recursal/Fanatic-Fandom huggingface dataset:
Vedalken

## Striving for Perfection

Vedalken have an unusual view of progress. They believe that nothing is perfect, nor can it ever be perfect – and they rejoice in this. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never actually be reached. Thus, pointing out imperfection is hardly an insult—which leads vedalken to note flaws and problems with an enthusiasm that members of other races sometimes find exasperating.

## Legacy of Research

The Vedalken race was created by an ancient archwizard whose name is lost to history. They were created to be consummate assistants and researchers, as the wizard ingrained within them a desire to learn and improve. The Vedalken know stories of this legendary spellweaver, but most do not seem to care about the nature of their origin. They would rather lose themselves in discovery and progress than ponder their past.

## Vedalken Features

• **Ability Score Increase.** An ability score of your choice increases by 2, and another increases by 1.

• **Age.** Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
• **Alignment.** Vedalken are most often lawful and rarely evil.

• **Size.** Vedalken are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium.

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

• **Vedalken Dispassion.** You have advantage on all Intelligence, Wisdom, and Charisma saving throws.

• **Tireless Precision.** You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.

• **Partially Amphibious.** By absorbing oxygen through your skin, you can breathe underwater for up to one hour.

• **Languages.** You can speak, read, and write Common, Vedalken, and one additional language of your choice.
Vessr

"The vigilant gaze of my ancestors watches over this land. Trespass at your peril." Kavakon Winterbrow, Ranger

## Politics

### Leaders

Thoron, the Western Wind

Vessr is the ancestral home of the giants. Outsiders are welcome in Vessr so long as they maintain peaceful and respect the *Ordning*, the giant social structure that dates back to the era of their creation. Vessr remains steadfastly neutral in outsider conflicts.

## Major Settlements

* Tholm
* Vark
* Thua
* Kaldir
Beast Soul

(Note: Each arm gives you an specific attack.)

Level 1: Reptile arm: Gives you a lizard-like arm on your right. Also gives you the move 'Scratch'. When 'Scratch' is used, you dash forward and deal 8 damage to anyone caught in it.

Level 10: Stone arm: Gives you an arm made of stone. Also gives the move 'Punch'. When 'Punch' is used, the user will swing their arm, dealing 15 damage and pushing anyone caught in it back.

Level 20: Black Bull arm. Gives you the arm of an bull (Though it looks more like a gorilla). Also gives the move 'Slam'. When 'Slam' is used, the user will jump up and bring both arms down when landing, resulting in an shockwave, dealing 14 damage to anyone caught near the edge of it and 20 if they are caught in the center of it.

Level 30: Jet Black Sword: Gives you an black tree-like tentacle in place of your arm with the roots facing out. Also gives the move 'Swing'. Upon using 'Swing', you swing your arm and deal 13 damage to anyone caught in the swing.

Level 40: Beast Soul: Takeover: Turns you into an giant monster and grants the attack 'Swing'. Upon using 'Swing, you swing your arm, dealing 20 damage to anyone caught in it.
Light Magic

**Level 1: Light Pulse** - The user's body gives off a blinding light, damaging those near it.

**Level 10: Light Fists** - The user charges at the enemy with great speed and punches then with a first full of light energy, dealing damage.

**Level 20: Ray of Light** - The user summons three magic circles to fire a damage dealing beam of light. The user will be immobile when casting this spell.

**Level 30: Rain of Light** - The user fires a series of ribbon shaped lights which deal damage upon impact with the enemy.

**Level 40: Giant Wrath** - With all the surrounding light energy, the user creates an aura of light around themselves which deals damage to nearby players.
Tetra

Name: Tetra

Age: 10

Gender: Female

Birthday: December 25

Species: Jersey Woolly

Gemstone: Tanzanite

Magic: Class Blue

Magic Power: Loyalty

Personality:

* Caring

* Loyal

* Loving

Personality:

A long-lost princess from Jewel Village, a medieval place filled of Jewelpets.

Tetra was born on a Christmas day, born to the village's royal family.

For the first 9-years in her life, she lived such a happy and caring life.

That's until her land was invaded by the Dark Jewels, a team of kidnappers.

The young princess was captured, and taken as a prisoner by the gang.

In order to get back her freedom (at least, bits of it), she serves as a young member of the Dark Jewels, under a new name "Tracy", tasked to kidnap other Jewelpets.
Tori

Name: Tori

Age: 12

Gender: Female

Species: Persian Cat

Gemstone/Jewel: Pink Tourmaline

Magic Power: Attachment

Magic Info:

Tori creates physical and mental attachments.

