recursal/Fanatic-Fandom huggingface dataset:
Iron

“What, have you guys never heard of them before? They’re iron mixed with other things to change their nature. Alchemists are the ones that make these kinds of iron, which blacksmiths then purchase to craft things." Gantz

## General Information

Iron is a common material used for making weapons and armor. Due to the presence of magic and alchemy different types of iron are available in this world.

### Blue Iron

It is heavier and more expensive than normal iron.

### White Iron

White iron is said to be lighter in weight and rustproof. It weighs about half the regular iron and is stronger by 2 or 3 times normal iron. It is commonly used for chainmail armor due to its lightweight property.

* It is 10 times more expensive then normal iron.

### Red Iron

It is relatively affordable compared to other iron variants but its harder to work with.

* It is 4 times more expensive than normal iron
Milet Wiki

**Welcome to the Milet Wiki!**
This page is for Japanese singer-songwriter; milet

*Welcome to the official **milet Wiki**, an encyclopedia made by fans for other fans with news and information related to the Japanese singer-songwriter, **milet** . Anyone can edit and create pages on this wiki in order to create a great database that everyone can use.*
Us

**Home** > **Discography**

Us
--

**us** is the 3rd EP by milet. It was released on August 19, 2019. The album came in 2 editions; Limited and Regular Edition. For both editions, there are 4 tracks.

## Editions

* DVD, Limited Edition (SECL-2476)
* Regular Edition (SECL-2478)

## Tracklist

1. us
2. Diving Board
3. Rewrite
4. Fire Arrow

## DVD (Limited Edition)

**Music Video**

* Runway

**milet SPECIAL SHOW CASE Vol.1 @ Billboard-Live TOKYO**

1. Undone
2. inside you
3. Waterfall
4. 航海前夜 (Koukai Zenya)
5. Again and Again
6. I Gotta Go

## Album Credits

 2
 3
 4
Inside you

**Home** > **Discography**

**inside you** is the debut EP by milet. It was released on March 6, 2019. The album came in 2 editions; Limited and Regular Edition. For both editions, there are 4 tracks.

## Editions

* DVD, Limited Edition (SECL-2398)
* Regular Edition (SECL-2400)

## Tracklist

1. inside you
2. Again and Again
3. Waterfall
4. I Gotta Go

## DVD (Limited Edition)

**Music Video**

1. inside you

## Album Credits

 2
 3
 4
Flare

**Home** > **Discography**

**Flare** is the 8th EP by milet. It was released on March 7, 2022. The album came in 3 editions; Limited, Limited Anime and Regular Edition. For all editions, there are 4 tracks. The title track is also used as the ending theme song for the anime "Ousama Ranking".

## Editions

* DVD, Limited Edition (SECL-2750)
* Regular Edition (SECL-2752)
* Limited Anime Edition (SECL-2753)

## Tracklist

1. Flare
2. Before the Dawn
3. Somebody - Acoustic Session
4. Fly High - Orchestra Ver.

## DVD (Limited Edition)

* Limited Edition
* Limited Anime Edition

**Music Videos**

1. Fly High
2. Shed a Light

* Ousama Ranking Dai 2 Cour Non-Credit Ending Movie

## Album Credits

 2
 3
 4
Enchantment

*As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.*

## Subclass Features

### Enchantment Savant

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

### Hypnotic Gaze

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

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

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

### Instinctive Charm

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

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

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

### Split Enchantment

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

### Alter Memories

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

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

**Home** > **Discography**

**Ordinary Days** is the 7th EP by milet. It was released in August 2, 2021. The album came with 2 editions; Limited and Regular Edition. For all editions, there are 4 tracks including previously released track which is also the title track; Ordinary Days.

## Editions

* DVD, Limited Edition (SECL-2587)
* Regular Edition (SECL-2589)

## Tracklist

1. Ordinary Days
2. Time Is On Our Side
3. Castle
4. Hit the Lights

## DVD (Limited Edition)

**milet ONLINE LIVE "eyes""**

1. One Touch
2. Inside You
3. Who I Am
4. Imaginary Love ~ Again and Again -acoustic ver.
5. Tell Me - acoustic ver.
6. us
7. Grab the Air
8. Dome
9. The Hardest

## Album Credits

 2
 3
 4
Verdan

***Verdan are hungry to undertake new challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels.***

***However, their inexperience in the world and their racial amnesia sometimes lends the verdan a kind of innocence that works against them. Some are credulous and easily fooled by hucksters, but most verdan have an intuition bred by empathy that helps them eventually sort out those who are sincere from those who are not.***

## Verdan Features

• **Ability Score Increase.** Your Constitution score increases by 1, and your Charisma score increases by 2.

