recursal/Fanatic-Fandom huggingface dataset:
Time of Troubles

The **Time of Troubles**, also known as **the Arrival**, the **Godswar**, and the **Avatar Crisis**, was a cataclysmic time period in the chronology of Faerûn. During the mid-14th century, the deities were forced to walk the earth in their mortal avatar forms. These forms left them with greatly diminished power, yet still much more than most mortals. This lead to the death of many deities, as well as the forming of new ones. Mortals are still unaware of exactly why the Time of Troubles occurred, many scholars and theologians devote their lives to seeking an answer.

## The Theodus

While some gods may have been killed and replaced, there were a pantheon of gods that were unknown to mortals, only being introduced during the Time of Troubles. These deities would later be called the Theodus. When they arrived and claimed themselves to be gods like those of the Faerûnian pantheon, many simply touted their claims to be those of false prophets, as was common during this era. However, the Theodus had displayed such power that many were persuaded. And after the Time of Troubles ended, and prayers to the Theodus were answered, there was no doubt that a new pantheon had emerged.
Filü

Filü is the god of the Fey, revelry, and light-hearted mischief. He is also known to play a pacifistic role in the Righteous Battle, choosing to be supportive or mischievous as opposed to combative. Because Filü truly only wants one thing, to have fun in any and every way possible. He is known to play pranks on other immortals, drink copious amounts of divine ale, and play the harp on occasion. However, his most prized achievement was collecting together the parts of the Material plane he most desired, creating what is now the Feywild. He now spends most of his time masquerading as his favorite fey, the Satyr, in the Feywild or Material plane.

## Worship

There aren't many followers of Filü, but those who do are usually fey themselves, or debauchees and bards. Filü's name had been mentioned more in bars and songs than in any sacred building. He usually grants his followers high alcohol tolerances, hearty feasts, and the occasional tricky idea.
Barag-ŋoch

The first of the Theodus to defect. He is also the most powerful among them. He defected by creating the two aspects of life which destroyed the once proposed utopian civilization, Alignment, and Emotion. This drew a wedge between him and Lady Improsia after she refused to defect. He then drew three more of the Theodus to his aid: Lilith, Margokh, and Graul.

Barag-ŋoch has the impeccable ability to charm virtually anyone, including those who would normally by immune to such effects. He can craft his speech to allure all to do anything he asks. This however can corrupt certain races and is what lead to such things as orcs, fomorians, and the such. He is also known to shape the world around him to his will. This is best shown in the example of his creation of the peaks which are now seen as the Eastern half of the Spine of the World by simply raising a palm.
Telumarg

Telumarg is the master of forge and coin. He spends his eons forging weapons for Lady Improsia and her league. In some renditions, he is said to have also betrayed Lady Improsia by supplying Barag-ŋoch with weaponry due to Telumarg's greed. However, this is denied by many high churches of the Theodus.

Telumarg is said to resemble a towering dwarf with the strength of a thousand giants, and is likely what the dwarves visage was based upon. Telumarg is so fond of dwarves that he gave them the secret of forgery and mining, which led them to where they are today.
Righteous Battle

The Righteous Battle is the war between the good and evil deities. The battle had been waged eons past when Barag-ŋoch deceived Lady Improsia. After which she declared that the two shall be in battle till the end of time, and it has been such ever since.

## The Three Sides

Soon after, the Theodus were split in three: those who supported Lady Improsia, those who supported Barag-ŋoch, and those who abstained from the battle.
The Elurgardians

The Elturgardians are a party of four adventurers from the Pontifical Monarchy of Elturgard. Each member is chosen directly by the Archpontiff of Elturel. The Elturgardians are also state-sponsored and word of their deeds is spread quickly in the kingdom. Many an Elturgardian child admire The Elturgardians as one would folk heroes and legends.

## Name

The name "The Elturgardians" is a play on the demonym of Elturgard, which when spoken in the common tongue, rhymes with the word "guardians". The group used to be names "The Elturgardians of the Realm", however this name proved unwieldy by local broadsheets.

## Members

The four members are:

**Constantina of Mertion:** Constantina, the leader of The Elturgardians, is a knight of Lady Improsia from the port city of Scornubel. As many great knights of Lady Improsia, Constantina has taken the title "of Mertion", a tradition tracing back to the first knights of Lady Improsia, meant to cement their place in the afterlife, as Mertion is the name of the heavens in which the highest servants of The Lady rest. Constantina is known for her tactical prowess and natural leadership abilities. She is also described as radiant and imposing, and is easily identified by her warhammer, which is crafted in the shape of the symbol of Lady Improsia

**Mako:** Mako is a respected member of the Monastery of Sonorous Storms, a monastery in Elturel whose members attempt to unlock the secrets behind the Divine Primordial. Mako proved to be gifted at a young age. While most dragonborn develop their breath weapon attuned to a single element, Mako showed a slight amount of control of the element of his exhalations. He was taken in by the monks of the monastery and his skills were refined as he matured.

**Arcus Bramblesong:** A halfling from the Reaching Woods, Arcus is a skilled archer and an even better survivalist. Arcus is a controversial figure in Elturgard, because while he publically worships Filü, there are rumors that he is an acolyte of The Specter. While this is not a crime in Elturgard, it would disqualify him as member of The Elturgardians under the rules set by the Archpontiff. His panther companion has not helped to lessen these rumors. Neither the Elturgardians nor the Archpontiff have made any public remarks about this rumor.

