recursal/Fanatic-Fandom huggingface dataset:
Amnesiac Background

You woke to find yourself laying in the undergrowth with no recollection of who you are or how you came to be there, and you have been wandering ever since.  Your only clues were the contents of your pockets and the clothes on your back.

**Skill Proficiencies:** Insight, Survival.

**Languages:** Any one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)

**Equipment:** A coded note written in an exotic language you know, a gemstone (worth 50gp) and a set of fine exotic clothes.

**Feature: Flashback**

I've  been here before!  The DM will tell you details regarding this location as if you had often visited and were familiar with it.  You may do this only **once** and the location can be on any plane that you are currently in.

##### Suggested Characteristics

A mysterious character with a mysterious background.

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Blacksmith Background

You are a blacksmith, your life is having a hammer in your hand and sweat on your face. You might have come from deep in the Dwarven mines, or perhaps you're an orc forging the weapons of war, or you're just a simple human in a mellow village. Either way, your hands show the marks of your labor. And now you can give metal the shape you desire.

**Skill Proficiencies:**Athletics, Perception

**Tool Proficiencies:**Smith's tools, hammers (all)

**Equipment:**A hammer, smith's tools, 30 gp

**Specialty**

During your time as a blacksmith, you had a specific type of item you were specially skilled working with. Roll a d4 or choose from the options in the table below to determine the category:

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**Feature: Refine**

Not only you can repair and create itens, when it comes to the ones in your specialty you can better their condition and even improve their stats. Giving bonuses on rolls and making them more valuable.

When you choose this background, work with your DM to determine what are the requirements into improving itens and what are the bonuses you can give them.

##### Suggested Characteristics

Life by the forge leaves marks, makes one grow firm. But metalworkers must deal with a lot of people and their requests, even though some of them still rather have their craft as their friends.

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Absorb Elements

Abjuration

Level: 1st

Casting time: 1 Reaction

Range: Self

Components: V, S, M

Duration: 1 Round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Arms of Hadar

Conjuration

Level: 1st

Casting time: 1 Action

Range: Self

Components: V, S

Duration: Instantaneous

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

**At Higher Levels.**When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Calm Emotions

Enchantment

Level: 2nd

Casting time: 1 Action

Range: 60 feet

Components: V, S

Duration: 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Whisper Gnome

**I might be the best Rogue you know, but I don't hold a candle to my cousin. She's a Whisper Gnome and come to think of it, I could hold a candle to her and we probably still wouldn't be able to see her.** *- Clemmen Peddlestep, Gnome Rogue*

Whisper gnomes lack the jovial nature and easy outlook on life that their more common relatives enjoy. Instead, whisper gnomes are creatures of stealth and suspicion. In profession and behavior, they range from dangerous spies to peaceful recluses. Few members of other races can match a whisper gnome's powers of stealth, and whisper gnome scouts and rangers always stalk any creatures that come within a few miles of their hidden hillside communities.

### Gnome Traits

* **Average Height:** 3’ - 4’
* **Average Weight:** 40 - 50 lbs
* **Ability Scores:** +2 Constitution and +1 Dexterity
* **Size:** Small
* **Speed:** 30 feet
* **Alignment:** Most whisper gnomes are neutral or neutral good. Whisper gnomes favor personal freedom and choice, but at the same time they value an ordered community and respect the rights of others and -- to an extent -- the property of others.
* **Vision:** Darkvision to 60 feet
* **Languages:** Common and Gnomish
* **Knack For Stealth:** You gain proficiency in Stealth.
* **Silence:** You know the spell *silence* but the range is limited to 25 feet. Once you use this trait you cannot use it again until you complete a long rest.

### **Whisper Gnome Names**

Whisper gnomes consider names as semi-permanent aliases at best, and one usually goes by a different
name in each non-gnome community he or she visits. When among other gnomes (of any kind), whisper
gnomes usually stick to the names given to them by their parents. Whisper gnome family names are similar
to, but not exactly like, the clan names of common gnomes.
Gnome

**I definitely have it on one of these maps. Not this one. Nope. Nope. What? No, I have no idea how your coin purse got in my map satchel!** *- Gnisheloffenhomme Treefoot III, Gnome Rogue*

Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. Their energy and enthusiasm shines through his or her tiny body. Their tan or brown faces are usually adorned with broad smiles and their eyes bright with excitement. A gnome's personality is writ largely in his or her appearance. A male's beard, in contrast to his wild hair, is kept carefully trimmed and styled.