Physical is for making jewelry, and mental to get people close together (as friends).

Personality:

* Generous

* Elegant

* Caring

Info:

Born into an aristocratic family, Tori got everything she ever wanted!

Things like, caring family, great friends, and anything she'd ever wanted.

This means she's popular, but that does NOT mean that she's snooty or mean.

No, she's an elegant and generous young fashionista who ventures out to look for the shiny and prettiest of jewels.

She loves making jewelry with her mom, who is a jewelry shop keeper, and her twin brother Tour, whom loves to go on adventures.

Likes:

* Jewellery

* Gem Collecting

* Adventures

* Close Friends

* Fashion

Relationships:

* Tour (twin brother)

* Luna (best friend)

* Garnet (best friend)
Herbalism

## Bubbling Cauldrons

You can mix herbal remedies and brew magic potions. You need the following things before you can attempt to craft an item with Herbalism:

* An Herbalism Kit
* A recipe for the item you wish to create
* A certain amount of herbalist components, represented by their worth in currency

If these requirements are satisfied, you can use downtime to craft herbalism items. It takes 1 hour of time working for every 25gp worth of components the item requires to complete. Upon completion you successfully craft the object if you succeed on an Wisdom (Herbalism Kit) ability check against the object's crafting DC. Otherwise, you lose the components used and must start again.
Mendax

"There is power in broken things."

## Worshipers

Mendax likes it when you:

* Give to charity
* Aid the wretched
* Surrender sources of power to Mendax

Mendax does not like it when you:

* Exclude someone because of their nature
* Curse other beings
* Serve a lord or monarch

Mendax is typically worshiped by outcasts, servants, the maimed, and the accursed.

## Blessings

**Minor Favor:** Hands Falter Upon The Piteous Countenance - You create an aura of protection as if you cast the *sanctuary* spell upon yourself. You may invoke this blessing once per day without losing piety.

**Major Favor:** Blessed Might Cradled Within The Bloody Husk - As long as you are below half hitpoints, you sprout curled, spectral horns from all over your body. While in this state, your attacks deal additional damage equal to your proficiency modifier.

**Divine Boon:** Bring Low The Lofty Pretenders - As an action, you may choose any number of creatures within 30 feet of you. They must succeed on a DC 15 Charisma saving throw or be knocked prone. Creatures affected this way cannot stand for one full minute. You may invoke this blessing once per day without losing piety.
The Millstone

The Millstone is a massive Titan construction that pulverizes souls into dust located in the Realm of Light. The goddess Gratchenhelg collects lost souls from the realms and deposits them into the Millstone to create fertile soil for newborn souls to sprout. Its great wheel is turned by Osgir the Tenacious, a strong but foolish Titan who was tricked by his brethren into powering the machine. He continues to tirelessly turn the wheel, totally unaware that no other Titans remain to relieve him of his duty.

Resurrection of a departed soul is possible if it is quickly recalled to its vessel before being collected by Gratchenhelg. Reforming a soul that has already been collected and obliterated by the Mill takes considerably more powerful magic.

When vessels are reanimated with no soul or a lost soul that has forgotten itself, the result is typically a mindless undead. However, under rare circumstances, undead may retain their souls or be imbued with the strength of others. These dangerous beings still possess a fraction of their knowledge and personality, but are no longer bound by death.

The Council was formed by five beings whose souls were so resilient they emerged from the Millstone intact. Having achieved perfect self-actualization, they ascended to godhood after death.
Nemelex

"Fortune favors the bold."

## Description

For Nemelex, there is no greater thrill than going all in. Nemelex's sphere of influence includes all uncertain events, and people pray to him for good fortune as well as wishing ill fortune on their enemies. Many advise against praying to the god due to his fickle nature, but the name of Nemelex is whispered low in dire situations.

When the gods were young, their battles were ferocious and devastating. As a truce, they turned to a god who is neutral in their every dealing: Nemelex. His role is to watch over the tides of fate so that no one entity gains too much power. Whether he does this job well is up for debate.

## Worshipers

Nemelex likes it when you:

* Take big risks

Nemelex does not like it when you:

* Play it safe

Nemelex is typically worshipped by gamblers, rogues, and charlatans, but almost all offer a quick prayer or curse when they are in a pinch.

## Blessings

**Minor Favor: Ace in the Hole** - Whenever you roll with disadvantage, you may reroll the lower result once. Nemelex grants you some emblem of chance such as a set of dice, deck of cards, or a coin.

