recursal/Fanatic-Fandom huggingface dataset:
Aboleth

Aboleths (pronounced: /ˈæboʊlɛθ/ ÆB-o-leth  listen; pl: aboleths or: aboleth) is a race of malevolent, eel-like aberrations with potent psionic abilities.

## Overview

Aboleths are fish-like amphibious creatures that reside in the murky depths of the Underdark and the bleak waters of the Far Realms. They resemble bizarre eels, having long bodies between twenty and forty feet in length. Their skin is typically a sickly shade of green with an orange-pink underbelly. They have three blood-red eyes and have a multitude of tentacles just past the head. While not always visible, aboleths also have horrific circular maws like that of a lamprey, lined with many terrible fangs.

Aboleth bodies constantly exude a slimy grey mucous which they require to breathe. They have four pulsating organs along their bodies that produce and secrete this slime. If robbed of their ability to produce slime, aboleths will suffocate, whether in water or on dry land. Out of water, an aboleth's membrane-like skin will quickly dry up, though this does not mean death in and of itself. Instead, the aboleth will eventually enter a state of suspended animation, called long dreaming, a fate considered far worse than simply dying amongst aboleths. During this process the so-hampered aboleth forms a tough, waterproof membrane. However, if this membrane is pierced, liquid floods out and death is usually not far off for the aboleth.
Glamoured Studded Leather

### Description

A set of studded leather armour that can camoflage itself as any style of clothing or armour.

### Abilities

#### Disguise

You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

#### Protection

This gives a bonus of **+1 AC**, in addition to the **12 AC** usually granted by Studded Leather Armour, for a total of **13 AC**.
Lutharic

***Lutharic*** Born to parents of Elvish and Orcish parents children are called the Blessed of Lutharic.

Because of the natural animoscity between these two Lutharics are cast out of Elven society, Orcs however consider them Blessing by Luthic, Grumsh's Mate. Outside of orcish "society" Lutharic find work as bodygaurds or traders.

Lutharic often are taller than humans, around 6 to 7 feet tall, with pointed ears and green tinted skin. They maintain the natural beauty of Elves but tend to be more muscular due to their Orcish heritage. Occasionally, they grow tusks. Lutharic have hair colorations that range through white, black, dark green, and dark orange. They have no facial hair and little body hair. • *Ability Score Increase:* Your Strength score increase by 1. • *Speed:* Your base walking speed is 30 feet. • *Aggressive:* As a bonus action, you can move up to your speed toward a hostile creature that you can see. • *Fey Ancestry:* You have advantage on saving throws against being charmed, and magic can’t put you to sleep. • *Menacing:* You have proficiency in the Intimidation skill. • *Languages:* You can speak, read, and write Orc as a bonus language.
Halflings

### Homeland(s)

Shorelin, (Shorefoot and Bravehart) Rajara,Zengshi (Riverfolk)Sytharia (Wyldlings)

### Subraces

Shorefoot HalflingRiver Folk Halflings

Braveheart Halflings

Wyldling Halflings

## Appearance

### Distinctions

Half the Size of Humans with a distinct interest in food and tobaccos

## Meta History

### Based on

Hobbits J.R.R. Tolkien's Legendarium

Of All the folk of Aurora, the most over looked and most tragic is that of the small Halflings, or Shore. Stout and tough little people who stand half the height of most Dal. They have never had much of an impact on the world and therefor are not brought up in tales and songs other than as an adjective, “He is rather Shorish,” meaning rather insignificant. Their homeland, Shorlin itself was once a Provence of one of Western Elvish Empire in what is now The Kingdom Dal, and was used as one large slave operated plantation. It wasn't until just a few short decades ago when Dal united that the Shore were freed from their bondage and their homelands returned to their own stewardship. One thing all Halflings share is their appreciation for food, in fact their small frames and energetic lifestyles require several meals through out the day, the exact number varies from culture but it usually averages around 7 meals a day. Before they were enslaved many halflings set out across aroura to settle their own small villages across the countryside and over time developed into many sub-races, the most common of these are the Shorefoot, the Braveheart and the Riverfolk halflings, though found in Montabi is a race called Wyldlings.

**Halfling Traits**

* *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 their 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 The D20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
* *Brave:* You have advantage on Saving Throws against being Frightened.
* *Halfling Nimbleness:* 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.
* The Halfling language isn’t Secret, but Halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all Halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
Urdunnir

Urdunnirs are a long forgotten offshoot of dwarves who have become one with the earth thanks to the blessings of Roston. Urdunnirs use this blessing walk through earth and stone as if it were air and shape metal and stone with their hands. Urdunnirs see the world as a work of living beauty, journeying through stone and earth much as a diver might explore the wonders of the ocean depths. The skin of an urdunnir is light gray, and their eyes are always silver. Both genders wear their hair long, and males have long, carefully groomed beards and mustaches. Hair color is uniformly gray, with varying degrees of silver and black highlights.

