charge through the ranks of any foe that dares menace your people. Beginning at 13th level, you can summon a number of additional mounts up to your Charisma modifier when you cast Find Steed. These mounts do not gain the benefits of your Noble Steed feature, but they will bond with the first creature to mount them in the same manner that a mount summoned with that spell usually bonds with its caster. These steeds last until the next long rest. Additionally, whenever you deal damage with your Divine Smite class feature you can allow mounted allies within 100' to move half their speed, as long as this movement takes them closer to at least one enemy they can see. Lastly, if you have the Mounted Combatant feat, you can share its second benefit with any mounted ally within 100'.

### Spirited Charge

No evil can stand against the glorious onslaught of a true cavalier. Legends tell of a lone rider shattering the ranks of armies of darkness in a single act of incredible valor. Beginning at 18th level, whenever you are mounted and move at least 20' in a straight line before hitting with an attack, that attack is automatically a critical hit. Additionally, any enemies within 30' of you when you make that attack must make a Wisdom saving throw against your paladin spell DC or be Frightened of you until the end of your next turn. This ability can only trigger once per turn, even if you make multiple attacks.
Warpriest

For every holy festival held in honor of the Goddess, there have been bloody battles beyond count. For every comfortable cleric in plush robes and high halls, an ancestor who screamed prayers of retribution in the mud and filth of the battlefield. Not all have forgotten the crusades of their grandfathers, for all the tenuous 'peace' with the minions of darkness. The weapons of a warpriest are ready, and their sermons are written in the clash of blood and steel.

### Holy War

War is not glamorous, and the goddess weeps to see her children shed their blood in her name, but the defense of the faithful is still among the holiest of duties. Beginning at 8th level, you can attack twice, instead of once, when you take the Attack action on your turn.

### Battle Blessing

The bond between brothers and sisters of battle is sacred to the Goddess, and Her blessing falls easily upon the comrades of a warpriest. Beginning at 13th level, you can cast a cleric spell as a bonus action, as long as all targets of that spell are allies and you have dealt damage with a weapon attack this turn. You can use this ability a number of times per long rest equal to your Wisdom modifier, and regain one expended use at the end of each short rest.

### Righteous Might

Before the power of the goddess, even the mightiest of fiends and monsters can do naught but cower in fear. Beginning at 18th level, once per extended rest, you can invoke the Righteous Might of the Goddess as a bonus action. For one minute, your size increases to Large (increasing weapon damage appropriately), you gain Resistance to all damage, and your Battle Blessing can be used even on spells which target enemies. Additionally, any spell you cast is amplified by one virtual spell level while this ability is active.
Wolf Cursor (Fighter/Ranger)

Wolf Cursor

*Flank them, open them up, tear out their throats.*

Wolf Cursors are Fighters who have taken a page from the hunting animals of the wild.  They skirt around the edges of the fray, seeking their opportunity.  They tend to have uncanny capability at creating their own opportunities with a well-placed throwing weapon.

At 8th level, if a Wolf Cursor begins an Attack action with a thrown weapon attack, they gain Advantage on the remaining attacks in the action.

At 13th level, when enjoying Advantage from their 8th level feature, a Wolf Cursor deals an extra 1d8 damage, and opportunity attacks against the Wolf Cursor during the same period suffer Disadvantage.

At 18th level, Wolf Cursors enjoy a permanent, un-dispellable Freedom of Movement.  If, somehow, this effect is removed, the Wolf Cursor may regain it as a non-action on their turn.
Avenger

## The Avenger

The Avenger is a paladin that delved into dark power to better fight and understand their enemy. They're a little broody or grumpy most of the time because they are all conflicted about their faith. Not exactly the type of guy you'd want a drink with.

### Devil Striker

The Avenger is the complete opposite of a normal paladin! Instead of protecting, they focus on mauling their enemies. Instead of holy power, they use the power of darkness. It's a little confusing. At 8th level, the Paladin receives several fundamental changes to their class features. Their *Divine Smite* now deals necrotic damage instead of radiant damage. Instead of *Aura of Courage*, the avenger gains an *Aura of Darkness*, which inflicts disadvantage on saves against fear for enemies within 10 feet (30 feet at level 18). Instead of *Cleansing Touch*, the Avenger gains the ability to cast *Bane* a number of times between long rests equal to their Charisma modifier without using any spell slots. Finally, their *Lay on Hands* ability is replaced with a *Devil Gauge.* The *Devil Gauge* retains a maximum amount of their Paladin level x5, but it starts empty at the end of each long rest. The Paladin receives 5 points to this Devil Gauge each time they make a successful attack or deal damage with a spell. They can spend 10 points to either add an amount of necrotic damage to an attack equal to their weapon die, or add an effective level to a damaging spell.

### Echoes of Nothing

An avenger could write extensively on the darkness in their heart. In fact, a few have. In the form of poetry. It's kind of sad. At 13th level, the avenger's darkness and emptiness manifests outward whenever they roll a critical hit, or whenever an enemy rolls a 1 on a saving throw against their spells. The avenger's move speed increases by 20', they receive +2 to attack rolls, and they deal 1d10 bonus necrotic damage on all of their attacks and spells for 1 minute while the manifestation is active.

In addition, they add the following spells to their spell list.