**Major Favor: Heads or Tails** - You implore Nemelex to grant his favor on your next gamble. On your next attack roll, ability check, or saving throw, a result of 1-10 is considered a critical failure and a result of 11-20 is considered a critical success. You may use this ability once per day without losing piety.

**Divine Boon: Twisted Fate** - At the beginning of each day, roll one d20. You may replace the result of any d20 rolled, friend or foe, made by a creature you can see with that result. Use this ability before that die is rolled and only once per day.
Ondra

"Contemplate the ripple, harness the wave."

## Description

As a mortal, Ondra was a sailor who dreamed of the lands beyond the deep seas surrounding her island. She set off in a great boat with her lover, Aki, to discover these new lands. However, a mighty storm tossed them into the dark sea. As they sunk beneath the waves, Ondra lamented the cruelty of the sea but was filled with boundless respect for its power. Aki perished, but Ondra was reborn as a god of the sea.

Ondra spends most of her divine existence contemplating the nature of life and loss from the bottom of the great Astral Sea of the gods. Other gods look often to Ondra for assistance, but she will only grant it when she deems their cause absolutely necessary.

Followers of Ondra are often looked to for advice and weather predictions. Most rural villages with have one Wiseman or Wisewoman who studies Ondra's teachings.

## Worshipers

Ondra likes it when you:

* Execute well-laid plans
* Show wisdom and restraint
* Offer a treasure to the sea

Ondra does not like it when you:

* Make foolish or hasty decisions
* Work against the natural order and destiny
* Attempt to calm the seas

Her worshipers typically include sailors, fishermen, merfolk, and the wise.

## Blessings

**Minor Favor:** Ondra's Contemplation - If you do not move at all on your turn, the first attack made against you until the beginning of your next turn is made with disadvantage. You are also always aware of the next 8 hours of weather.

**Major Favor:** Ondra's Rumination - You have advantage on Wisdom, Intelligence, and Charisma saving throws.

**Divine Boon:** Ondra's Castigation - You summon a mighty wave as if you had cast the *Tidal Wave* spell at fourth level with DC 15 and without requiring any components. You may invoke this blessing once per day without losing piety.
Goliath

## Reclusive Giants

Goliaths, like other giantkin, are believed to be the direct descendants of the ancient Titans, though they are smaller than other giants. Nonetheless they possess a natural fortitude that cannot be denied. Goliaths have no issue trading and interacting with others, but they prefer secluded mountaintop homes where only the hardiest folk can survive. There, the Goliaths meditate, create stunningly large works of art and sculpture, and ponder the meaning of existence. Their great size means they are feared by many, but Goliaths are typically earnest, loyal friends to the smaller folk.

## Goliath Features

* **Ability Score Increase.** An ability score of your choice increases by 2, and snother increases by 1.

* **Age.** Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

* **Size.** Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

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

* **Natural Athlete.** You have proficiency in the Athletics skill. You may add your proficiency bonus twice to checks made with this skill.

* **Stone's Endurance.** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your level to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

* **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

* **Mountain Born.** You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet, and suffer no penalties from these environments.

* **Languages.** You can speak, read, and write Common and Giant.
Faefolk

## Wilderrealm Fairies

Native to the enigmatic home of the fey, faefolk, called fairies by some, are a diminutive people with insectile wings and usually possess some mystical quality that marks their magical heritage. For example, some are surrounded by glittering mists, have shimmering skin, or always smell of flowers.

## Faefolk Traits

**Ability Score Increase**: An ability score of your choice increases by 2, and one other increases by 1.

**Age**: Faefolk mature at the same rate Humans do and reach Adulthood around the age of 20. They live much longer than Humans, however, often exceeding 180 years.

**Size**: You are tiny.

**Speed**: Your base walking speed is 25 feet.

**Fey:** Your creature type is Fey.

**Fairy Flight:** You have a flying speed equal to your walking speed and can hover. You cannot fly in this way while wearing heavy or medium armor.

**Fairy Magic:** You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

**Languages**: You can speak, read, and write Common and one extra language of your choice.
Gnotte

"Bet you never seen hills that breathe, eh? Best keep your voices down unless you want to wake them up. " - Guzzik, Goblin Guide

## Politics

### Leaders

Warmaster Priddix Trollblood

Gnotte is an expansive and rugged land with few natural resources. It is mainly inhabited by goblinkin, orcs, dwarves, and giants. Covering the region are massive hills called trollmounds, named so for the trolls within who hibernate for for up to hundreds of years. Those who live in Gnotte know not to provoke the trolls, and live with constant dread that a large-scale awakening might occur in their lifetime.
Thryx

"Tear it all down!"