#### **Urdunnir Dwarf Traits**

* *Ability Score Increase:* Your Charisma score increases by 1.
* *One with Stone:* Urdunnirs have been blessed to move through the earth. You may use your bonus action to channel Roston's power to walk through through unworked stone and earth as though it were air until the end of your next turn. You can carry up to twice your body weight with you in this manner. Urdunnirs (and anyone carried with them) cannot breathe while within stone or earth and must hold their breath while traveling in this manner. Once you use this trait, you can't use it again until you complete a short or long rest.
* *Handcrafter:* Roston's blessings allow Urdunnir the strength to shape stone and metal with their bare hands. You may use your hands as a set of smith's tools and mason's supplies, with which you are proficient. In addition, starting at 5th level, once per day you may spend 4 hours actively molding stone with your hands to cast the stone shape spell on that stone. When you reach 11th level you may also shape metal this way.
* *Combat Training:* You have proficiency with the Light Crossbow, Shortswords, Warpick, and Light Hammer.
Deep Speech

Deep Speech was created by the Aboleths, so its the oldest language. Its the sound of stars forming in the void and collapsing, of galaxies swirling. Its the sound of a glaciers relentless advance, the roar of an earthquake.

Deep Speech was the language of aberrations, an alien form of communication originating in the Far Realm. When written by mortals it used the Tal'Shir script, as it was first transcribed by the Drow due to frequent contact between the two groups stemming from living in relatively close proximity within the Underdark.
Unity Domain

***A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength.***

***Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences.***

 1st
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### Emboldening Bond

Starting at 1st level, you can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again.

You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.

### Channel Divinity: Shared Burden

Starting at 2nd level, you can use your Channel Divinity to protect your allies through the strength of your shared bonds.

When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.

### Protective Bond

Beginning at 6th level, the bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.

### Potent Spellcasting

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

### Enduring Unity

At 17th level, the bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.

Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:

• The creature has advantage on attack rolls, ability checks, and saving throws

• The creature gains resistance to all damage

• As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.
Akura

The only image of Akura (as seen in the interview)

## Basic Info

Akura is a member in the Tales of Thedas.

## Appearance

Nothing is known about Akuras IRL appearance.

Akuras avatar is currently unknown but by design conventions, it would be a woman in a suit.

Her 'Live action' appearance is simply Greekmuller with a czech flag put over his face.

## Personality and History

Akura is a very laid back person, quick to make a joke.

In the Halloween special, she mentions how to give a suppository to a giant.

Akura also somehow managed to speak with a mute microphone, confusing Twangymouse.

In the anniversary special Akura mentions how she got a free outfit because she bought GW2 before it went free, indicating that she has been playing GW2 for a long time.

In the same episode Lord Dad Gubbin (LDG) and Batsy are joking about Akuras '11 foot dick', though they say its about one of Akura's character rather than Akura herself (11 feet would be anatomically impossible). Though LDG does correct himself in saying '11 inch', though this is still probably a joke rather than speculation.

In Part 29, Akura is challenged by Greekmuller to fight in the arena, the two fight with Greekmuller. Interestingly, Greekmuller states how Akura beats him faster than superior A L E X did.

In Phasmaphobia episode one, Akura led a group (Twangymouse, Nyfian and Best Matt) in the house, though they managed to identify the ghost, Twangymouse was killed by the ghost. Akura and the group were concerned but ultimately led to laughter.
Nature Domain

***Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.***

 1st
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### Acolyte of Nature

At 1st level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

### Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

### Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

### Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

### 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 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

### Master of Nature

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Sylvan

Sylvan is often seen as the language of nature, as its speakers are often nature spirits and creatures. The language itself is fairly old, and has changed very little throughout the ages. It flows easily, similarly to elvish; in fact many linguists believe that the elven language is derived from sylvan. Although it uses the Tal'Shir script, the language is hardly ever written.
Oniborn

Born by the union of a High orc and a Dalkin Sand Sleeper, Oniborn are usually considered prophetic and mysterious, While many Oniborn exist in High orc society not many leave the lands of Dalindwell for aroura,

With Features link other half orcs but with the bioluminescent of the Dalkin many become soothsayers or oracles, believing they have special ties to both worlds.