**Brylwyn Brawnhold:** Brylwyn is part of a long standing family of forge workers in Elturgard. The Brawnhold clan owns a large smithery in the outskirts of Elturel, and have grown wealthy over the years. Brylwyn is also an expert in axe-combat, the legend goes that she had slain a game bird with a hand-axe before her first step. Brylwyn, however, is much more resigned than many might assume, preferring a simple, peaceful life. Her family, having been very vocal of her talents, drew the attention of the Archpontiff as she was selecting candidates for the Elturgardians.
Black Furies

**Appearance:** Furies with strong Pure Breed have particularly dark fur in Crinos, Hispo, and Lupus, often with white, gray, or silver highlights. Pure Breed is rarer among Fury metis, as their fathers are inevitably of other tribes.

**Kinfolk & Territory:** The Furies stake vicious claim to many of the last, secluded virgin places of the Wyld. Their spirituality is deeply tied to these sacred groves and islands, but necessity drives them to take territories in more human-settled lands as well. The Black Furies don’t practice much ethnic preference with their Kin. They’re prone to “adopt” the Kinfolk from other tribes’ bloodlines, specifically women who found themselves poorly treated by their relatives. They value their male Kin, even if a male Kinfolk is unlikely to ever participate in any of the tribe’s inner spiritual traditions.

**Tribal Totem:** Pegasus. The great winged horse-spirit has a strong resentment of men, implying there’s some truth to the myth of Bellerophon. Some Furies use “the bridle of Bellerophon” as a poetic metaphor for the hand of Man as it tries to master the most sacred things of the Wyld. Other totems valued by the Furies include Panther, the Muses, and Medusae.

**Character Creation:** Black Furies have a proud martial tradition, and encourage training in Brawl or Melee. Survival, Occult, and Rituals are also common among those entrusted with the Wyld places.

**Initial Willpower:** 3

**Beginning Gifts:** Breath of the Wyld, Man’s Skin, Heightened Senses, Sense Wyrm, Wyld Resurgence
Margokh

Margokh is the brother of Arcusia, and both share the ability to peer through time and space. Margokh and his brother are completely omniscient, but choose not to share any of these visions, for reasons no one can really comprehend, including other Theodus. Margokh also created the devils to try and spread evil by bending, but not breaking, the rules. This lead to a rivalry with Lilith, mother of demons.
The Theodus

The Theodus are a pantheon of 12 deities worshipped throughout Toril. Most worshippers are found in Faerûn, with some pockets of worshippers in Zakhara.

Worship of the Theodus can be traced back to the Time of Troubles, when the gods walked Toril in their Avatars among mortals. Before the Time of Troubles, the Theodus were nigh unknown. However, after they were forced to roam the earth, inhabitants of the realms were made aware of their existence. This caused some contentions with believers of other pantheons, particularly proponents of the Faerûnian pantheon, who believed the Theodus to be false gods.

Over the century, tensions have settled. Many now believe that the Faerûnian pantheon and the Theodus need not be mutually exclusive, and that both pantheons host powerful deities worthy of worship. Some say that most, if not all, pantheons are simply a smokescreen, that there is only one true pantheon and that all pantheons are simply different perspectives on the same gods. Others, yet, believe that all pantheons exists, and that there is a singular overseeing figure controlling all other deities. This view is generally not accepted by clerics and theological scholars.

## Deities

The Theodus consists of 12 deities, four good, four neutral, and four evil. In some circles, minor gods are also worshipped alongside these twelve, such as The Archprofessor, or Peacekeeper.

The Primary Theodus are as follows:

* Lady Improsia
* Hethalacaeliferna
* Filü
* Telumarg
* Sollthet
* Vita
* Arcusia
* The Specter
* Barag-ŋoch
* Lilith
* Margokh
* Graul
Sildar Hallwinter

Sildar Hallwinter is the head of the Neverwinter Division of the Lords' Alliance. Having started as a member of the city guard, Sildar rose in ranking until being awarded the helm after his predecessors passing.

## Description

Many who have come across Sildar have described him as kind-hearted and gentle. However, many who work with him describe him as being much more distant and direct.

Sildar makes a point of remaining in shape, and still participates in battle as needed by the Lords' Alliance. His hair has greyed over the years, betraying his otherwise youthful physique. He is usually seen donning his Lords' Alliance Plate, painted Neverwinter blue and silver.

## History

Having been a member of the City Guard from a young age, Sildar has always been ambitious about protecting the citizens of Neverwinter. He quickly rose through the ranks of the city guard, catching the attention of then newly appointed Lord Protector, Dagult Neverember. Dagult offered Sildar a place in his personal guard, which Sildar accepted. Soon afterwards, Dagult appointed him as an officer in the Lords' Alliance. During a skirmish with a thieves' guild, the Hall of Justice was invaded, killing Sildar's chief officer. The remaining chief officers of the other divisions of the Lords' Alliance unanimously voted for Sildar to be appointed the new Chief Officer.