### Gnome Traits

* **Average Height:** 3’ - 4’
* **Average Weight:** 40 - 50 lbs
* **Ability Scores:** +2 Wisdom and +1 Dexterity.
* **Size:** Small
* **Speed:** 25 feet

* **Alignment:** Gnomes are usually good. There are those among them who tend towards law, but just as many lean towards chaos. Gnomes are good-hearted and even the tricksters among them are more playful than vicious.
* **Vision:** Darkvision to 60 feet
* **Languages:** Common and Gnomish
* **Gnome Cunning:** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
* **Speak with Small Beasts:** Through sounds and gestures you can communicate simple ideas with small or smaller beasts.

### **Gnome Names**

Gnomes love names, and most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that’s the most fun to say.
Charm Monster

Enchantment

Level: 4th

Casting time: 1 Action

Range: 30 feet

Components: V, S

Duration: 1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Augury

Divination

Level: 2nd

Casting time: 1 Minute

Range: Self

Components: V, S, M

Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

* **Weal**, for good results
* **Woe**, for bad results
* **Weal and woe**, for both good and bad results
* **Nothing**, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Acolyte Background

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The **Gods of the Multiverse** section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

**Skill Proficiencies:** Insight, Religion

**Languages:** Two of your choice

**Equipment:** A holy symbol **(**a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp.

**Feature: Shelter of the Faithful**

 As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

##### Suggested Characteristics

Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

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Syrynx

**f course you've never heard of them. Syrynx keep to themselves, occasionally dealing with us elves and the dwarves. After all, we're about the only races that don't erroneously persecute them as Drow.** *- Monathalus Swiftclaw, Elf Druid*

Syrynx have a great reputation for sculpture, fire magic and sagely knowledge, but only among those that know of their existence. Though they are well known in many dwarven and elvish lands, they are a mystery to most humans, if not completely unknown. Past wars with kingdoms who mistook them for Drow have heightened their secretive natures. They rarely venture from their volcanic mountain homes these days.

#### **A Dichotomy of Personality**

Syrynx are both guarded and garrulous. Among friends, they can be quite fun and easygoing, and to some extent they do this with outsiders. However, a syrynx is always careful as to how much they reveal of themselves to people they don't know.

### Syrynx Traits

* **Average Height:** 4’5” - 6’
* **Average Weight:** 95 - 160 lbs
* **Ability Scores:** +2 Intelligence, +1 Wisdom
* **Size:** Medium
* **Speed:** 30 feet
* **Alignment:** Syrynx tend to shy away from chaotic behavior, as their secretive nature tends to be at odds with it. As a society, they tend towards the good end of the spectrum. However, adventurers can be of any stripe.
* **Vision:** Darkvision to 60 feet
* **Languages:** Common and Syrynx
* **Slow Regeneration:** Syrynx strongly resist the marring of their natural form. With enough time, scars fade, foreign objects migrate out of the body, and severed limbs regrow anew. Piercings migrate out of the body in 1d3 months. Tattoos and scars fade away in 1d6 months. Even magical scars will disappear, unless there's some magic constantly renewing the scar. A severed hand can grow back in 1d10 + 15 months. An arm can take up to a decade (1d6 + 4 years), and a leg will take longer (1d6 + 10 years). Severed limbs, if uncauterized and bound to the stump within ten minutes of the injury, will fully reattach themselves in 1d4 + 4 days.
* **Strong Physiology:** You have advantage on saves against Poison.
* **Untrusting:** You are Proficient in the Perception and Investigation skills.

### **Syrynx Names**

Upon birth, a syrynx is given three names by their parents. The first is their usual name, what they go by for the rest of their lives. The name of her mother or father is used as a base for the child's second name. A suffix is added, -mai for daughters, -pai for sons. Their final name is a secret, "true" name that the syrynx might never reveal to anyone else. Telling someone else your truename is a sign of your solemn trust for that person. Typically, spouses share these names on their wedding day or clerics share theirs with their high priest. Giving out the truename of someone else is a grievous insult. A syrynx may change her common name, but can never change her truename.
Legends And Destinies Wiki

**Welcome to the Legends And Destinies Wiki!**
Here you will find all the important information needed for character creation in the Lasaro D&D 5e campaign setting.