Oniborn also have a special feature that many Sand Sleeper Dalkin have bumps on their skulls that look like small horn, which is why the first Oniborn were titled as such. Oniborn Who leave the comforts of Dalindwell usually do so for their first time and seldom return after the human wanderlust takes over and the vast world of aroura is only a foot step away.

Even those who leave still have strong sense of Honor, and many still practice the codes set forth by the High Orcs with Fealty to The Empire, Family and Order.

#### **Oniborn Traits**

*Ability Score Increase:* The Sand Sleepers are naturally elusive, Increase your Dexterity Score by 1.

*Child of the Waste:* You have immunity to Waste Sickness and do not gain exhaustion from cold environments.

*Stealthy Legacy:* You know the Minor Illusion psionic Talent. When you reach 3rd level, you can cast the Disguise Self power as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Invisibility spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your Spell casting ability for these Powers,

*Languages:* You can Read Write and Speak Dalkin as a Bonus language.
Ice Dwarves

Frosthien

Far to the north near the [[Edge of The World]] lies a vast kingdom hidden beneath snow and ice. For it is in the giant ever shifting glaciers that the *Ice Dwarves* call home. Why they dwell there is only to speculations, though some say that during the last great freeze a kingdom of dwarves had a mountain that was carved out from a glacier so they continued to expand into the ice, when the ice slowly retreated the dwarves retreated with it. The *Ice Dwarves* are slightly smaller their their mountain dwelling cousins, and have white gray and light blue beards, that they usually keep unbound. Like other dwarves they do believe strongly in family and honor, and are amazing in craftsmanship. For only they know the secret to mining a glacier. And what a job they have done, people will come from miles away to see the spender of Glacial Steel. Being From so far from most civilizations the Ice dwarves have a very vague and distant outlook on the other races of Aurora They however seem to find the best company the humans, who have long been their only real allies against the Frost Giants who try to dominate the same regions. For the *Ice Dwarves* were not aware of the humans connection to the Dalvine until just recently, and since only the bravest and the strongest of people can survive at the edge of the world, they figure that they live up to their progenitors. They know very little of elves, and even less of the halflings. The *Gnomes* however have ever been a thorn in the *Ice Dwarves* side, for also under the thick ice are deposits of minerals that the gnomes hold so valuable, and in recent centuries the gnomes have been encroaching on the *Ice Dwarves* homelands.

**Ice Dwarves Traits**

* *Ability Score Racial Traits:* Ice Dwarves very friendly, Increase your Charisma Score by 1
* *Cold Resistance:* Ice Dwarves gain resistance to Cold damage, and do not suffer exhaustion from extreme cold.
* *Weapon Training:* Ice Dwarves are proficient with Harpoon, War Picks, Handaxes and warhammers,
Longsword

Description

The design and length of longswords varied between cultures, they could even vary within the same culture depending upon the era. For example, those made in Zengshi often had a butterfly-shaped tip. However, the length of longswords generally ranged between 35​ to ​47 inches (0.89​ to ​1.2 meters).

Most longswords had a double-edged blade, though some had a single-edged blade, with a sharp point at their tip. They often had grooves known as "fullers" that ran the length of their blade, one on each surface, that made the blade both lighter and more flexible.

Most long swords had an ovaloid metal plate between the blade's base and grip, protecting the latter from getting damaged against the metal in the mouth of a sheath, in addition to offering the user's hand some protection. A second plate of metal, either circular or ovaloid in shape, would also be fitted on to the pommel.

Weaponology

Longswords were primarily designed for attacking opponents by slashing at them with the edges of its blade. Opinions varied on the feasibility or viability of dual-wielding longswords
Madness Domain

The gods of madness might be frightening, inscrutable beings lurking at the frayed edges of reality or they might simply be hedonistic gods who urge their followers to seek excess in all things and delight in the chaos and insanity that often results. Gods of madness might be worshiped in secret by strange cults seeking forbidden power, but they could be beloved deities who bring gaiety and joy to the lives of ordinary people. Their clerics are sometimes dangerous figures, working to tear down propriety and disrupt the status quo. They can be erratic and capricious, acting with enigmatic motives and a desire to expand—or sunder—the minds of people they meet.

Table: Madness Domain Spells
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Contents [show]

#### Blessing of Madness

Starting at 1st level when you choose this domain, your mind becomes unhinged, flooded with strange thoughts and ideas. You gain periodic bursts of frightening clarity, which are fueled by special dice called madness dice, which are d6s. You have a number of madness dice equal to 1 + half your level (minimum 2 dice). You can expend a madness die and add the number rolled to one ability check, attack roll, or saving throw you make. When you do so, you have disadvantage on all ability checks, attack rolls, and saving throws until the end of your next turn.