In the year 1494 DR, a close friend of Lord Neverember, Gundren Rockseeker, a dwarven entrepreneur, asked a favor from Dagult. Gundren required a guard to escort him as he journeyed to seek something he had lost. Dagult appointed the man he trusted most, Sildar, much to his dismay. Sildar, knowing he alone could not protect Gundren, sought to hire adventurers to assist Gundren so that Sildar might return to his duties. However, before meeting with the adventurers, Sildar and Gundren were kidnapped by goblinoids. The party of adventurers saved the pair and become acquainted with Sildar. Sildar is still known to keep it touch with them in times of need
Reign of the Wild God Wiki

**Welcome to the Reign of the Wild God Wiki!**
A D&D campaign set in the Forgotten Realms

We're a collaborative community website about Reign of the Wild God that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

Lady ImprosiaBarag-ŋochSildar Hallwinter

*Need help building out this community?*

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Aspects of Life

The Aspects of Life are intangible rules which the world was ordered to follow when created by Lady Improsia and Barag-ŋoch. They currently take place as books across Toril. Any mortal who would read these books would gain immense power in the field the aspect contained. It is also believed that performing such a task also causes one to lose something about themselves, such as the case of Shraggore, the dwarven mage who read the Aspect of Magic and is said to have grown cold, distant, and short-tempered after the fact.

## Cognition

The first aspect was created by Lady Improsia, it gave some mortals the ability to have independent and conscious thought, as well as learn of their surroundings the way beasts cannot. Her intention was to allow mortals the ability to comprehend and appreciate the vast world made for them

## Emotion

The second aspect was created by Barag-ŋoch, it expanded on the first and filled the same mortals with deep, indescribable feelings, and the ability to share those feelings with those around them. His intention was to provide a richer experience of existence, as well as allow communities to form stronger bonds by

## Alignment

However, Lady Improsia was deceived, for there was another aspect made by Barag-ŋoch, Alignment. This aspect would give some mortals malicious thoughts, and others apathy to those around them, causing in-fighting and division. Barag-ŋoch knew that mortals would be more easily manipulated and would more readily provide worship, thus empowering the gods if they were separated. Lady Improsia, however, saw this as a vile corruption of the utopian world she had planned, and thus waged war on Barag-ŋoch, leading to the Righteous Battle.

## Magic

A fourth aspect was made by the neutral Theodus long after the first three. It is said that the neutral gods felt pity on the mortals. They pitied them because of their inability to taste the power that the gods felt. And so, the neutral Theodus (without Sollthet) banded together in an attempt to create a new Aspect of Life. Arcusia and The Specter compiled knowledge of the Weave and the Green respectively. They had bound it into a treatise and with the help of Vita's needle and threat, had woven into existence a new Aspect of Life: the Aspect of Magic, granting mortals the ability to wield the arcane arts.
The Specter

The Specter is the second of the Theodus not to take part in the Righteous Battle of Five. It had given the world the beauty of nature where Lady Improsia and Barag-ŋoch did not deem worthy. It gave the world the idea of chance and destiny with the Fate Aspect of Life. It is known to wander forests, deserts, mountains in too many forms to count. Some say it had been seen in multiple places at once.
Toril

Toril is the third planet from the Sun in Realmspace. It was orbited by one moon named Selûne, and by a cluster of asteroids, known as the Tears of Selûne.

Throughout most of its history, Toril was known less commonly as **Abeir-Toril**. The name "Abeir-Toril" was archaic, meaning "cradle of life" in an extinct and forgotten language. Since the Spellplague and the revelation of the existence of a planetary sibling known as Abeir, and the fact that both Abeir and Toril were once united, the latter name came to informally mean the formerly united worlds of Abeir and Toril.

## Geography

Toril consisted of various continents and islands, including Faerûn, Kara-Tur, and Zakhara in the central super-continent and, throughout most of its history Anchorome, Maztica, and Katashaka in the western region of the world. There was also one large and very mysterious continent east of Kara-Tur called Osse whose nature and inhabitants were all but unknown.

Following the Spellplague, however, Maztica was sent to Abeir, the sibling world of Toril, and a new continent, Laerakond, appeared in the west. Maztica returned to Toril during the Second Sundering.

### Continents

* **Faerûn**: The westernmost portion of Toril's central supercontinent, a diverse landscape inhabited by numerous races and cultures, including humans, dwarves, elves, halflings, and gnomes.
* **Zakhara**: A mostly hot, arid realm dominated by elemental forces and a philosophy of Fate and Honor.
* **Kara-Tur**: The east, steeped in ancient history.
* **Maztica**: Primitive cultures bound by duty to their gods gave blood sacrifices in return for power while those who disagreed with the practice struggled to survive.
* **Anchorome**: Hardly explored, seemingly populated with violent elves and more of the humans found in Maztica.
* **Katashaka**: South of Maztica. Unexplored.
* **Laerakond**: A continent formerly located in the world of Abeir, a land of dragon empires and "new" cultures.
* **Osse**: Populated by spiritualists and druids, the spirit world and nature dominated the lives of its inhabitants. Unexplored.
Arcusia

Arcusia is one of four Theodus to abstain from the battle against Barag-ŋoch. He had decided to settle in the mortal world with The Specter. He gave the world the gift of magic in the form of the Magic Aspect of Life. He rarely takes physical form, but even when he does, the form he chooses is rarely consistent. He may appear as anything from a disheveled vagabond to a scurrying squirrel, or even a grand being of pure light.