## Description

Thryx delights in undoing the works of gods and men, and believes that the natural state of the multiverse is freedom and possibility. Thryx believes that his destruction of the status quo serves the greater purpose of preventing stagnation and making room for new possibilities. Above all things Thryx abhors dogma.

Among councils of the divine, Thryx is always smashing norms, breaking tradition, and paving the way for new ideas. Thryx is a longtime rival of The Shining One, who seeks to convert all of existence to a system of order and justice.

On Nyr, revolutions and uprisings often begin during harsh storms in order to curry favor with Thryx and gain his blessing on the event. Some unfairly associate the followers of Thryx with banditry and evil, but Thryx is not concerned with kindness or cruelty, only with the force of change.

## Worshipers

Thryx likes it when you:

* Defy authority
* Think for yourself
* Cause widespread change in social order

Thryx does not like it when you:

* Follow rules and traditions
* Excessively plan out your actions
* Live a peaceful lifestyle

Thryx worshipers are typically wild mages, revolutionaries, anarchists, bandits, travelers, and sailors.

## Blessings

**Minor Blessing:** Stormfront - You can summon bursts of wind as though you cast the *Gust* cantrip with DC 15 and without requiring any components. Wind continuously ripples around you.

**Major Blessing:** Calamity Bolt - You unleash a bolt of Thryx’s lightning as if you cast the *Lightning Bolt* spell without requiring any components with DC 15. You may invoke this blessing once per day without losing piety.

**Divine Boon:** Upheaval - As an action, you trigger a revolution in the hearts of each ally you can see within 30 feet of you. Each of them may use their reaction to move a distance up to their movement speed without provoking opportunity attacks and make a single weapon attack or cast a single cantrip. You may invoke this blessing once per day without losing piety.
Bugbear

## Terrifying Boogeymen

This ugly goblinoid creature resembles a twisted shadow puppet’s silhouette, a wild thing of flared black and brown fur whose pelt juts out from its body at freakish angles. The crouching shadow’s ears are large and floppy, draping shoulder-length, adding to the creature’s unnatural shape. Its eyes are too big for its head. Tremendous milk-white ovals loom on either side of the thing’s wheezy pig-like nose. Its panting mouth is filled with bristly needle-teeth spiderwebbed in disgusting strands of yellowish saliva, all vibrating to the tune of its wheezing breath.

Like all goblinoids, bugbears are created from an excess of negative emotion. Bugbears in particular were created by fear.

## Bugbear Features

* **Ability Score Increase.** An ability score of your choice increases by 2, and a different one increases by 1.

* **Age.** Bugbears reach adulthood at age 16 and live up to 80 years.

* **Size.** Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.

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

* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

* **Long-Limbed.** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

* **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

* **Sneaky.** You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.

* **Surprise Attack.** If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it.

* **Languages.** You can speak, read, and write Common and Goblin.
Tortle

## Shelled Survivalists

What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances. Most Tortles never meet their parents, and most don't even care to know the identities of their parents.

## Tortle Features

* **Ability Score Increase.** An ability score of your choice increases by 2, and another increases by 1.

* **Age.** Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years

* **Size.** Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

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

* **Claws.** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

* **Hold Breath.** You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

* **Natural Armor.** Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

* **Shell Defense.** You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

* **Survival Instinct.** You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

* **Languages.** You can speak, read, and write Common and Aquan.
Gnome

## Enchanting Spirits

Gnomes were created by an ancient archfey named Glizzerdrix the Glittering. They were to be magical researchers who would discover more about the weave of magic to increase the Glizzerdrix's power. While Glizzerdrix eventually met his end, the Gnomes lived on and kept their enthusiasm for the study of magic and the world around them. They are small, typically reaching 4 feet at the tallest, with sharp, fey-like features. They possess an innate defense against magic spells due to their magical nature. Gnomes reproduce when two gnomes who care deeply for one another sharing rousing conversation together.

## Subraces

There are three subraces of Gnome: Forest, Rock and Deep (Svirfneblin). Forest gnomes delight in their tree-top dwellings and make friends with all denizens of their woodland homes. They like to study enchantment and illusion, preferring to solve problems indirectly rather than by force and confrontation. Rock Gnomes prefer to live in towns and villages where they have easier access to tools and components for creating their mechanical marvels. They are revered among the other races for their inventiveness, and mostly live comfortable lives. Deep Gnomes are long lost cousins of the other two subraces. They make their homes deep underground where they utilize subterfuge and stealth to scrape out a life in the harsh warrens deep below the surface.