You regain all expended madness dice when you finish a long rest.

#### Channel Divinity: Afflict Madness

Starting at 2nd level, you can use your Channel Divinity to flood your foe with erratic thoughts.

As an action, you present your holy symbol and invoke the name of your deity. One creature of your choice you can see within 60 feet must succeed on a Wisdom saving throw or become insane until the end of your next turn.

Constructs are immune to this effect. While insane, the creature cannot use actions, bonus actions, or reactions, though it can still move on its turn.

#### Channel Divinity: Flood of Madness

Beginning at 6th level, you can use your Channel Divinity to amplify your own madness.

When you would expend a madness die, you can use a bonus action to turn your madness die into a d12. If the ability check, attack roll, or saving throw succeeds, you do not have the usual disadvantage on ability checks, attack rolls, and saving throws from expending a madness die.

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

#### Infectious Madness

At 17th level, you can no longer be charmed or frightened.

In addition, whenever you expend a madness die, you can also bestow a madness die to one creature you can see within 60 feet of you.
Battle Axe

Battleaxe are a simple axe head mounted on a wooden or metal haft about 2.5​ to ​3 feet (0.76​ to ​0.91 meters) long. They can be ornate or plain, with blades either slightly curved or rounded. Some battleaxes are known to have a short spike or blade on the back of their axeheads, as well as a spike on the end of their shafts. Some come with belt hooks on the side of their heads
Divine Symphony Wiki

**Welcome to the Divine Symphony Wiki!**
A wiki around the TT RPG Setting Divine Symphony Developed by Brent Fairchild and Mike Moran for use in Dungeons and Dragons 5E

The Setting is based around two worlds tied together by fate and magical portals, One world Aroura is a world of High Fantasy ruled by elves, the other Dalindwell Home of Mankind and a dark mysterious world covered in ancient ruins and inhabited by a strange offshoot of humans called the Dalkin. The setting allows for Roleplay in both fantasy and scifi as the two worlds cultures begin to merge.

## Important articles

*Need help building out this community?*

* Rules of this wiki
* Getting Started
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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
River Folk Halflings

Brought up on the many rivers, lakes and swamps, in the Eastern Empire, These Halflings are well known for their boat crafting., the River-folk are avid fishers over farmers, and great river sailors, they say not a voyage is made with out one of the River Shores on Board. Most River-folk Halflings, who adventure, come with Strange knowledge, and tales, brought up the river from Shore to Shore.

Tallest of their kind, they stand in at around 3'8" the extra height giving them advantage in water.

*Riverfolk Halflings* tend to wear their hair in braids, Of which color Brown and Reds, often using it to hold fishhooks and lures, and wear many pocketed clothing. *Riverfolk Halflings* Smoke their tobacco Using large Water Hookahs, usually built into their boats, or with personal water pipes when on the go. Smoking tobacco is a community event and at anytime many *Riverfolk Halflings* will meet up to smoke from elaborate hookahs. *Riverfolk Halflings* usually have two homes, one on their boat, and the others in Cottages built along the river in small communities usually run by a Maternal Elder.

#### **River Folk Halfling Traits**

* Ability Score increase: River folk Halflings are the most knowledgeable of their kin, Increase your Intelligence Score by 1
* *Worldly:* Because of your time on the trade routes you have learned a thing or two about the world. You gain Proficiency in any one skill of your choice and one additional language.
* *Shipwrights* Riverfolk Halflings have uses for boats in everyday life and start with Proficiency Water Vehicles and Athletics skills. Also When on a Boat They can move as normal even in conditions that might cause difficult terrain.
Svirfneblin (Deep Gnome)

In the dark below earth, svirfneblin protect their enclaves, keeping their small communities safe from the terrors of the lightless depths. Serious creatures with slate-gray skin, these gnomes vary greatly from their surface cousins by choosing to live in the shadowy depths and protect the world above from the foul creatures sharing their chambers, vaults, and tunnels.

#### **Svirfneblin Traits**

* **Ability Score Racial Traits:** their Dexterity score by 1.
* **Languages:** You can speak, read, and write Common, Gnome, and Undercommon.
* **Stone Camouflage:** You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
* **Stonecunning:** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
* **Superior Darkvision:** You can see in dim light within 120 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.
Green Fields

**Green Fields** was the celestial home of the halfling pantheon. It was also the home of the souls of deceased good halflings. It was located in Venya, the third layer of Mount Celestia

## Description

As its name aptly implied, Green Fields consisted of a green field expanding ever outward in every direction. It was home to winged halflings.
Blood Domain

Some deities, especially those of a more primal or cruel demeanor, hold blood as the essence of holiness.