 Pages:

* Ability Scores
* Races
	+ Aasimar
	+ Arasi
	+ Bashou
	+ Blickish
	+ Charr
	+ Dragonborn
	+ Dwarf
	+ Eladrin
	+ Elf
	+ Elf-Orc
	+ Gnome
	+ Gnomeling
	+ Half-Dwarf
	+ Half-Elf
	+ Half-Orc
	+ Halfling
	+ Humans
	+ Ibixian
	+ Khurin
	+ Kobold
	+ Syrynx
	+ Tauren
	+ Tiefling
	+ Whisper Gnome
	+ Zashaal

* Classes
	+ Alchemist
	+ Barbarian
	+ Bard
	+ Blood Hunter
	+ Cleric
	+ Druid
	+ Fighter
	+ Monk
	+ Necromancer
	+ Paladin
	+ Ranger
	+ Rogue
	+ Scholar
	+ Shadowcaster
	+ Sorcerer
	+ Warlock
	+ Witch
	+ Wizard

* Gaining Levels
* Multiclassing
* Alignment
* Backgrounds
	+ Acolyte
	+ Adopted
	+ Amnesiac
	+ Apprentice
	+ Bastard
	+ Blacksmith
	+ Bodyguard
	+ Bounty Hunter
	+ Caravan Specialist
	+ Charlatan
	+ Courtesan
	+ Criminal
	+ Entertainer
	+ Escapee
	+ Explorer
	+ Folk Hero
	+ Guild Artisan
	+ Noble
	+ Pirate
	+ Runaway
	+ Sage
	+ Slave
	+ Soldier
	+ Urchin
	+ War Child

* Equipment
	+ Armor
	+ Weapons
	+ Adventuring Gear
	+ Tools
	+ Mounts and Vehicles
	+ Trade Goods
	+ Expenses

* Feats
* Spells
* Legal Stuff

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

Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

Your background roughly describes what class of society you belonged to before you struck out adventuring. Choosing a background provides you with important story cues about your character. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?

### Proficiencies

Each background gives a character some proficiency in a set of skills. In addition, most backgrounds give a character proficiency with one or more tools. If a character would gain the same proficiency from two different sources, he or she can choose to increase the proficiency level with that skill or tool.

### Languages

Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages.”

### Equipment

Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.

### Social Class

Most medieval fantasy settings operate with some degree of social class structure, based on the feudal society of the age. These backgrounds broadly reflect these social classes, but aside from the various features, they do not automatically confer any other benefits – such as automatic wealth or property. A character with the noble background may be from a noble house, and will be recognised as such among her peers, but that does not automatically grant access to property, land or wealth. Maybe the character is far back in the line of inheritance, has been disinherited by their family, or the family has fallen on hard times. Regardless of class and background, adventurers tend to be outsiders from society as a whole, and no-one cares about your birthright in the bowel of a deep dungeon.
Elf

**You think my people are so arrogant and pompous, but as soon as we try to tell you otherwise, you try to use it as an example against us. And yet, the moment you need a spell cast properly...** *- Keldin Windfury, Elf Sorcerer*

Elves can live for well over 700 years, giving them a broad perspective on events that might trouble shorter-living races. When pursuing a goal, however, elves can be focused and relentless. They are slow to make friends and enemies and even slower to forget them. They reply to petty insults with disdain, and to serious insults with vengeance. Elves are flexible in the face of danger, trusting diplomacy and compromise to first solve differences.

### **Elf Traits**

* **Average Height:** 4’6” - 6’4”
* **Average Weight:** 100 - 180 lbs
* **Ability Scores:** +2 Dexterity, +1 Wisdom
* **Size:** Medium
* **Speed:** 30 feet
* **Alignment:** Elves love freedom, and thus tend to be on the gentler side of chaos. They value and protect the freedom of others and are more often good than not.
* **Vision:** Darkvision to 60 feet.
* **Languages:** Common and Elvish
* **Fey Ancestry:** You cannot be put to sleep through magical means and have advantage on saving throws on being charmed.
* **Trance:** Elves don't need to sleep. Instead they meditate deeply, remaining semiconscious for 3-4 hours per day. After resting this way, you get the same benefit that a human does from 8 hours of sleep.
* **Keen Sense:** You have proficiency in the Perception skill.

