recursal/Fanatic-Fandom huggingface dataset:
Coven of Norn

*What is a lady without their word? A Norn witch will tell you: nothing. A faction built on trust and sisterhood, the Norn coven practices the most peaceful form of witch magic, simply commanding the natural world to become more violent and direct. While Mortis drains, and Thelaj burns, Norn simply commands the world to... grow...*

## ***2nd Level:***

### ***Greater Jinx***

Beginning at 2nd level, you learn to make your curse directly impede a creature. As a bonus action you may cause all creatures you can see within 60ft that are under the effects of your jinx to suffer disadvantage on attack rolls using the ability you chose for them. A jinxed creature who is immune to being charmed is unaffected by this.

### ***Naturalist***

Also at 2nd level, you gain a small mastery of natural magic. You learn the druidcraft cantrip, it is considered a witch spell for you, and does not count against your cantrips known. Additionally, you know the druidic language.

## ***6th Level:***

### ***Wild Speaker***

At 6th level, you gain a greater mastery of nature magic. You are unaffected by difficult terrain, and you are immune to being restrained, grappled, or slowed, by plants that are magically created or manipulated to impede movement, such those created by the entangle spell. This does not apply to independent plant creatures. In addition, you may cast the following spells, but only as rituals, they are considered witch spells for you: speak with animals, detect poison and disease, beast sense, locate animals or plants, skywrite, and animal messenger.

## ***14th Level:***

### ***Realm Walker***

At 14th level, you gain mastery over the spirit tree magic that the Norn coven covets so greatly. You learn the transport via plants spell, it is considered a witch spell for you and does not count against your witch spells known. When you cast the spell, it may link any two plants even if they are on different planes of existences. You still must have seen them before as normal, but a piece of a tree such as bark, root, or even amber/sap in your possession will allow you to link to a tree you have not seen. Additionally, the spell's duration is increased to 1 minute, you may end the spell at any time as if you were concentrating on it. Finally, you are immune to magical planar hazards such as memory loss, essence draining, time distortion, or the mechanus aura of law, this does not include extreme weather or natural environmental factors.
Gunslinger

### ***Firearm Proficiency***

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

### ***Gunsmith***

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

### ***Firearm Properties***

Firearms are a new and volatile technology, and as such bring their own unique set of Weapon Properties. Some properties are followed by a number, and this number signifies an element of that property. These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

### ***Adept Marksman***

When you choose this archetype at 3rd level, you learn to perform powerful Trick Shots to disable or damage your opponents using your firearms.

**Trick Shots** - You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

**Grit** - You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

**Saving Throws** - Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

Trick shot save DC = 8 + your proficiency bonus + your Dexterity modifier

### ***Quickdraw***

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

### ***Rapid Repair***

Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

### ***Lightning Reload***

Starting at 15th level, you can reload any firearm as a bonus action.

### ***Vicious Intent***

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

### ***Hemorrhaging Critical***

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Necromancy

## ***2nd Level:***

### ***Necromancy Savant***

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

### ***Grim Harvest***

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

## ***6th Level:***

### ***Undead Thralls***

At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

* The creature's hit point maximum is increased by an amount equal to your wizard level.

* The creature adds your proficiency bonus to its weapon damage rolls.

## ***10th Level:***

### ***Inured to Undeath***

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

## ***14th Level:***

### ***Command Undead***

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Dragon Patron

### ***Dragonspeech***

At 1st level, you learn the draconic language, you may also understand the speech of draconic beasts that can normally only understand but not speak draconic as though you had cast Speak With Animals. (Examples include wyverns & drakes.)

### ***Draconic Attunement***

At 1st level, you can attune yourself to a specific element. Whenever you take a short or long rest, choose one of the following damage types: fire, cold, lightning, acid or poison. Until you choose another element you may choose for the damage of any cantrip that you cast to be changed to that element when you cast it. Additionally, whenever you roll damage for your chosen element you can choose to grant that damage a bonus equal to your proficiency bonus. You can benefit from this bonus to damage more than once on a turn, but can only benefit once per turn on a specific spell or action that contains multiple damage rolls.

## ***6th Level:***

### ***Improved Draconic Attunement***

At 6th level you have resistance to the damage type you've chosen for your draconic attunement and can change your draconic attunement as an action.