It is the sign of pain, valor, birth, and martyrdom.

Some clerics of this domain actively spread violence wherever they go, while others use its power to assure that bloodshed is rare and swiftly ended. Even more than most clerics, those of this domain are continually weighed and tested by their gods, as they choose their own balance between mercy and severity. In many cultures, priesthoods of this domain are pushed into the shadows and the edges of society, becoming mystery cults.

Table: Blood Domain Spells
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Contents [show]

#### Blood for the Gods

At 1st level when you choose this domain, you gain proficiency in all simple and martial weapons that deal piercing or slashing damage, and you gain proficiency in heavy armor.

#### The Blood is the Life

Also starting at 1st level, you gain temporary hit points equal to twice your cleric level when your current hit points fall below half of your maximum hit points.

Once this occurs, it cannot happen again until you complete a short rest.

If your current hit points are below or equal to half your maximum hit points when you roll initiative, you gain temporary hit points equal to twice your cleric level.

#### Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to invoke divine favor upon those who bleed and suffer in battle. As an action, you call your deity’s name.

Up to two allies within 60 feet with current hit points at or below half of their maximum hit points may spend their reactions to make an attack with a piercing or slashing weapon. If these attacks hit, they add your Wisdom bonus to the damage dealt.

At 11th level, allies who hit with this attack deal an additional 1d8 damage of the same type. At 17th level, allies who hit with this attack deal an additional 2d8 damage of the same type.

#### Mighty in Vengeance

Starting at 6th level, when your current hit points are at or below half of your maximum hit points, you may treat any result of 1 or 2 as a 3 on dice you roll to determine damage or healing effects for attacks you make and spells you cast.

#### Red Ruin

Starting at 8th level, once per turn when you make a weapon attack with a piercing or slashing weapon, you deal an additional 1d8 damage of the same type.

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

Further, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Starting at 17th level, when you deal damage that reduces a creature to 0 hit points, you regain an expended use of Channel Divinity, or you regain an expended spell slot. The spell slot’s level is equal to half the Challenge Rating of the creature you damaged, or 5, whichever is lower. After you have used this ability twice, you may not do so again until you complete a long rest.
Song Domain

Few gods truly take on the domain of song as their primary domain, for it is a domain based on spreading the influence of a deity that the cleric worships, with tunes about the servants and deeds of the god. However, gods of music and stories are more likely to encourage their followers to spread their influence through song. Many of these deities encourage their clerics to go to homes caroling about the good path their deity can set the worried people on, and make their lives greater as a result.

##### Song Domain Features

 2nd
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#### Domain Spells

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

#### Bonus Proficiencies

When you choose this domain, at 1st level, you gain proficiency in Performance, and one musical instrument of your choice.

#### Godly Gospel

Also, at 1st level, as a bonus action you can play a tune that invokes imagery of your god, blessing one creature of your choice within 60 feet that can hear you. That creature gains one gospel die, a d4.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the gospel die, but must decide before the GM says whether the roll succeeds or fails. Once the gospel die is rolled, it is lost. A creature can have only one gospel die at a time.

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

#### Channel Divinity: Respite's Symphony

Beginning at 2nd level, over the course of a minute, you can play a short song using your Channel Divinity that allows your allies to feel rested. Up to six creatures that heard your song (including yourself) can expend hit dice to restore hit points as though through a short rest, to a maximum amount of hit dice equal to your Wisdom modifier (a minimum of 1 hit die).

#### Improved Godly Gospel

Starting at 6th level, your gospel die is now a d6, and you regain all expended gospel dice at the end of a short or long rest.

#### Potent Spellcasting

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

#### Inspiring Concert

By 17th level, the melodies you play can turn the tide in any fight. As an action, you can begin playing a divine concert, which lasts for 1 minute, or until your lose your concentration (as if concentrating on a spell). When you first begin the concert, and at the start of each of your turns for the concert's duration, you can choose up to six creatures within 60 feet of yourself that can hear you. Each of those creatures gains a gospel die, which is a d8.