• **Age.** Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no Verdan has died of old age since the race’s initial creation, their upper age limits remain subject to speculation.

• **Alignment.** Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual Verdan become untethered from any moral or ethical framework.

• **Size.** Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each Verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a small creature. When you reach 5th level, you become a Medium creature.

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

• **Black Blood Healing.** The black blood that is a sign of your people’s connection to That-Which-Endures, boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.

• **Limited Telepathy.** You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.

• **Persuasive.** Your people’s lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.

• **Telepathic Insight.** Your mind’s connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.

• **Languages.** You can speak, read, and write Common, Goblin, and 1 additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.
Who I Am

**Home** > **Discography**

**Who I Am** is the 6th EP by milet. It was released in November 30, 2020. The album came in 2 editions; Limited and Regular Edition. For all editions, there are 5 tracks including previously released tracks.

## Editions

* DVD, Limited Edition (SECL-2543)
* Regular Edition (SECL-2645)

## Tracklist

1. Who I Am
2. The Hardest
3. One Touch
4. Ashes
5. Grab the air -Reprise- Remixed by Masayuki Nakano

## DVD (Limited Edition)

**Music Videos**

1. One Touch
2. Until I Die
3. Grab the Air (TV edit)
War Magic

*A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.*

*Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.*

*In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty Fireball if I die before I can cast it?"*

## Subclass Features

### Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

### Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

### Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

### Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

### Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your wizard level.
Tempest Domain

*Gods whose portfolios include the Tempest domain – including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor – govern storms, sea, and, sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.*

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## Subclass Features

### Bonus Proficiencies

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

### Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

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

### Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

### Thunderous Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

### Divine Strike

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

### Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Milet

**Home**

**milet** (ミレイ), is a Japanese singer-songwriter based in Tokyo, Japan. She is signed to SME Japan and releases her music under SME Records. She released their major debut EP, inside you on March 6, 2019.

## Discography

##### Studio Albums

1. [2020.06.03] eyes
2. [2022.02.02] visions

##### Extended Plays (EP)

1. [2019.03.06] inside you
2. [2019.05.15] Wonderland
3. [2019.08.21] us
4. [2019.11.06] Drown/You & I
5. [2020.02.19] Prover/Tell Me
6. [2020.12.02] Who I Am
7. [2021.08.04] Ordinary Days
8. [2022.03.09] Flare

##### Digital Single

1. [2019.08.28] us -acoustic ver.
2. [2019.10.29] You & I
3. [2020.02.14] Tell Me
4. [2020.11.12] Who I Am
5. [2020.11.19] The Hardest
6. [2020.12.31] inside you - From THE FIRST TAKE
7. [2021.04.29] checkmate
8. [2021.07.14] Ordinary Days
9. [2021.11.16] us - From THE FIRST TAKE
10. [2021.11.30] Fly High
11. [2022.01.14] Flare
12. [2022.01.19] Wake Me Up

##### Collaboration

1. [2019.10.23] Man with a Mission - Reiwa (with milet)
2. [2021.10.13] TK from Ling tosite sigure - Future Tone Bender (with milet)
3. [2021.12.17] milet x Aimer x Ikuta Lilas - おもかげ (Omokage) (produced by Vaundy)
4. [2022.03.18] Flare (FAULHABER & Crazy Donkey Remix)

## Music Video

##### 2019

* inside you
* Again and Again
* I Gotta Go
* Undone
* Runway
* us
* Fire Arrow
* You & I
* Drown

##### 2020

* Prover
* Tell Me
* The Love We've Made
* Grab the Air
* Until I Die
* Who I Am
* The Hardest
* One Touch

##### 2021

* checkmate
* Ordinary Days
* Fly High

##### 2022

* Wake Me Up
* One Reason
* Shed a Light
* Flare
* Walkin' In My Lane
Berserker

*For some barbarians, rage is a means to an end – that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.*

## Subclass Features

### Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

### Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

### Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

### Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Visions

**Home** > **Discography**

**visions** is the 2nd full-length album by milet. It was released in February 2, 2022. The album came with 3 editions; Type A Limited, Type B Limited and Regular Edition. For all editions, there are 15 tracks including previously released tracks.