### ***Dragonthought***

Also at 6th level, you have advantage on saving throws against fear, and gain proficiency in your choice of perception, investigation, stealth, persuasion, or intimidation.

## ***10th Level:***

### ***Dragonflight***

At 10th level, you gain the ability to sprout a pair of spectral dragon wings from your back to fly for moments at a time. You can create these wings as a bonus action on your turn. They grant you a fly speed of 120ft and last until the end of your next turn after which you will fall. You can conjure your wings a number of times equal to your charisma modifier, regaining all expended uses when you take a long rest. Alternatively, you may choose a willing creature you can see within 60ft to grant the wings to, giving them the fly speed instead.

## ***14th Level:***

### ***Draconic Devotion***

At 14th level, you gain additional benefits depending on your current Draconic Attunement.

#### **Fire**

Whenever you roll fire damage, you may reroll any 1 once, keeping the new roll even if it is another 1.

#### **Cold**

Whenever you deal cold damage to a creature, if they were hit by an attack roll or failed a saving throw, that creature's speed is reduced by 10ft until the start of your next turn.

#### **Lightning**

Whenever you deal lightning damage to a creature, if they were hit by an attack roll or failed a saving throw, that creature loses their reaction if they have it.

#### **Acid**

Whenever you deal acid damage to a creature, if they were hit by an attack roll or failed a saving throw, that creature cannot be healed until the start of your next turn. You can breathe air and water.

#### **Poison**

You are immune to poison and the poisoned condition. You can breathe air and water.
Halfling

These small beings roam around the Argus isles and the Grand Bazaar

## Statistics

### Age

A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century

### Size

Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

### Alignment

Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

### Languges

. You can speak, read, and write Common and Halfling

## Racial Traits

### Trait 1

Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

### Trait 2

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

### Trait 3

Brave: You have advantage on saving throws against being frightened.

### Subraces:

#### Ghostwise:

* ***Silent Speech:*** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

#### Lightfoot:

* ***Naturally Stealthy:*** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

#### Stout:

* ***Stout Resilience:*** You have advantage on saving throws against poison, and you have resistance against poison damage.

#### Burly:

* ***Good Racer:*** Your base walking speed is 30 feet. In addition, you are proficient in the Athletics skill.

#### Erina:

* ***Mask of the Wild:*** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
* ***Fleet of Foot:*** Your base speed becomes 30 feet.
The Celestial

## ***1st Level:***

### ***Expanded Spell List***

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### ***Bonus Cantrips***

At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

### ***Healing Light***

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

## ***6th Level:***

### ***Radiant Soul***

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

## ***10th Level:***

### ***Celestial Resistance***

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

## ***14th Level:***

### ***Searing Vengeance***

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.

Once you use this feature, you can’t use it again until you finish a long rest.
Factions of the World

***Religious Orders:***

* *Churches/Orders of the Far Seers*
* *Churches/Sanctuaries/Orders of the Pillars*
* *Churches/Temples/Orders of the The Forgotten*
* *Temples/Orders/Sanctuaries of Primordials*
* *Sanctuaries/Orders of of the Deep Core*
* *Sanctuary of the Ancients*
* *Order of Fictoria*
* *Bahamut Blessed Ones*
* *Churches/Temples/Orders of the Sinners*

***Adventuring/Merc/Guilds/Trades/ETC:***

* *Death Hunters Guild*
* *Order of Victorium*
* *Aurion Keep Warriors | History Keepers*
* *Golden Roots | Golden Sun Confederation*
* *NomDraceious Artisans*
* *Argus Isles Tribes*
* *Grand Bazaar Merchant Lords*
* *Grand Bazaar Thieves Guide*
* *Remnants of Natures Entropy*
* *Shrine of Whispers*
* *Shrine of the Wilds*
* *Executioner's Blade*
* *Anae Gol's Pirate Union*
* *Tiamat's Blessed Children of the Scorched*

***Monk Temples:***

* *School of the Clearmind*
* *Dojo of Natural Earths*
* *Temple of the Githzerai*

***Magic "Academies/Schools":***

* *Elementalist (Evocation)*
* *Life and Death (Necromancy)*
* *Equivalent Exchange (Transmutation)*
* *Magical Protection (Abjuration)*
* *Creation/Summon (Conjuration)*
* *Third Eye (Divination)*
* *Imbuement and Manipulation (Enchantment)*
* *Reality Bending (Illusions)*
* *College of Voices*
* *College of Algorythm*
* *College of Fate Seekers*