After using this feature, you must take a long rest before doing so, again.
Cliff Racer Nation

Deep in the mountains of Dalindwell scurrying across the crags and cracks in the rocks, a band of Dalkin hunts silently using their control of The Rhythm to communicate. They sit with one hand on a silk reign attached to a giant spider. then they notice their prey, an unsuspecting Dwarf who wanted to look for the riches of the Ancient Dal. Once the dwarf is close enough the Dalkin react controlling their Mounts with droplets of pheromone. A parachute of webbing begins to weave below one of the spiders, another quickly descends in front of the Dwarf, using a blast from his mind to cut off the route in front, the Dwarf swiftly turns but is blocked by an invisible barrier, He grabs his blade only to see a large shadow overtake is, its too late, the Finally spider descends using its web parachute to quickly capture the prey, suffocating the poison resistant dwarf as a dalkin in the distance then fires a bolt of psychic energy , severing the dwarf's brain from his body. Their hunt is successful.
True Elves

**Hidden Gems of a Time Before the first of the Quilian, Strangely elegant creatures who look fae but are obviously elves.**

The Yárael or True Elves, are The oldest of all elvish races, it is said the Correllon Lorthian himself and his Pantheon are from these elves. Unlike the other races of elves they are not native to Aroura but the the Faewild.
True Elves are of Dark complexion with skin as smooth as glass, and with movements even more elegant that the Arouran elves.

True Elves like all other creatures of the Faewild come in two varieties the *Seelie, and the Unseelie*

Like other races of the Faewild True Elves worship forces instead of gods, like Chaos itself or beauty itself,

### **True Elf Traits**

* *Ability Score Increase:* Your Charisma score increases by 1.
* ***Fairy Wings.*** You have a pair of light, transparent wings that grant you a fly speed of 30-feet allowing you a certain degree of flight. However, these wings can only fly up to a height of 30 feet, any higher and they fail until you are 30 feet above the ground again. You lose your flying speed until you complete a short or long rest if they are directly exposed to water.
* **Seelie True Elves gain the following traits**
	+ ***Fairy Light.*** As a bonus action, you can emit a field of light around you shedding bright light in a 10-foot-radius and dim light in an addition 10-foot-radius. This light lasts for 1 minute before dissipating. You must complete a short or long rest before you can use it again.
	+ ***Tranquil Magic.*** The typical tranquil faerie focuses more on their mind rather than their strength. You know one cantrip of your choice from the cleric spell list. Wisdom is your spellcasting ability for it.
* **Unseelie True Elves gain the following traits**
	+ ***Fairy Darkness.*** As a bonus action, you can emit a field of darkness around you, heavily obscuring the area in a 10-foot-radius and lightly obscuring the area for an addition 10-foot-radius. This darkness lasts for 1 minute before dissipating. You must complete a short or long rest before you can use it again.
	+ ***Chaotic Blades.*** You have proficiency with the longsword, shortsword, shortbow, and longbow.
Gem

A **gem** was a valuable stone found in Kerathia.

## Notable gems

Depending on quality and value, a gem could be any of:

* Ornamental stones (base value 10 gp)
* Semi-precious stones (base value 50 gp)
* Fancy stones (base value 100 gp)
* Precious stones (base value 500 gp)
* Gem stones (base value 1000 gp)
* Jewels (base value 5000 gp)
The Ballers Awards

**The Ballers Awards** (Traducido en español como *Los Premios Ballers*) son una serie de premiaciones concedidas a los Ballers Hispanos de la comunidad en reconocimiento por la excelencia y su destacamiento en ciertos aspectos dentro de la comu. Los ganadores de las premiaciones son elegidos por voto popular mediante un formulario de Google.

## Historia

La idea de los Ballers Awards vino originalmente de Argentinah Pictures, precisamente a principios de 2020, y consistía en la premiación a los Ballers Hispanos por cosas que destacaron en 2019-2020. tras su estreno el 28 de Febrero del 2020, se volvió el evento más popular de la comunidad en aquel entonces.

Sin embargo, posterior a los meses del evento, los Awards perdieron la popularidad que habían tenido inicialmente, y con la inactividad de Argentinah, los Awards fueron olvidados por un tiempo. Pese a que hubo intentos de revivir el proyecto, la situación duró así hasta que se decidió re-hacer los Awards en Diciembre de 2021, esto debido al retiro de Argentinah y su eliminación completa de videos (Incluyendo el de los Awards). La idea de revivir los Awards vino de Azhery Melendez y Otro Baller, y según palabras de Mélendez, "Cuando nos dimos cuenta del retiro de Argeh, nos pusimos tristes... y apartir de ahí tuvimos la idea hacer unos Awards en honor a Argentinah"

## Edicion 2020

**Ballers Awards**
 Mejor Serie
 Mejor Baller
de Resumen
 Mejor Baller
Cinematrografico
 Mejor Baller
de Parodias

## Edición 2021

###### **Organizadores:**

* Oense
* Azhery Melendez
* ItzSerpi
* Suecia` Del Sur
* Nicojang Studios
* Eibol Colombian
* lucas countryballs
* Lenny Studios
* Ron

## Edición 2022

###### **Organizadores:**

* Oense
* Azhery Melendez
Arcane Magic

Arcane magic (also called the Harmony) was a form of magic involving the direct manipulation of energy. Practitioners of arcane magic are generally called arcane spellcasters or arcanists.