* *Eldritch Blast*
* *Hellish Rebuke*
* *Witch Bolt*
* *Darkness*
* *Fear*
* *Vampiric Touch*
* *Blight*

### Demonize

The deeper the avenger dips into the dark arts, the harder it is not to whine incessantly about it. But still, they get some pretty cool perks, like turning into a rampaging demon. At 18th level, whenever the Paladin's *Devil Gauge* is full, they can expend all of it to take the form of a powerful demon. Their size increases to large, their reach increases by 5, and they gain THP equal to their paladin level. All of their attacks and spells deal necrotic damage, and they gain the automatic effects of spending 10 of their *Devil Gauge* to enhance their attacks and spells, and can still use their *Devil Gauge* in the same manner to gain an even greater bonus. This form lasts for 1 minute, and cannot be used again until the avenger takes a short rest.
Advanced Classes

## **Advancement is the only way to Victory!**

So those lackluster adventurers of yours certainly can't bumble their way through dungeons forever. They've got to commit! By combining their own class knowledge with a foreign concept, and maybe by also collecting fifty rat tails and offering it to a dragon, they can advance the ladder of power!

A character can advance at level 8, as long as there is a character of the class they intend to combine with of level 4 or greater. So, a Paladin intending to advance into the path of the Samurai must bask in the monastic brilliance of a Monk half their level. Or something like that. They gain a Advanced Class benefit, and then accumulate new benefits at level 13 and 18. Fancy!

There are 132 combinations in total! Insanity!

## The Classes

### Barbarian

* Thane (Bard)
* Gladiator (Fighter)
* Stone Fist (Monk)
* Juggernaut (Paladin)
* Viking (Sorcerer)
* Demon Berserk (Warlock)
* Runescarred (Wizard)

### Bard

* Skald (Barbarian)
* Beastmaster (Druid)
* Marshal (Fighter)
* Dancer (Monk)

### Cleric

* Fanatic (Barbarian)
* Soulfire Preacher (Bard)
* Shaman (Druid)
* Warpriest (Fighter)
* Crusader (Paladin)
* Astrologian (Wizard)

### Druid

* Warshaper (Fighter)
* Geomancer (Ranger)
* Cataclysm (Sorcerer)

### Fighter

* Titan Soul (Barbarian)
* Warlord (Bard)
* Warden (Druid)
* Warrior Monk (Monk)
* Defender (Paladin)
* Wolf Cursor (Ranger)
* Armamentalist (Sorcerer)
* Wildfire Knight (Warlock)
* Runic Knight (Wizard)

### Monk

* Drunken Master (Barbarian)
* Juggler (Bard)
* Sacred Fist (Cleric)
* Grappler (Fighter)
* Nen Master (Paladin)
* Zen Archer (Ranger)
* Street Fighter (Rogue)
* Master of Five Excellences (Wizard)

### Paladin

* Ravager (Barbarian)
* Champion (Bard)
* Hospitaler (Cleric)
* Ronin (Fighter)
* Samurai (Monk)
* Cavalier (Ranger)
* Dragoon (Sorcerer)
* Avenger (Warlock)
* Reliquary (Wizard)

### Ranger

* Whirling Slayer (Barbarian)
* Desperado (Bard)
* Outlander (Fighter)
* Darkstalker (Paladin)
* Spitfire (Sorcerer)
* Soulbow (Warlock)

### Rogue

* Thug (Barbarian)
* Charlatan (Cleric)
* Viper (Druid)
* Swashbuckler (Fighter)
* Ninja (Monk)
* Inquisitor (Paladin)
* Gambler (Warlock)
* Graverobber (Wizard)

### Sorcerer

* Duskblade (Fighter)
* Battle Mage (Monk)
* Holy Scourge (Paladin)
* Inheritor (Warlock)
* Elementalist (Wizard)

### Warlock

* Blood Mage (Barbarian)
* Faustian (Bard)
* Hexblade (Fighter)
* Vagabond (Ranger)
* Shadowcaster (Rogue)

### Wizard

* Red Mage (Bard)
* Seer (Cleric)
* Green Mage (Druid)
* Animator (Fighter)
* Time Mage (Monk)

### Companions/Special

* Drantii Blood Countess (Aileen/Blackcloak)
Seer

Not all wizards are satisfied with the mortal limits of power, honing their ethereal artes eternally with the knowledge of angels and demons alike. Known as Seers, these archmagi wield terrifying energies indiscriminately in their pursuit of ever greater power.

### High Arcana

To a student of the arcane, even the simplest magics contain the seeds of true power. All that remains is to nurture them. Beginning at 8th level, your maximum castable spell level is treated as being one higher for the purpose of casting spells from a higher spell slot. You must still pay extra SP as normal to do so. Additionally, if you pay to increase a spell's level by at least 2 levels, it gains one bonus spell level, up to your maximum.

### Grand Lore

To a Seer, power is power, no matter the source. Beginning at 13th level, you can add spells of 6th level or higher to your spellbook and prepare them normally, regardless of class restrictions. Additionally, when you escalate a spell of 5th level or lower to level six or higher, it does not count against your limit of 6th level or higher spells per day. The SP cost of such spells is unchanged.

### Archmage

A seer at the pinnacle of their power is a force without equal - a vessel of pure power, and a master of the mightiest forces in the cosmos. Beginning at 18th level, at the end of each long or short rest, you gain two charges of Eldritch Might. By expending one charge of arcane might, you can cast a spell of 6th, 7th, or 8th level without counting it against your daily limit of 6th level or higher spells per day. By expending both charges, you can cast a spell of 9th level in this fasion. You must still pay the appropriate spell point costs.