## Editions

* Type A: Blu-Ray, Limited Edition (SECL-2690)
* Type B: DVD, Limited Edition (SECL-2692)
* Regular Edition (SECL-2694)

## Tracklist

1. SEVENTH HEAVEN
2. Fly High
3. Outsider
4. checkmate
5. Who I Am
6. Loved By You
7. On the Edge
8. Shed a light
9. 邂逅 (Kaikou; *Encounter)*
10. jam
11. Come Here (Session 1)
12. The Hardest
13. Wake Me Up
14. Ordinary Days
15. One Reason

## DVD/Blu-Ray (Limited Edition)

* Type A
* Type B

**1. 2nd Anniversary Live "You & I"**

1. Your Light
2. Parachute
3. Who I Am
4. Prover
5. Tell me
6. Drown
7. Fine Line
8. us
9. Wonderland
10. I Gotta Go
11. The Hardest
12. Dome
13. inside you
14. You & I
15. Rewrite
16. Again and Again
17. Diving Board
18. Grab the air

**2. Music Videos**

1. Who I Am
2. The Hardest
3. One Touch
4. checkmate
5. Ordinary days
6. Wake Me Up
7. One Reason

 **Music Videos**

1. Who I Am
2. The Hardest
3. One Touch
4. checkmate
5. Ordinary days
6. Wake Me Up
7. One Reason
Scout

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

## Subclass Features

### Skirmisher

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

### Survivalist

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

### Superior Mobility

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

### Ambush Master

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

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

### Sudden Strike

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

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

## Subclass Features

### Illusion Savant

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

### Improved Minor Illusion

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

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

### Malleable Illusions

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

### Illusory Self

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

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

### Illusory Reality

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

The object can't deal damage or otherwise directly harm anyone.
Yuan-ti Pureblood

File:Yuan-ti Pureblood.png
*The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.*

## Yuan-Ti Features

* **Ability Score Increase.** Your Charisma score increases by 2, and your Intelligence score increases by 1.
* **Age.** Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
* **Alignment.** Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.
* **Size.** Purebloods match humans in average size and weight. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Innate Spellcasting.** You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Magic Resistance.** You have advantage on saving throws against spells and other magical effects.
* **Poison Immunity.** You are immune to poison damage and the poisoned condition.
* **Languages.** You can speak, read, and write Common, Abyssal, and Draconic.
Folk hero

*You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.*

## Proficiencies + Equipment

**Skill Proficiencies:** Animal Handling, Survival

**Tool Proficiencies:** One type of artisan's tools, vehicles (land)

**Equipment** A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp

## Defining Event

*You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, sheperd, woodcutter, or gravedigger. But something happened that set you on a different path and marked myou for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.*

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## Feature: Rustic Hospitality

*Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.*

## Suggested Characteristics

*A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.*

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Waterphoenix314Temp Wiki

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Walkin' In My Lane

**Home** > **Discography**

**Walkin' In My Lane** is a single album by milet. It was released on May 25, 2022. The album came in 3 editions; Limited Type A, Limited Type B and Regular Edition. For all editions, there are 3 tracks.

## Editions

* Type A: Blu-Ray, Limited Edition (SECL-2763)
* Type B: DVD, Limited Edition (SECL-2765)
* Regular Edition (SECL-2767)

## Tracklist

1. Walkin' In My Lane
2. Love When I Cry
3. My Dreams Are Made of Hell

## Blu-Ray/DVD (Limited Edition)

**milet 1st Tour "SEVENTH HEAVEN" Live Video**

1. Again and Again
2. Diving Board
3. Koukai Zenya (航海前夜)
4. Who I Am
5. inside you
6. Dome
7. Fire Arrow
8. Waterfall
9. checkmate
10. One Touch
11. Wake Me Up
12. Prover
13. Somebody
14. On the Edge
15. us
16. Fine Line
17. You & I
18. Ordinary days
19. The Love We've Made
20. Grab the air

## Album Credits

 2
 3
Land

*The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.*

## Subclass Features

### Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

### Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

### Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark – and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

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### Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

### Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

### Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.
Summer Resort Dungeon

## General Information

A dungeon near Laffan discovered by Meikyo Shisui. It was formed from an abandoned mithril mine. The party came up with the name cuz of its comforting relax nature (*in their perspective*) despite its materials and loot are not valuable. It's a good place to train as well. Currently only 8 floors have been explored.

## Items Found

* Insect Repellent Lamp
* Magic Resist Pendant
* Blessing Orb(Strength)

## Floors Information

### 7th Floor

It is a boss floor and Tyrant Picow is the boss monster and Picow are the main monsters here.There is also a room with return device which teleports people to entrance of the dungeon.

### 8th Floor

Flame Boars and Flame Peacocks are mainly found here.

### 9th Floor

Frozen Springhares and Armored Glyptodons are mainly found here.