## Gnome Features

* **Ability Score Increase.** An ability score of your choice increases by 2.

* **Age.** Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.

* **Size.** Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.

* **Speed.** Your base walking speed is 25 feet.

* **Darkvision.** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

* **Gnome Cunning.** You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

* **Languages.** You can read, speak, and write Common and Gnomish.

## Forest Gnome

* **Ability Score Increase.** An ability score of your choice increases by 1.

* **Natural Illusionist.** You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.

* **Speak with Small Beasts.** Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

## Rock Gnome

* **Ability Score Increase.** An ability score of your choice increases by 1.
* **Deft Fingers.** You have advantage on ability checks made with tinker's tools.

## Deep Gnome (Svirfneblin)

* **Ability Score Increase.** An ability score of your choice increases by 1.

* **Superior Darkvision.** Your darkvision has a radius of 120 feet.

* **Stone Camouflage.** You have advantage on Dexterity (stealth) checks to hide in rocky or underground terrain.
Rymr

"All is dust."

Rymr is the god of ruin and pestilence. For unknown reasons, his sole pursuit is to topple the reign of gods and mortals alike. Legends say he was brother to the World-Dragon Hymr, and slayed him out of jealousy for his brother's talents.

## Worshipers

Rymr likes it when you:

* Kill living beings and celestials
* Subvert the goals of society
* Defile the works of gods and mortals

Rymr does not like it when you:

* Extend the life of others or use healing magic
* Use technology
* Cooperate with the wishes of other gods

Rymr is worshiped by druids, cultists, fungal beings, and chaotic beings.

Temples to Rymr are often ancient, secret places nestled into secluded areas. The open worship of Rymr is very much maligned in most peaceful communities.

## Blessings

**Minor Favor:** Pestilent Form - You gain resistance to poison damage and are immune to disease. Your skin takes on a pale, pallid appearance.

**Major Favor:** Deteriorate - As an action, you choose a creature within 30 feet that you can see. Rymr hastens their downfall, giving them disadvantage on all saving throws for one minute. You may invoke this blessing once per day without losing piety.

**Divine Boon:** Divine Malediction - You inflict a creature within 5 feet with disease as if you had cast the Contagion spell with DC 15. You may invoke this blessing once per day without losing piety.
Minotaur

## Bull-Headed Warriors

Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.

## Strength and Zeal

Minotaurs are zealous and love battle. They are found in isolated clans in the lowland forests and valleys, but many Minotaur lines have historically served as guards or soldiers in organized armies. Minotaurs tend to vent their outrage through violence, but they aren't always quick to anger. Minotaurs are passionate, loving their friends and partners fiercely, and they laugh long and hard at good jokes.

## Minotaur Features

* **Ability Score Increase.** An ability socre of your choice increases by 2, and another increases by 1.

* **Age.** Minotaurs mature and age at about the same rate as humans.

* **Size.** Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.

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

* **Horns.** Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

* **Goring Rush.** Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

* **Hammering Horns.** Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

* **Imposing Presence.** You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

* **Languages.** You can speak, read, and write Common and Minotaur.
Human

## Settlers of Nyr

The Humans of Nyr arrived in a recent age carried on the back of a star that pierced through Hymr's Veil and crash landed on the surface. When the humans emerged from their celestial vessel, they had no memories of their past or their culture. Because of this, they started their lives anew on Nyr and developed a multitude of different cultures and traditions.

## Human Features

* **Age.** Humans reach adulthood in their late teens and live less than a century.

* **Size.** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

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

* **Languages.** You can speak, read, and write Common and three extra languages of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects.

* **Ability Score Increase.** Your ability scores each increase by 1.
* **Skill Proficiency.** You gain proficiency in a skill of your choice.
* **Tool Proficiency.** You gain proficiency with a set of Artisan's Tools.
* **Saving Throw Proficiency.** You gain proficiency with a saving throw of your choice.
Gratchenhelg

"Reap what you sow."

## Description

Almost every folken settlement contains at least one shrine to Gratchenhelg, to curry her favor and ensure a successful yearly harvest. Gratchenhelg believes that ripe fruits must be harvested at the proper time, and the chaff discarded.

Gratchenhelg's power is weaker during the warm months, but her power increases during fall and winter. Her power fluctuates in tandem with Galawain. They are often depicted as husband and wife.