### Elf Names

Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names. On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult
name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies.
Kobold

**They aren't the sharpest ally to take into a dungeon, but they are feisty...and they have a knack for finding the way back out.** - Jeweley, Goblin Wizard

Kobolds are a tribal race even today. They have villages scattered across the land and live off of an "us-first" mentality in most of those regions. However, some follow a nomadic tendency and find themselves in the company of others. While not nearly as intelligent as their natural goblin cousins, kobolds are tenacious in battle and incredibly protective of their friends.

### **Kobold Traits**

* **Average Height:** 2; - 3’
* **Average Weight:** 25 - 40 lbs
* **Ability Scores:** +3 Dexterity
* **Size:** Medium
* **Speed:** 30 feet
* **Alignment:** Kobolds tend to lean towards a natural evil way of life but those that venture into society stray from those tendencies.
* **Vision:** Darkvision to 60 feet
* **Languages:** Common and Draconic
* **Craven:** When at half-hp or less, a kobold can use disengage as a bonus action.

* **Pack Tactics:** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
* **Squirmy:** Kobolds have advantage on acrobatics checks made to escape grapples or bindings, and may move at full speed (instead of half) when squeezing through small areas. They gain advantage on dexterity saving throws to avoid being ensnared or entangled.

### **Kobold Names**

Kobold names are as simple as the race is. Single syllable sounds are often used. Occasionally a kobold might get creative and use the same word twice as their name.
Compelled Duel

Enchantment

Level: 1st

Casting time: 1 Bonus Action

Range: 30 feet

Components: V

Duration: 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Ibixian

**Goats are hilarious! Oh, come on! Even the sound they make is priceless! "What about that one on two legs?" Which one on two...oh. No. There's definitely nothing funny about that.** *- Sascha Peddlegrove, Halfling Sorcerer*

Ibixian are powerfully built goat-like creatures that resemble satyrs. Unlike their hedonistic and mischievous fey cousins, ibixians are much more physically focused creatures who favor a barbarian lifestyle. They choose leaders by combat, and the strongest and most aggressive lead the pack. Thus, leadership is transitory and prone to challenge. Both males and females assert themselves and hold these temporary positions of power. These creatures call themselves ibixians, and races that deal regularly with them use the proper name, but colloquially, they’ve been dubbed “goatfolk.”.

To other races, ibixian are viewed as pure power; the alpha race when it comes to sheer strength (even more than the Tauren). There are many whose use that strength as a resource, rewarding the ibixian who are (rarely) inclined to adventure. And then there are those who an ibixian is indebted to. While some may consider the debt paid at times, the ibixian would consider it dishonorable to not honor what they believe to a a life-debt.

### Ibixian Traits

* **Average Height:** 5’10" - 7’
* **Average Weight:** 250 - 350 lbs
* **Ability Scores:** +2 Strength and +1 Constitution.
* **Size:** Medium
* **Speed:** 30 feet
* **Alignment:** Ibixian are neutral at best. While most aren't outright evil, their intentions are often their own or to the benefit of their tribe. They could care less about other socities and practices.
* **Vision:** Normal
* **Languages:** Common
* **Lay Of The Land:** You are proficient in the Nature and Survival skills
* **Imposing Presence:** You are proficient in the Intimidation skill.
* **For The Herd:** As a reaction you may increase your AC by the number of allies within 10 feet of you (Up to 3). You must complete a long rest before you can use this ability again.

### **Ibixian Names**

Ibixian names are simple, they are titles and change
often. Depending on the tribe and the situation the
name might change. Titles become their unchanging names around the age of 40. The exceptions to a straight title are usually great fighters, or hunters and they are named after natural events.
Aura of Life

Abjuration

Level: 4th

Casting time: 1 Action

Range: Self

Components: V

Duration: 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius.  Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Circle of Death

Necromancy

Level: 6th

Casting time: 1 Action

Range: 60 feet

Components: V, S, M

Duration: Instantaneous

A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Clone

Necromancy

Level: 8th

Casting time: 1 Hour

Range: Touch

Components: V, S, M

Duration: Instantaneous

This spell grows an inert duplicate of a living, Medium creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.
Lizardfolk

***"If it is not right, do not do it, if it is not true, do not say it."***

**— A passage from the Ashen Codices.**

**Lizardfolk** are perhaps the most commonly seen Coldbloods in much the world. Although their greatest cities are hidden in the thick of the tropical jungles, many lizardfolk have taken to wandering the world outside of the verdant canopies under which they were born.