### 10th Floor

It is a boss floor with King Howling Wolf and Queen Howling Wolf as boss monsters.Ripper Hares and Giant Ostrichs are mainly found here.There is also a room with return device which teleports people to entrance of the dungeon.
Life Domain

*The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrci).*

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## Subclass Features

### Bonus Proficiency

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

### Disciple of Life

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

### Channel Divinity: Preserve Life

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

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

### Blessed Healer

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

### Divine Strike

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

### Supreme Healing

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

File:Halfling.png
*The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies. Others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.*

## Halfling Features

* **Ability Score Increase.** Your Dexterity score increases by 2.
* **Age.** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
* **Alignment.** Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of the old ways.
* **Size.** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
* **Speed.** Your base walking speed is 25 feet.
* **Lucky.** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
* **Brave.** You have advantage on saving throws against being frightened.
* **Nimble.** You can move through the space of any creature that is of a size larger than yours.
* **Languages.** You can speak, read, and write Common and Halfling.

## Subraces

### Lightfoot Halfling

* **Ability Score Increase.** Your Charisma score increases by 1.
* **Naturally Stealthy.** You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

### Stout Halfling

* **Ability Score Increase.** Your Constitution score increases by 1.
* **Stout Resilience.** You have advantage on saving throws against poison, and you have resistance to poison damage.

### Ghostwise Halfling

* **Ability Score Increase.** Your Wisdom score increases by 1.
* **Silent Speech.** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Divination

*The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.*

## Subclass Features

### Divination Savant

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

### Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

### Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

### The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

*Darkvision.* You gain darkvision out to a range of 60 feet.

*Ethereal Sight.* You can see into the Ethereal Plane within 60 feet of you.

*Greater Comprehension.* You can read any language.

*See Invisibility.* You can see invisible creatures and objects within 10 feet of you that are within line of sight.

### Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
Eyes

**Home** > **Discography**

**eyes** is the 1st full-length album by milet. It was released on June 3, 2020. The album came in 3 editions; Type A Limited, Type B Limited and Regular Edition. For all editions, there are 18 tracks including previously released tracks.

## Editions

* Type A: Blu-Ray, Limited Edition (SECL-2570)
* Type B: DVD, Limited Edition (SECL-2572)
* Regular Edition (SECL-2574)

## Tracklist

1. Again and Again (eyes mix)
2. Parachute
3. 航海前夜 (Koukai Zenya; *Eve of the Voyage*)
4. Somebody
5. inside you
6. Drown
7. You & I
8. Grab the air
9. STAY
10. Dome
11. Tell me
12. Wonderland
13. us
14. Prover
15. Until I Die
16. Without Your Love
17. Fire Arrow
18. The Love We've Made

## DVD/Blu-Ray (Limited Edition)

* Type A
* Type B

**1. Music Videos**

1. inside you
2. Again and Again
3. Undone
4. Runway
5. us
6. Fire Arrow
7. Drown
8. You & I
9. Prover
10. Tell Me
11. The Love We've Made

**2. milet 1st live "eyes""**

1. 航海前夜 (Koukai Zenya; *Eve of the Voyage*)
2. Undone
3. Waterfall
4. us
5. Runway
6. Imaginary Love
7. Fire Arrow
8. Drown
9. inside you
10. Parachute
11. Fine Line
12. Wonderland
13. I Gotta Go
14. You & I
15. Rewrite
16. us -acoustic ver.-
17. Diving Board

**Music Videos**

1. inside you
2. Again and Again
3. Undone
4. Runway
5. us
6. Fire Arrow
7. Drown
8. You & I
9. Prover
10. Tell Me
11. The Love We've Made
Arcana Domain

*Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.*

*The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.*

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## Subclass Features

### Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

### Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

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### Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

### Potent Spellcasting

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

### Arcane Mastery

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Vedalken

File:Vedalken.jpg
*Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.*

*Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and fiat, and they are partially amphibious.*

## Veldalken Features

* **Ability Score Increase.** Your Intelligence score increases by 2, and your Wisdom score increases by 1.
* **Age.** Vedalken mature slower than humans do. reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.
* **Alignment.** Vedalken are usually lawful and non-evil.
* **Size.** Tall and slender, Vedalken stand 6 to 6 1/2 feet tall on average and usually weigh less than 200 pounds. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Vedalken Dispassion.** You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
* **Tireless Precision.** You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.

Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.

* **Partially Amphibious.** By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.
* **Languages.** You can speak, read, and write Common, Vedalken, and one other language of your choice.

## Planeshift Kaladash Vedalken Features

* **Ability Score Increase.** Your Intelligence score increases by 2, and your Wisdom score increases by 1
* **Age.** Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
* **Alignment.** Vedalken are most often lawful and rarely evil.
* **Size.** Vedalken are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Languages.** You can speak, read, and write Common and Vedalken. The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it.
* **Vedalken Cunning.** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
* **Aether Lore.** Whenever you make an Intelligence (History) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.