He is also the brother of Margokh, and the only other Theodus to remember Margokh's true name, since Arcusia was the only one mentally capable to do so after Margokh tried to erase it from existence. It is said that this neuters Margokh. This is because while Margokh may wish to share his omniscience with his allies, doing so would anger Arcusia, leading him to reveal his true name, giving the devils of the Nine Hells the power to overthrow their master.
Fianna

**Appearance:** Fianna Pure Breed manifests itself as shining red or black fur, and often surprisingly large Lupus form. Fianna often use Gifts to make their eyes glow green, and teach their cubs to howl with beautiful eloquence.

**Kinfolk & Territory:** Although they always prefer places that remind them of “the old country,” such as rolling green hills and thick old-growth forests, Fianna can be found nearly anywhere their predominantly Celtic-descended Kinfolk have settled. Outside the British Isles, they are most common in Australia and New Zealand, Canada and the United States (particularly Appalachia). The Fianna are exceptionally protective of their Kinfolk — most of their bloody skirmishes with other tribes erupt over Kin issues. Most of their wolf Kin live in North America, save for a few hidden on protected European estates and parks.

**Tribal Totem:** Stag, who exemplifies the Fianna love of life. Stag’s brood largely comprises animal spirits such as Rabbit, Impala, the White Hart and the Hind, and some Naturae such as the Brook, Dawn and Grain.

**Character Creation:** The Fianna are a social tribe, and strong Social Traits are common among them. They encourage most members to at least dabble in Performance.

**Initial Willpower:** 3

**Beginning Gifts:** Faerie Light, Hare’s Leap, Persuasion, Resist Toxin, Two Tongues
Vita

Vita is usually portrayed as not one god, but two. A god of duality, one who brings life and takes it. When a creature is born, it is said that its soul is stitched into its body by Vita themself. And similarly, when a soul dies, it is guided to the afterlife by Vita. They are portrayed usually as one side being that of a white glowing spirit, and the other being a decaying skeleton shrouded in enough darkness to drown out the light from their other half.

Vita is known to be followed by many people, from moral priests and priestesses hoping to heal those others can't, to selfish mages seeking to prolong their lives. Vita generally grants these wishes, knowing that by the end of it, they will judge all, no matter how long they live.
Guiding Gust

*Evocation Cantrip*

Casting Time: bonus action

Range:30 feet

Components: V

Duration: 1 round

Call upon the wind to guide the actions of a creature of your choice within range. Any dexterity-based attack rolls the target makes before the end of their turn has advantage.

**Classes: Wizard, Sorcerer, Druid**
8805553535

8805553535 (или же 88885553535) - Второй проект сделанный Omicron Tau.

## Сюжет

Вы падете с большой высоты играя за поняшного Icy Tails'а, после чего к вам подходит Цыгаг, и пытается усыпить вас сразу, как только Icy Tails просыпается, в этот момент появляется развилка, либо вы проигрываете и сразу попадаете в карцер с другими пони, либо вы побеждаете Цыгага, тем самым освобождаетесь.

Если идти по пути победы на Цыгагом, вам придется перебить не одного Цыгага-охранника, прежде чем вы доберетесь до карцера с пони, однако проиграв Цыгагу не стоит переживать про дверь, ведь она уже открыта заранее.

Следующие кого вам надо освободить:

* Алекса
* Дарен
* Скелетон
* Нитпон

Для открытия карцеров, необходимо найти для каждой клетки ключ, из-за абсурдно замаскированных ключей вам придется высматривать подозрительные объекты что-бы удостовериться, что это ключ, не стоит забывать, что если проиграть Цыгагу-охраннику, то у вас отберут все ключи и персонажей.

## Интересные факты

* Игра была сделана за одну ночь.
* Icy Tails будучи пони будет появляться только в 2-х играх начиная с этой.
* Разработчик неправильно написал название игры, дважды.
Lady Improsia

Lady Improsia is the second most powerful of the Theodus. She leads the rest of the Theodus (excluding the neutral gods) in the battle against Barag-ŋoch.

A paragon of justice and a beacon of holy light, Lady Improsia is seen to be a champion of righteous action. There are many a tale of her compassion during the Time of Troubles. How she had spent much of her time on the material plane choosing not to preach her own word but rather help those in need.

While she may be righteous, she is not forgiving. To her, all malice must be stamped out and stamped hard. There is no mercy to the evil-doers. Just as often as tales of her ethics are told, so too are horror stories of her brutality against those who subjugated the weak.

## Worship

There are many who worship the Great Lady, from all walks of life. However, nearly all who worship Lady Improsia are familiar with the Tamal Texts. These are a set of scriptures told by the Avatar of Lady Improsia during the Time of Troubles. They were written by a pair of scribes who followed the Lady as she travelled from Elturel to Fort Tamal, where they get their name. Some say the Lady foresaw the destruction of the fort and sought to prevent its fall to the avatars of evil deities. She unfortunately arrived to late, and upon arrival gave one last scripture, which told the scribes to compile her works and spread them across the lands. Not too long after this, the Time of Troubles ended and Lady Improsia returned to her throne in the heavens.