They are often confused for Serpentfolk, who are in fact their ancient rivals and enemies.

The Lizardfolk have created a symbiotic society with Skinks...

## History

### First Age

* War with Serpentfolk is lost until Logarius helps

### Third Age

* relative obscurity
* Diero de Naessens only scholar believed to have connections with them...

## Culture

Lizardfolk can best be described as a stoic, martial, lawful society, in which strict codes of order in adherence with the Ashen Codices are near-universal. The Codices sponsor a Neutral balance between selflessness and selfishness, good and evil: Excessive sympathy or egocentrism can lead to suboptimal outcomes for society.

### Religion

The culture of the Lizardfolk is intensely tied with their religion in their heathen and mysterious gods, as detailedi nt

## Society

### Homelands

To the south of Erideon is the mighty continent of Vantion, in whose jungles live the Lizardfolk

### Interracial relations

Social contract with Skinks
Hatred of Serpentfolk
Arcanist's Magic Aura

Illusion

Level: 2nd

Casting time: 1 Action

Range: Touch

Components: V, S, M

Duration: 24 hours

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

**False Aura.** You change the way the target appears to spells and magical effects, such as *detect magic*, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

**Mask.** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Blade Barrier

Evocation

Level: 6th

Casting time: 1 Action

Range: 90 feet

Components: V, S

Duration: 10 minutes

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
Runaway Background

Your come from a family of seriousness and discipline.  From the moment you were born, your path was set: work for the family business, get a spouse and some kids, settle down and do as you're told.  But you've got other plans.  A penchant for the dramatic, a love of adventure, a little magic and excitement that nobody could have predicted... there's no way you can stick around.  So you hit the road, and who knows, maybe you'll never look back.

**Skill Proficiencies:**Choose two from:  History,  Religion,  Medicine,  Survival, Deception,  Performance

**Tool Proficiencies:**A tool or instrument relevant to your Dark Horse choice.

**Languages:**One language of your choice.

**Equipment:**A musical instrument or tool (one of your choice), a family heirloom, a costume, and a belt pouch containing 15 gp

**Dark Horse**

You might not be cut out for the quiet life you've been handed.  You've got a skill, something you've developed in secret, or something that made you a black sheep in your family, but it's what you're banking on to keep you fed and sheltered.  Pick one of the specialists below to define your character.

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**Feature: Family History**

You might have left the home you grew up in, but that doesn't mean you learned nothing.  Select one of the family professions below, or choose your own.  In situations where your family knowledge is relevant, you have advantage on skill checks.

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##### Suggested Characteristics

You've come from discipline and gravitas, but you've always stuck out like a sore thumb.  You're a little brash, quick to act, and you know your own mind.  At least that's what you tell other people.

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Agnazzar's Scorcher

Evocation

Level: 2nd

Casting time: 1 Action

Range: 30 feet

Components: V, S, M

Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

**At Higher Levels.**When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Arcane Hand

Evocation

Level: 5th

Casting time: 1 Action

Range: 120 feet

Components: V, S, M

Duration: 1 minute

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

**Clenched Fist.** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

**Forceful Hand.** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

**Grasping Hand.** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

**Interposing Hand.** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Equipment

Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).

With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.

One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer’s work for half a day, a flask of lamp oil, or a night’s rest in a poor inn. One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.

In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

### **Selling Treasure** Edit

Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.

#### Arms, Armor, and Other Equipment. Edit

As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.

#### Magic Items. Edit

Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.

#### Gems, Jewelry, and Art Objects. Edit

These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.

#### Trade Goods. Edit

On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.
Bounty Hunter Background

However fine and noble the world might have seemed at first glance, once you dug a little deeper beneath the facade, a deeper truth revealed itself to you. Conflict and strife are the only real constants in "civilized" lands, and for you, therein lay the opportunity for profit. As a bounty hunter you had plied your trade well, offering dubious (if effective) services and skills to all manner of client for myriad reasons- superficial or otherwise. Regardless of the cause, the justification, or the moral impunity associated with locating your mark. Every job finished brought the clink of coin between your purse strings at the expense of another poor soul fated to endure consequences dire, and often foul.