Gratchenhelg uses her massive Astral Millstone to grind up the souls of the departed into fertile soil for new souls. Souls that are too powerful or too rotten to be good crop are discarded, sometimes forming into fiends, celestials, or abberations.

## Worshipers

Gratchenhelg likes it when you:

* Feed the hungry
* Destroy undead and other beings who have cheated death
* Mourn the lost

Gratchenhelg does not like it when you:

* Do not share your bounty
* Harness the power of fire
* Interfere with grave sites or corpses

Gratchenhelg is typically worshiped by farmers, villagers, druids, and the bereaved.

## Blessings

**Minor Favor: Turn the Seasons** - As an action, you can cause mundane plants within 5 feet of you to wither. You gain resistance to cold damage.

**Major Favor:** **Harvest Bounty** - You summon a worthy feast from Gratchenhelg as if you had cast the *Create Food and Water* spell without requiring any components. Creatures who eat the food created this way gain temporary hitpoints equal to your level. You may invoke this blessing once per day without losing piety.

**Divine Boon: Hour of Reaping** - Your critical hit threshold is reduced by 1 and your critical hits deal an additional die of damage.
Gozag

"Everything has a price."

## Description

Gozag is the illustrious god of money and urban life.

## Worshipers

Gozag likes it when you:

* Amass riches and donate them to Gozag
* Form beneficial alliances with as many people as possible
* Come out ahead on a deal

Gozag doesn't like it when you:

* Give something for free
* Betray others or allow yourself to be betrayed
* Work against trade and urban sprawl

## Blessings

**Minor Favor:** Art of the Deal - You gain proficiency in one skill between Deception, Insight, Intimidation, or Persuasion. If you are already proficient in the chosen skill, you may add your proficiency bonus a second time. Your eyes glimmer with an avaricious golden sparkle.

**Major Favor:** Universal Language - You gain the ability to understand all spoken languages and can speak them as well as a native speaker.

**Divine Boon:** The Room Where It Happens - You create a secure deal-making area as if you cast the *Private Sanctum* spell without requiring any components. While inside, you have advantage on all Charisma ability checks. You may invoke this blessing once per day without losing piety.
Skeinfar

"Our futures are manifold, brother. We need not cling to the old ways so tightly." - Prince Kyvar Brannaech

## Society

### Religions

Elyvilon, Hylea, Galawain, Voss, Gratchenhelg

## Politics

### Leaders

King Leovold Brannaech

Skeinfar is a dramatic highland forest that has been the home of the elves for millennia. Steeped in tradition and history, the nobility of Skeinfar desperately seek to reclaim their former glory, while growing unrest among the common folk has led many to leave their home and venture to new lands.
Hylea

"The gentle heart sings sweetest."

## Description

To Hylea, a single singing child is much more important than a legion of devoted worshipers. Uninterested in politics or warfare, Hylea prefers to appreciate art and beauty. From the blooming of a flower to the gleam in a lover's eye, Hylea sees the splendor of the multiverse.

Hylea's first act of godhood was to create birds, and as such the god is often depicted with beautiful feathers or even as a bird. Hylea is close allies with gentle Elyvilon, but has distaste for the cold mechanical works of Gell.

Marriage in Nyr is often sealed with a ceremony dedicated to Hylea, and married couples usually represent their commitment by hanging two feathers above their door.

## Worshipers

Hylea likes it when you:

* Create works of art and performance
* Spurn the hateful
* Are compassionate and kind

Hylea does not like it when you:

* Make the world uglier
* Behave in a mean or intimidating manner
* Spill the blood of a beautiful creature

Worshipers of Hylea are typically elves, artsists, musicians, and gentle souls.

The Heartmender's Guild are a well-known band of bards that travel from place to place sharing tales of love and repaired relationships. They are often attended by a troupe of fans and patrons.

## Blessings

**Minor Favor:** Aesthetique **-** You gain proficiency with Artist's supplies and three musical instruments of your choice. Your voice takes on a melodic quality.

**Major Flavor:** Featherdown **-** A veil of transparent feathers shields you form harm, granting you resistance to all damage as long as you have full hitpoints.

**Divine Boon:** Wings of Splendor - Incorporeal feathers emerge from your back. You gain a flight speed of 50 feet.
Monk: Way of the Unbreakable

Monks of the Way of the Unbreakable train their bodies and minds in the most inhospitable environments. Some steel their bodies to become unstoppable warriors, while others undergo the brutal hardships of the Way of the Unbreakable to protect those they hold dear.