Unfortunately, there is some ambiguity in many of the scriptures of the Tamal Texts, leading to numerous, and sometimes warring, sects of her worship. Most take a more lenient approach, choosing to refer to the Texts as guidelines to live a noble and moral life. Others find the Texts to be explicit instructions in achieving the same goal. The most extreme of these is the nation of Elturgard, who follow the Tamal Texts to the letter, without any room for metaphor or analogy. This has lead to them being a pariah in many of the churches in the north, however this is of little concern to the high churches of Elturgard, and many of the common worshippers who often make pilgrimage to the theocratic nation.
Sollthet

Sollthet is said to reside often at the center of Toril, swinging the sun around on a chain causing mornings and evenings. His image is said to resemble that of a powerfully built man, with sun-kissed skin and sandy hair.

Sollthet is one of the Theodus whom abstained from the Righteous Battle, however for a unique reason. While others may have decided their domains hold no sway in the battle, Sollthet found himself too proud to join the fight. He believes he is above the rest of the Theodus, and decides to spend his time concerning himself only with his own needs and wants.

Many of Sollthets worshippers, however, find this to be a redeeming trait of his. His independence and loner attitude has been embraced by his followers, many of whom have become hermits, travelers, and adventurers.
Price Pets (Pet Simulator X) Wiki

(It may not be completely accurate, if something is wrong, please comment so we can fix it) Talking
Exclusive Pets

* Pet Simulator X Wiki
* Pet Simulator X
* Pet Giveaway

**You can find price pets here**
## List price of pets (non exclusive)

1. Santa Paws
2. Galaxy Fox
3. Silver Dragon
4. Alien Parasite
5. Silver Stag
6. North Pole Wolf
7. Candycane
Terrorize

*2nd Level Enchantment*

Casting Time: 1 action

Range: 30 feet

Components: V, M (blood and powdered antler)

Duration: 30 seconds, concentration

Evoke the power of the ancients to terrify a target within range. The target must make a wisdom save. If they fail, they are frightened of you for the duration. Additionally, they must use their action on each of their turns to move as far away from you as possible. At the end of each of their turns while they are affected, they may repeat the save, ending the spell on a success.

**Classes: Warlock (Keeper of Secrets)**
Tourney of Waterdeep

In the bustling metropolitan of Waterdeep, there reside many a noble family. And every few years or so, these noble families gather funds together to afford putting on a show for themselves and their fellow residents of Waterdeep. This tourney generally takes place over 3 days, with each day focussing on one traditional event.

The tourney is open to the public, however the entrance fee is larger than many are willing to spend, so most residents can only afford to see the tourney once or twice in their lifetime. It is tradition in Waterdeep that parents will put away money for their children to watch the tourney as a coming-of-age present. Entrance to participate in the events is also open to the public, and, depending on the even, more affordable.

## First Day

The first day is reserved for the joust. The rules are simple, two participants are chosen, each is given a horse, shield, and lance. The jousters are sent into the arena and the jousting commences. The victor receives a share of the prize pool accordingly.

In tourneys previous to the Tourney of 1453 DR, participants were allowed to bring their own mounts. This was disallowed after Sir Ravix of Triboar, a great paladin of his time, brought a pegasus and accidentally speared his opponent with his lance.

## Second Day

The second day is infamous among residents of Waterdeep, on the second day, a group of at most three fighters are chosen at a time to battle against a group of equally numbered beasts and monsters that the nobles of Waterdeep have managed to capture. The number of accidental deaths that have occurred in previous years have made the even so infamous that to "attend the second day" is a common saying among Waterdhavians, meaning doing something reckless and highly dangerous.

In past tourneys, these have included Dire-Animals, Chimeras, Gorgons, Manticores, Rust Monsters, and monstrous lizards from the Jungles of Chult to name a few.

## Third Day

The final day of the tourney is the one that is most attended, usually because of appearances of folk heroes and sung-of adventurers. Colloquially called "the brawl", the third day pits a number of challengers against one another. The rules are simple, nothing is off the table and last man standing wins. Lethal force is heavily discouraged, however it has been present in previous tourneys.

This event is almost always the one with the highest prize pool, as many attempt, but only one may succeed. It is also not an uncommon practice for budding entrepreneurs to hire a seasoned warrior to participate in the tourney on their behalf, and splitting the prize money. This is usually done with warriors from outside Waterdeep who require papers they cannot easily acquire to enter, which their employer provides.
Ezriel's Lightning

*Evocation Cantrip*

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: Instantaneous

Lash out with the golden lightning of Ezriel the Redeemed. Make a ranged spell attack against a target within range. If the target is evil or an aberration, this attack roll scores a critical hit on a 19 or 20. If the target is an aberration *and* evil, this attack roll scores a critical hit on an 18, 19, or 20. On a hit, this spell deals 1d10 radiant damage and the target must make a charisma save or be knocked prone. At higher levels, the damage scales to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.