Nature of Arcane

It differed from other types of magic such as Divine Magic because the wielder is tapping directly into the Harmonic notes from the Song of Creation itself.

Arcane magic is created out of manipulation of the harmony. Anyone who could fully duplicate the gestures and sounds required of each spell could use arcane magic. Manipulating harmony could be done via magical writings, rune magic (though rune magic was more involved with divine magic), gem magic, circle magic, etc.

Historically, arcane magic was the most unreliable form of magic.
High Orcs

High Orcs A breed of Orcs all their own, High Orcs live in the [[Barrier Mountains]] that Separate the continents to the East. While many sages believe they were the first of the orcs and the lowland savages were an offshoot of their mighty and intelligent race. The High orcs have a strict code of Nobility and value their Community over individualism. High Orcs live in Feudal Societies, all living in honor of their Warlord called, Torooks. While they are a Martial race, it is more in their Discipline and aims for perfection that make them great warriors, over their savage kin who it is out of necessity.

High orcs live apart from most other races, though on occasion run into traders following the spice trade routes. When in contact they try to exchange knowledge, giving the traders guides through the mountain range in return for new arts, crafts, and technologies. A High orc however will never divulge their kinds likes, as High orc's are extremely secretive of their work.

High orcs unlike their Savage and Desert dwelling kin, stand up strait. Usually clad in tough armor and brandishing ceremonial weapons as well as functional ones. When not in armor High orcs are clothed in Silks harvested from a rare breed of spider that live in the borders mountains. High orcs skin is as gray as the Rocks they live on. With many sporting long well kept hairs styles, and even at time cosmetics to add color to their faces. Their tusks are the smallest of orc kind, which makes their speech more understandable then their lowland cousins..

## Racial Traits

* Ability Score Increase: Increase your Wisdom Score by 1
* Fearless: High orcs have a strict code of honor that lead them to be more courageous. High orcs have advantage on saves vs fear.
* Artists: High orcs gained Proficiency in one kind of artisans tools, and one instrument
* Weapon Training All high orcs are trained in weaponry from a very young age, High orcs are proficient in the following weapons, Long Swords, Spears, and Short bows, They are also proficient in Light Armor.
* Martial Artist: High orcs are trained in many forms of combat, and know how to prevent unwarranted attacks. Against attacks of opportunity High Orcs ac is counted as 1 higher.
* Language: Because of their interactions with traders, Choose one additional bonus language.
C.A.C (Campaña Anti Countryballs) Games

C.A.C Games es una Mini Desarolladora Indie de juegos sobre la C.A.C y Sus combates con los ballers Sus obras maestras son:

-C.A.C Vs Mr Countryballs (Marcelo Garcia) +Endless Chaotich EDITION GANADOR DEL GOTY 2023

-Masacre de Countryardidos FUTURO GANADOR DEL GOTY 2024

Fundador: SamElMasacrador2009

Ayudante Mayor:ted el masacrador y papeador de countryballeros

(Yo sam, cree C.A.C Games inspirado en un projecto de wolfenstein que el C.A.C Real hizo) duerman a los nomasgogogogo
Joisnume Ball

Joisnume Ball es un baller hondureño que sube videos a diario, el 19 de diciembre del año 2021 empezó su debut en YouTube y dio la idea en ser de la comunidad baller, y desde entonces el empezó a subir videos, pero videos ballers.

Le gusta subir torneos ballers, predicciones, resúmenes etc.

Y entonces quería ser YouTuber pero de la comunidad baller hasta que decidió ser parte de la comunidad baller y logró pasar los 100 subs.

## Amigos

1. Facherito Baller
2. Lisandro Windows Expert
3. Super Countryballs
4. Bicolor Ball
5. santino mapper ball 3D 2 SC BR

## Curiosidades

* Su club favorito es el Motagua.
* Tiene 2 gatos
* Su juego favorito es eFootball 2022
Oense el Piola

**Oense el Piola** es un youtuber de más de 100 subs que sube mayormente críticas hacia otros ballers, es reconocido por su implicancia en los videos de concurso de 3D, ser el editor de The Ballers Awards y su participación el el Server de Countryballs 3D, ColombianTown, The Pibes Kingdom y Al-Ballers.