### Brawny Defense

*3rd level feature*

You have trained your body to be resistant to attacks. You may add your Strength modifier to your AC as part of your Unarmored Defense ability instead of Dexterity.

### Steely Retribution

*3rd level feature*

You easily deflect blows with your tough body, sending your opponent reeling. Whenever a creature within 5 feet of you makes a melee attack against you, they receive an amount of bludgeoning damage equal to your Strength or Dexterity modifier.
Tabaxi

## Feline Nomads

Hailing from a strange and distant lands, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

## Tabaxi Features

* **Ability Score Increase.** An ability score of your choice increases by 2, and another increases by 1.

* **Age.** Tabaxi have lifespans equivalent to humans.

* **Size.** Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

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

* **Darkvision.** You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

* **Feline Agility.** Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

* **Cat's Claws.** Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

* **Cat's Talent.** You have proficiency in the Perception and Stealth skills.

* **Languages.** You can speak, read, and write Common and one other language of your choice.
Races of Nyr

In addition to the races found in other settings, the following options are available:

* Aarakocra (Shrike)
* Elf (Sludge)
* Halfling (Imperial)
* Merfolk
* Ursi

### Standard Races

* Aasimar
* Bugbear
* Centaur
* Dragonborn
* Dwarf
* Faefolk
* Firbolg
* Genasi
* Gith
* Goblin
* Goliath
* Gnome
* Halfling
* Hobgoblin
* Human
* Kobold
* Leonin
* Lizardfolk
* Loxodon
* Minotaur
* Orc
* Satyr
* Tabaxi
* Tiefling
* Tortle
* Vedalken
* Warforged
Binding

Level 1: Kitten Tube - The user shoots out a fast long tube, dealing damage and slightly immobilising the first enemy that it hits.

Level 10: Binding Tube - The user shoots out a long tube that binds and tangles up the enemy preventing them from attacking and making them momentarily immobile.

Level 20: Multi-Restrain Tube - Caster shoots a barrage of long tubes that bind targets leaving them briefly immobile

Level 30: Kitty Tornado - Caster summons a swirling, spiraling tube that deflects incoming PROJECTILES (Will effect the user's projectiles too). When using a move and jumping inside of the tornado will result in a trampoline effect, sending the user upwards.

Level 40: Kitty Blast - The user leaps up into the air and shoots multiple consecutive corkscrew shaped blasts in a beam at a 30 degree angle

By XxLando101xX
Vinnia

> "*I live to dance! Duet, anyone?*"
> ― Vinnia, Episode 2
>
>

Vinnia is a Female Peacepet debuting in the first episode of Jewelpet Peace and Power They are a main character.

## Likes

* Lullabies
* Gummies
* Ballet

## Dislikes

* Bad dancing
* Trickery
* Sticky things

## Appearance

Vinnia is a purple field mouse who wears a shiny magenta tutu, blue ballet shoes, and 2 satin bows, one on each ear. She has pink amethyst eyes and long eyelashes.

## Personality

Vinnia adores ballet and dreams of dancing on stage.

She is sweet but impatient, and is always ready to help her friends.

## Relationships

Vinnia slowly developed a crush on Tour, and was sadly too shy to tell him her feelings.

## Trivia

* Vinnia later confessed to have an obsession with dance battles, as she loves to show off.
Genasi

## Formed from the Elements

The Genasi are a race of people who are born spontaneously during powerful natural disasters or around areas of elemental power. Despite their similarity to genies, genasi are a distinct and sovereign people. Nonetheless, Genies often use their raw, unbridled power to command armies of Genasi to accomplish their goals.

## Genasi Features

* **Ability Score Increase.** An ability score of your choice increases by 2, and another increases by 1.

* **Age.** Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

* **Size.** Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

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

* **Languages.** You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

## Air Genasi

* **Unending Breath.** You can hold your breath indefinitely while you’re not incapacitated.

* **Mingle with the Wind.** You can cast the Levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

## Earth Genasi

* **Earth Walk.** You can move across difficult terrain made of earth or stone without expending extra movement.

* **Merge with Stone.** You can cast the *Pass without Trace* spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

## Fire Genasi

* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

* **Fire Resistance.** You have resistance to fire damage.

* **Reach to the Blaze.** You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

## Water Genasi

* **Acid Resistance.** You have resistance to acid damage.

* **Amphibious.** You can breathe air and water.

* **Swim.** You have a swimming speed of 30 feet.