**Classes: Warlock**
Exclusive pet values

Tier 1

 Yee-haw cat
 Blobenstein
 Lava scorpion
 Grumpy cat
 Pterodactyl
 Hell chest mimic
 Guest noob
 Blobfish
 Doge

Tier 2

 Sock corgi
 Stacked doge noob
 Sad cat
 Nyan cat
 Sock monkey
 Noobortuus
 Mushroom king
 Electric slime
 Chest mimic

Tier 3

 Storm dragon
 Dominus darkwing
 Galaxy pegasus
 Nebula dragon
 Empyrean agony
 Domortuus astra
 Storm wolf
 Galaxy dragon
 Dominus astra

Other

 Huge cat
 Huge pumpkin cat
 Huge festive cat
 Huge santa paws
The Wardens

While not strictly deities in the usual sense, the Wardens of Gazar are worshiped as, and behave similarly to the gods. That being said, they an be thought of more like forces of nature which occasionally manifest as and are thought of as bestial spirits inherent in nature. Many druids hail the Wardens as guides and proto-deities of nature worship.

# Orn, Warden of the Desert

Orn's domain includes deserts and skies, as well as fire. He is depicted as an eagle and is heavily associated with change and rebirth.

# Luren, Warden of the Tundra

Luren is depicted as a white wolf, and is a patron to wanderers, hunters, and explorers. Auroras are said to be left by his wagging tail.

# Baor, Warden of the Taiga

Baor is depicted as a massive brown bear, and is a patron to parents and guardians.

# Mandu, Warden of the Forest

Mandu is depicted as a moose with mossy antlers, and represents the sanctity of natural life and the natural world.

# Guntaar, Warden of the Mountains

Guntaar manifests as a goat or ram, and is associated with steadfastness, dependability, and strength, but also flexibility and agility.

# Usuk, Warden of the Hills

If the Wardens had a god of war, it would be Usuk the boar. He is a patron to savage strength, brutish fury, and mighty warriors.

# Daagda, Warden of the Meadows

Daagda represents pride and rule by might and manifests as a stag.

# Solek, Warden of the Swamps

Solek is associated with wisdom and patience and is depicted as a crocodile.

# Saariss, Warden of the Jungle

Saariss the serpent represents trickery, stealth, deception, and fear.

# Duluu, Warden of the Plains

Duluu is a patron to family groups and tribes, and is heavily associated with the ideals of loyalty and honor. He manifests as a bison.
Lava Glob

*Conjuration Cantrip*

Casting Time: 1 action

Range: 20 feet

Components: V, S, M (a rock)

Duration: 1 round

Hurl a glob of lava at a target within range, forcing them to make a dexterity saving throw. On a failed save, they take 1d8 fire damage and are grappled until the end of their next turn as the lava cools around them. The hardened lava may be broken with a successful strength save. At higher levels, the damage scales to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.

**Classes: Wizard, Sorcerer, Druid**
Monkey

Of the innumerable species of Awakened in Gazar, the Monkeys stand out above the rest, possibly because of their thumbs, or possibly because the humanoid races tend to treat them in a slightly more civil way compared to more quadrupedal cousins. Whatever the reasons, they are treated differently and require racial traits to be granted differently as well.

Like the other Awakened, they come in all shapes and sizes, and gain different bonuses depending.

### Ability Score Increase

All monkeys gain +1 wisdom, strength, and dexterity.

### Primate Differentiation

Although the race is referred to collectively as the Monkeys, both monkeys and apes are lumped into this category, and it could probably be stretched to include other thumbed mammals such as lemurs. Regardless of your flavor specificity, choose Monkey or Ape to be your nature.

## Monkey

Monkeys have a prehensile tail, which can be used for fine motor control of objects and magic items. Thanks to this, they gain advantage on dexterity-based skill checks.

### Size

Monkeys tend to be small, but can be medium.

### Speed

Monkeys have a base walking and climbing speed of 25 feet.

### Acrobatic Fighter

Whenever a monkey moves at least 10 feet before making an attack roll, they may attempt an acrobatics checks against the target’s AC. On a success, the following attack has advantage.

## Ape

Apes tend to be stockier and more muscular than monkeys. Though they lack tails, they gain advantage on strength-based skill checks thanks to their usually terrestrial lifestyle.

### Size

Apes tend to be medium, but can be small.

### Speed

Apes have a base walking speed of 35 feet and a climbing speed of 20 feet.

### Mighty Leap

Medium monkeys have a standing jump height and distance of 10 feet and 15 feet, respectively. Whenever one of these leaps is immediately before an attack roll, they may add both strength and dexterity to the attack and damage rolls.
Malform

*3rd Level Transmutation*

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 minute, concentration

Choose a creature within range and tap into forbidden magic to twist and mutate their body. The target must make a constitution save. On a failed save, choose on of the following effects:

* The target's legs are bent and twisted. It's speed is halved and it cannot jump for the duration of the spell.
* The target's arms are withered and shriveled. It has disadvantage on attack rolls that rely on it's arms and cannot climb for the duration. A creature under this effect must make a successful spellcasting ability check against your spell save DC to cast a spell that requires somatic components for the duration.
* The target's face, neck, and head are shrunken and squished. The target cannot coherently speak, is blinded, and must make a successful spellcasting ability check against your spell save DC to cast a spell that requires verbal components for the duration.