## Navegación

### Fecha de Inicio

04/01/2020 (En Discord)03/08/2020 (En Youtube)

### Ultimo Video

**Especial 100 subs (¿Se le podria considerar siquiera especial?)**

## Historia

### 2020

#### Inicio

Todo inicia un día de Enero del 2020, cuando Oense aburrido decide ver un poco de Countryballs 3D; sin embargo notó que 3D tenia un server de Discord. Curioso por el server, decidió crearse una cuenta y unirse al server de Discord. Ya adentro, Oense fue admitido rápidamente para poco tiempo después perder el interés.

#### Aparición

Después de estar de vacaciones y posteriormente encerrado haciendo nada, Oense decidió decir algo en el canal de Concursos Oficiales del server de 3D el 4 de Mayo del 2020; posteriormente fue warneado por mal uso de Concursos Oficiales
Comunidad Baller en 2022

## Eventos

* **1 de Enero:** Se anuncia oficialmente la segunda edición de los Ballers Awards.
* **5 de Enero:** Azhery Meléndez e ItzSerpi fundan Al-Ballers.
* **7 de Febrero:** Countryballs3D Español supera a Antartida ball y se convierte en el baller hispano con más suscriptores.
* **20 de Marzo:** Se estrena la segunda edición de los Ballers Awards.
* **3 de Mayo:** Ecuadorian Noitamina sube vídeo después de 10 meses de Inactividad.
* **19 de Mayo:** Después de 10 meses de Inactividad, ItzSerpi sube video.
* **4 de Julio:** Huanezball reconstruye la República de Lebice después de haber recibido un ataque de raids anteriormente.
* \*\*22 de agosto\*\*: Mr Countryballs de une a la comunidad baller acá naciendo varios boleros que serían las nuevas generaciones de la comunidad.
Servers de Ballers en Discord

Bienvenido al listado de de los servers ballers de Discord por cantidad de usuarios

1. ***The Snow Union*** - 139 Miembros **(Slav)**
2. ***Bogotá D.C. -*** 122 Miembros **(ColombiaBall Mapper)**
3. ***La Army de la Muñeca Nostalgica*** - 117 Miembros **(†CB\_NOSTALGICت†)**
4. ***Nisan*** - 77 Miembros **(Nisan)**
5. ***Comunidad CBU*** - 75 Miembros **(Unuverde)**
6. ***The Hell*** - 54 Miembros **(Marquitos/ItzSerpi)**
7. ***Lugar de Joaquito*** - 54 Miembros **(Joaquito)**
8. ***Jos Server -*** 51 Miembros **(Jose Arias)**
9. ***Nicojang server -*** 51 Miembros **(Nicojang Studios)**
10. ***Server CRACK de JuanesGAMER124*** - 24 Miembros **(JuanesGAMER124)**
11. ***BH - Comunidad Balling Hispano***  - 21 Miembros **(JuanesGAMER124/ItzSerpi)**
Slippy Walrus

Avatar uploaded by Greekmuller

### Aliases

'Sloppy Walrus' (By Uwukeres)'Absolute Legal Diaster' (By Greekmuller)'Slippy' (General Nickname)

## Basic Info

Slippy Walrus is a member of the Tales of Thedas and general annoyance to the whole guild.

Though he has the fewest appearances of the main cast, he is quite memorable due his constant hentai humour and quite over the top jokes.

## Appearance

Nothing is known about Slippy's IRL appearance.

Slippy has a quite a unique avatar, being a walrus with a top hat. Its the only regular avatar that isn't a human nor a flag, quite a departure from the other avatar designs.

## Personality

Slippy gained quite a fast reputation for his NSFW jokes (much to the annoyance of Greekmuller, who edits the the Gone Mad series). Greekmuller attempts to cover his more 'risqué' jokes by bleeping them out, Slippy acknowledges this in later episodes, though he doesn't tone it down.

One joke that came to infamy was censored at the underwater dungeon in '*The Prequel Special*', when slippy said it, everyone was either concerned or confused.

Slippy also has the ability to give a quick retort in any situation, much to the annoyance of the officer in charge.

## History

Slippy appeared at the end of the Christmas Special, in the 'A thank you to Zee' section.
Faerie Fire

A drow outlined in faerie fire.

Bard 1

Druid 1

Light 1

 Twilight 1

**Faerie fire** is an evocation spell that outlines a target.

## Effects

Each object in a 20-foot cube within range is outlined in blue, green, or violet light. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.