* **Call to the Wave.** You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Digsite Brainstorming

## 5W Chart

* **Sir Konrad Grimme.** The husband of Queen Ayara who is thought by all to be deceased. For decades he has been tormented by the voice of the Cauldron of Destiny, driving him mad. He has spent 60 years in the Feywild, but he believes it has only been a few months.
* **Naysayer.** The quickling assistant of Konrad. He was imprisoned inside an enchanted whip, and is fiercely loyal to Konrad after he freed him. Not evil, just misguided.
 WHAT
* Konrad wishes to retrieve the Cauldron of Destiny from beneath the earth. He has been driven mad with desire for it due to its evil influence, all but forgetting why he originally wanted to find it. He used captured slaves for most of the dig (often using the poor saps who came in through the portal) but now has a tenuous agreement with Vlina and her gang.
* Naysayer, named so for the inscription on his handle when he was a magic whip, is following Konrad out of gratitude for releasing him from his curse. He has no ill will towards anyone, and feels sorry for the slaves and his master's mental state. Despite his good heart, he loves playing tricks more than anything, and diverted the portal to spit adventurers out in the jail.
 WHERE
* The digsite is located in the Feywild, one of the planes the ancient titans of Nyr banished themselves after the Great Disgrace. While most of the area in the digsite has been cleared, the surrounding wilds are dense and luminous. Glowing eyes and maddening chirps constantly exude from the dense underbrush.
* No major settlements are nearby, but several clans have made their home in the surrounding areas. They believe Konrad is a cursed and dangerous man on a wild goose chase.
 WHEN
* The players have 24 hours to complete the mission. After that, the portal closes.
 WHY
* To retrieve the Cauldron. Or Konrad. Or both. Or neither. They also need to find the portal that will take them back.

## Cauldron of Destiny

* ***Corrupting Aura:*** The Cauldron bears an ancient evil sentience that infects those around it with madness. It has Intelligence 12, Wisdom 17, and Charisma 21. The Cauldron knows the secret to granting a wish, but encourages those around it to sacrifice random hearts to sow chaos.
* ***Heart's Desire:*** By sacrificing the heart of someone you hold dear into the Cauldron, you are granted one wish. The wisher must succeed on a DC 21 Charisma saving throw or their alignment becomes evil and they are affected by lasting madness. Afterwards, the Cauldron loses this ability for one year.
* To turn the cauldron inert, the three crowns of power must be returned to the titan's heads.
Jewelrila (Harmony Catch!)

## In Jewelpet Harmony Catch!

Jewelrila is a word for a *Magical Warrior* who protects the world from evil organizations that defile this world by **fusion of humans and jewelpet**

.

### JEWELRILA LIST [DEMO]

**Heart Ruby [Ayaka + Ruby]**

Luck and jumping power.

.

**Geniusapphie [Ann + Sapphie]**

Judgment and evasive power.

.

**Luxury Garnet [Sui + Garnet]**

Enhanced vision and speed power.

.

**Larimighty [Haruto + Larimar]**

Healing and endurance power.
Sif Muna

"So the story goes."

## Description

Sif Muna spends most of her time in the Lunarium, a vast, ever-shifting repository of lore and arcana that appears in the realms as the moon. She speaks through the weave, the mesh of magic that forms the framework for the muliverse, to bestow magical enlightenment.

## Worshipers

Sif Muna likes it when you:

* Share interesting stories
* Study magic
* Hoard books and scrolls

Sif Muna does not like it when you:

* Use brute force or intimidation
* Destroy books and scrolls
* Spurn the advance of magic

Sif Muna's followers are typically scholars, wizards, librarians, bards, and those who draw strength from the moon.

The Moon Sages are a council of aged wizards who hoard a vast repository of lore and magical arts to rival Sif Muna's own. They are an exclusive and secretive organization, with numerous esoteric rituals and initiations necessary before an aspirant gains membership.

## Blessings

**Minor Favor:** Moonweave - You gain an increased understanding of the nature of magic. You gain proficiency in the Arcana skill. If you were already proficient, you may add your proficiency bonus an additional time. A silvery moon symbol appears somewhere on your body.

**Major Favor:** Moonveil - As an action, you may petition Sif Muna to become invisible for one minute. This invisibility ends if you cast a spell or make an attack. You may invoke this blessing once per day without losing piety.

**Divine Boon:** Lunar Revelation - Choose any spell with level equal to or less than four. You cast that spell with DC 15. You may invoke this blessing once per day without losing piety, and once you cast a spell with this blessing you can no longer cast that spell in any way.