This spell ends early if the target becomes under the effect of a *Remove Curse* spell or a *Lesser Restoration* spell*.*

**Classes: Warlock (Keeper of Secrets)**
Battlemage (Fighter)

***Some choose to pursue arcane specialties, imbuing their strikes with surges of elemental power. Battlemages wade into the thick of the fighting, cutting down enemies and erupting with bursts of magic and energy. Battlemages are people gifted with innate magic perhaps not powerful or refined enough for Sorcery, but plenty strong enough to manifest on the battlefield.***

## Minor Surges

When this archetype is chosen, you gain the ability to unleash your magic when you hit with an attack. Before you roll damage for an attack, you may choose to add 1d4 elemental energy damage (thunder, cold, fire, lightning, acid) to the damage. This may be used once per round, and not in a round where an Arcane Surge is being used. When you use this feature, you may choose to expend a slot to increase the damage dice by 1, to a maximum of 5 damage dice for a 4th level slot. At level 6, this die becomes a d6, changing to a d8 at level 8, a d10 at level 10, and a d12 at level 12.

## Arcane Surges

When this archetype is chosen, you gain access to a certain level of magical enhancement that is useful in combat. This manifests as [./https://heroes-of-erissan-dnd5e-homebrew.fandom.com/wiki/Arcane\_Surges Arcane Surges], of which you know a number equal to half your Fighter level (rounded down). Anytime you level up, you can choose to switch out a Surge you know for one you don't. Surges you learn must be of a level for which you have slots. These slots are not spell slots, but are a manifestation of your magical stamina. Charisma is your spellcasting modifier for Arcane Surges, even though they are not proper spells and are not considered spells for any rules regarding spells.

## Magic Touch

Beginning at level 7, any weapon you are currently holding is considered a magic weapon, any armor you are currently wearing is considered magical armor, and your unarmed strikes are considered magical.

## Additional Fighting Style

At level 10, you may choose another fighting style from the list of fighting styles available to fighters.

## Innate Arcana

At 15th level, you learn 3 Sorcerer spells of 5th level or lower, each of which you may cast at their normal level once each per long rest without expending a spell slot.

## Magical Aura

At level 17, you have advantage on saving throws against spells and magical effects.
Dissipate

*2nd Level Abjuration*

Casting Time: 1 reaction

Range: self

Components: S

Duration: Instantaneous

When you are targeted by a ranged weapon attack or a spell or magical effect that involves a physical projectile, or when you are threatened by a rapidly moving object, you may take the reaction to cast this spell, reducing the threatening object to dust. Ignore any damage that would have been dealt by the triggering weapon or object. This spell can prevent no more than 25 points of damage. When cast at higher levels, it can prevent another 5 points of damage for each slot level past 2nd.

**Classes: Warlock (Keeper of Secrets)**
Human

The children of Darkhan the Builder, the humans of Gazar are legendary for their craftsmanship and art. While goblins and demons and the others can be skilled, if someone wants something made and made well, they go to the human artisans of Timura.

### Ability Score Increase

The Humans of Gazar are gifted tinkerers and artists. They gain +2 intelligence, dexterity, or charisma and +1 to another one of those three scores.

### Artisans

Humans gain proficiency in two tool sets and two skills of their choice, and learn one language.

### Diversity

Although known for the gift of creativity and skill bestowed upon them by their patron god, humans are still remarkably diverse in their skillsets. You begin the game with a feat of your choice. You must still meet the prerequisites for the chosen feat.

### Blessing of Darkhan

You reroll natural 1’s that were rolled on your choice of a tool set or performance checks.

### Craft Knowledge

You have advantage on checks relating to one of the following of your choice: stonework, smithing, jeweling, music, or art.

### Size

Humans are medium and have a walking speed of 30 feet.
Call the Scions

*4th Level Necromancy*

Casting Time: 1 action

Range: self (60 foot radius)

Components: V, S, M (a pinch of Azrika spores)

Duration: 10 minutes

Call upon the power of Azrbaal to raise the dead. Choose up to 5 creature corpses within range. A small corpse counts as 1 creature, a medium corpse counts as 2, a large corpse counts as 4, and a huge corpse counts as 8. The reanimated creatures have their original stats, with the following adjustments:

* Its mental ability scores are all 8 (-1).
* It is resistant to fire, necrotic, and poison damage and is vulnerable to radiant damage.
* Small scions have 10 hit points, medium scions have 20, large scions have 40, and huge scions have 80.

Animated scions obey your spoken commands and act on your turn. If they are not commanded, they will attack the nearest creatures. Casting this spell at higher levels allows you to animate 2 more creatures for each slot level above 4th.

**Classes: Warlock (Keeper of Secrets)**
Purifying Flame

*Evocation Cantrip*

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of sacred oil)

Duration: Instantaneous

Evoke cleansing flames from Ukhel's plane of the afterlife. Make a ranged spell attack, dealing 1d8 fire damage on a hit. If the target is undead, it instead deals 1d12 fire damage. At higher levels, the damage scales to 2d8 or 2d12 at 5th level, 3d8 or 3d12 at 11th level, and 4d8 or 4d12 at 17th level.