Though the time spent in this line of work has left you grim and jilted, your reputation for ruthlessness and cunning precedes you. More often than not, you found yourself sought after and petitioned to ferret a mark, never needing to eke out the work on your own. From the lowly debtor owing the wrong merchant guild, to the misguided runaway offspring of a minor noble, or the thieving murderer eluding the city guard, none could evade your dogged pursuit, and many more dared not try once your involvement was learned.

**Skill Proficiencies:** Deception, Intimidation

**Tool Proficiencies:**Thieves' Tools

**Equipment:** Ink bottle, a set of traveler's clothes, ink pen, 6 pages of parchment, 4 hunting traps, thieves' tools, 5 rare trinkets from previous bounties (roll on table *PHB* pg. 160-161), and a belt pouch containing 30 gold.

**Feature: Names, Faces, and Places**

Though many claim the role of a bounty hunter, few actually excel at the profession save those with a keen eye for observation. Among the adept are those who are truly gifted, having an almost preternatural talent for anticipating the behavior of their targeted mark. Being among their ranks, you have an uncanny ability to recall specific details of conversation and names you overhear or participate in as it relates to your bounty, or otherwise see written, even if only for a moment or two. You can also sketch out faces and general locations you've seen with accuracy, possessing exceptional recollection. In addition, you often effortlessly identify clues when tracking your bounty's movements and disposition that would be otherwise lost on lesser pursuers.

##### Suggested Characteristics

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Banishing Smite

Abjuration

Level: 5th

Casting time: 1 Bonus Action

Range: Self

Components: V

Duration: 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target.

Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Ken Jeong

**Kendrick Kang-Joh Jeong** (born July 13, 1969) is an American stand-up comedian, actor and former physician.[1][2] He is best known for playing Ben Chang on the sitcom *Community* and the drug lord Leslie Chow in *The Hangover* film series. He was the lead in the ABC sitcom *Dr. Ken,* in which he was also the creator, writer, and executive producer. Jeong is a licensed physician,[3] but has stopped practicing in favor of his acting career.[4] He currently appears as a panelist on the singing competition show *The Masked Singer*. He is the voice of Dynomutt, Dog Wonder in the 2020 film, Scoob!.
Royal Palace

The Royal Palace, until its destruction on September 15 of 120 3A, was the site of the New Monarchy's executive branch of government -- the head of state, the Monarch, the head of government, the Prime Minister, and the cabinet of government.

Erected millennia ago, the Royal Palace, as Kyrie Vareauna said, is far older than many think it is, with many mysterious tunnels and catacombs running underneath it.
Catnap

Enchantment

Level: 3rd

Casting time: 1 Action

Range: 30 feet

Components: S, M

Duration: 10 minutes

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
Tiefling

**Yes, they're pretty much 'a freakin' demon.' But that doesn't make them evil. They just have a tendency to fall in with the wrong people. But with the right people...well, they're loyal forever.** *- Seven Millborne,

Half-Elf Wizard*

An oddity, tieflings are rare enough that communities of their sort are virtually unknown. They typically subsist in the wilderness, or on the fringes of human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect. Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a feytouched’s companions demonstrate that they trust him or her, the feytouched learns to extend the same trust to them. And once a tiefling gives someone their loyalty, they are a firm friend or ally for life. Once betrayed, they will forever count that person as an enemy.

### **Tiefling Traits**

* **Average Height:** 4’ - 5’5"
* **Average Weight:** 40 - 50 lbs
* **Ability Scores:** +2 Charisma and +1 Wisdom
* **Size:** Medium
* **Speed:** 30 feet
* **Alignment:** Tiefling gain a strongly independent streak from their fey nature, and tend toward Chaotic
* alignments.
* **Vision:** Darkvision to 60 feet
* **Languages:** Common and Infernal
* **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* **Hellish Resistance:** You have resistance to fire damage.

### **Tiefling Names**

Tiefling names fall into four broad categories. Feytouched born into another culture typically have names reflective of that culture. Some select names derived from Elven or Eladren. Some have names derived from the Sylvan language, or even the name of some notable fey, reflecting their heritage. And some younger tiefling, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.
Arcane Lock

Abjuration

Level: 2nd

Casting time: 1 Action

Range: Touch

Components: V, S, M

Duration: Until Dispelled

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Acid Arrow

Evocation

Level: 2nd

Casting time: 1 Action

Range: 90 feet

Components: V, S, M

Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.