**Classes: Cleric**
Warrior (Fighter)

***The archetypal Warrior trains to be a master of their weapons, wielding them both offensively and defensively. Warriors are at home in the thick of the fighting, pushing themselves and their endurance to the limit.***

## Agile Combatant

 File:Warrior.jpg  Starting at level 3, you have a number of Warrior’s reactions equal to your dexterity modifier. Warrior's reactions can only be used for one of the following effects:

* Parry: when an enemy hits you with a weapon attack and you are holding a melee weapon, use a Warrior’s reaction to add your proficiency bonus to your AC for that attack.
* Counter Strike: when an enemy misses you with a weapon attack, use a Warrior’s reaction to make an attack on that creature, as long as they are within range of a weapon you are holding.
* Dodge: when an enemy hits you with a ranged attack, use a Warrior’s reaction to reduce the damage by your dexterity modifier.

## Horde Breaker

Also at 3rd level, you become skilled at taking on large groups of opponents. Whenever you hit a creature with less than 5 max hp, they are reduced to 0 hp no matter how much damage you dealt. This limit increases to 10 max hp at level 5, 15 max hp at level 10, 20 max hp at level 15, and 25 max hp at level 20.

## Warrior’s Endurance

At level 7 and beyond, whenever you use your Second Wind class feature, you can make an attack as part of that bonus action. Additionally, whenever you use your Second Wind feature, you can make a Constitution save. (DC=20-1/2your fighter level) On a success, you do not expend the use of your Second Wind but still gain the benefits. If you fail, you regain the use of Second Wind on a long or short rest, as normal.

## Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

## Warrior’s Focus

At level 15, you can focus the chaos of fighting down to one opponent. When you do so, choose one creature that you can see. While they are your focus, they have disadvantage on attack rolls against you and you have advantage on attack rolls against them. Any other creature has advantage on attack rolls against you, and you have disadvantage on attack rolls against any creature that is not your focus. Your focus can be switched to a new creature as a free action on your turn.

## One Person Army

Starting at level 18, whenever you are reduced to 0 hp, you can choose to make a Constitution save. (DC=10 or ½ the damage remaining after you drop to 0, whichever is higher). On a success, you instead drop to 1 hp and may use a Warrior’s reaction to take the attack action. Once you use this feature, you can't use it again until you finish a short or long rest.
Lurking Eyes

*4th Level Divination*

Casting Time: 1 minute (ritual)

Range: self

Components: S, M (Powdered bone from an owl)

Duration: 10 minutes, concentration

Project your consciousness to the vicinity of a creature, object, or location of your choosing. Your physical form becomes incapacitated, and you manifest at the chosen location, invisible except for a thin, smoky outline of your body and dimly glowing yellow eyes. While in this form, you can see, hear, and use all your senses as normal. You can move up to 30 feet er round in any direction, get +10 bonus to stealth checks, and make no sound when you move. If a creature sees you, the spell ends.

**Classes: Warlock (Keeper of Secrets)**
Awakened Beast

The Awakened are sentient animals of all kinds. There are many non-awakened animals in Gazar, but the force of beasts that bled in during the War in the Wilds were larger and more magically attuned to the natural world. When Id Shidai granted them free will as he had given the Demons, they chose peace over a continued invasion. The Awakened are the remnant of that force.

### Ability Score Increase

You gain +2 wisdom and +4 total points to other scores.

### Thumbless

Awakened do not have thumbs, and consequently cannot use weapons. They can, however, use armor, but it takes twice as long to don and doff without help. Awakened can still learn and cast spells.

### Natural Armor

Awakened’s AC=10+their dexterity modifier+their constitution modifier when not wearing armor.

### Bestial Power

The Awakened’s ability scores may be increased to a maximum of 22.

## Natural Variety

Awakened beasts are so varied in number and species that they’re broken down to simple features which are shared by all Awakened, and some features which would be chosen.

A single ability may be chosen from each of the following lists of features:

### Keen Sense

Advantage on perception checks relying on sight.

Advantage on perception checks relying on hearing.

Advantage on perception checks relying on smell.

### Size

Small (+1 dexterity, 35 feet walking speed)

Medium (+1 constitution, 40 feet walking speed)

Large (+1 strength, 30 feet walking speed)

### Natural Attacks

At level 5, choose a second natural attack. Whenever you take the attack action to use your natural attack, you may use a bonus action to make your second natural attack and add your combat modifier to the damage.

Bite (1d8 piercing)

Claws (1d6 slashing, one handed)

Horns/Antlers (2d6 piercing)

Slam (3d4 bludgeoning)

### Movement Type

Climbing (15 feet)

Swimming (30 feet)

Flying (50 feet)

Jumping (15 feet high, 20 feet long)

### Special Ability

Charge (if this creature moves at least 10 feet before making an attack roll, that attack deals a number of dice extra equal to it’s proficiency bonus.)

Pounce (if this creature jumps at least 10 feet before making an attack, the target of that attack must make a strength save (DC= 8 + proficiency bonus + combat modifier) or be knocked prone)

Pack Tactics (this creature has advantage on attack rolls while within 5 feet of an ally)

Endurance (if this creature is reduced to 0 hp by an amount less than or equal to its constitution modifier, it instead drops to 1 hp)