***Hostile Groups:***

* *Obsidian Assembly (Leaderless)*
* *Darkwood Sisters (Witches)*
* *Legion of Whispers (Assassin's Guild)*
* *Deadland Cannibals (Maelstrom Subsect)*
* *Cult of the Astral Queen*
* *Cult of the Draconic Matron (Destroyed)*
* *Cult of the Blood Mother*
* *Cult of the Shattered Fate (Leaderless)*
* *Maelstrom Cannibals (Leaderless)*
* *Sinners of Nerakov*
* *Splicers (Unknown)*
* *Scrapper Clankers (Deadlands)*
Fight for the City of Metal

Xerzylia Lvl.10

Cereza Lvl.8 Oath of Ancients Paladin, Lvl.2 Warlock.

Gumbo, lvl.10 Totem Barbarian.

#### Summery:

The four misbegotten chosen took part in a coupe staged by *Charles Von Lu'Garth* against the Shard Mind contingent in the City of Metal. The four heroes fought their way through the back allies and market before finally assassinating Mayor Kis'a'lus and his members of the Church.

After their success Judge Elias Richter and his executioner Xerzylia took temporary control of the City until the other two cities could be liberated from their Shard-mind oppressors. Gumbo and Cereza retired to *Camp Hope*, Gumbo opening a Food stall and Cereza joining the Camp Watch.
Harpy

### Alignment

Most Harpy's have a chaotic alignment, the conventions of law limiting to their feeding. However, good and evil is dependent on the sirens cultural sub-type, but Harpy's of course can choose their own paths.

### Speed

Harpy's have a base speed of 30ft. and a 30ft Fly

### Languges

Languages – You can speak, read, and write Common and Undercommon.

## Racial Traits

### Trait 1

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 cannot discern color in darkness, only shades of grey.

### Trait 2

The Voice : All Harpy's can sing, indeed it is their method of feeding and a great tool to their survival. As such, all Harpy's have proficiency in the performance skill.

### Trait 3

Emotional Feed: The joy and elation of both friend and foe alike bring a sense of fulfillment to a Harpy. The Harpy feeds off of the Charmed condition.

### Trait 4

Talon Strike: Your talons 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 or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

### Trait 5

Harpy's Song: You can cast the vicious mockery cantrip at will using this trait. Starting at 3rd level, you can cast charm person once using this trait. Starting at 5th level, you can cast the enthrall spell once using this trait. You regain all expended uses of this trait when you complete a long rest. Charisma is your spellcasting ability for these spells.

Harpys tend to Roam the mountains of the Nomdraceous empire and the Primordial Blessed Lands
Circle of Moon

## ***2nd Level:***

### ***Combat Wild Shape***

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

### ***Circle Forms***

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

## ***6th Level:***

### ***Primal Strike***

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

## ***10th Level:***

### ***Elemental Wild Shape***

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

## ***14th Level:***

### ***Thousand Forms***

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
Mastermind

## ***3rd Level:***

### ***Master of Intrigue***

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

### ***Master of Tactics***

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

## ***9th Level:***

### ***Insightful Manipulator***

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Intelligence score

* Wisdom score

* Charisma score

* Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

## ***13th Level:***

### ***Misdirection***

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

## ***17th Level:***

### ***Soul of Deceit***

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Bladesinging

## ***2nd Level:***

### ***Training in War and Song***

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don’t already have it.

### ***Bladesong***

Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

* You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)

* Your walking speed increases by 10 feet.

* You have advantage on Dexterity (Acrobatics) checks.

* You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

## ***6th Level:***

### ***Extra Attack***

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

## ***10th Level:***

### ***Song of Defense***

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

## ***14th Level:***

### ***Song of Victory***

Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Trickery Domain

## ***1st Level:***

### ***Domain Spells***

You gain domain spells at the cleric levels listed on the Fate Domain Spells table. See the Divine Domain class feature for how domain spells work.

***Trickery Domain Spells***
 3rd
 5th
 7th
 9th

### ***Blessing of the Trickster***

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

## ***2nd Level:***

### ***Channel Divinity: Invoke Duplicity***

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

## ***6th Level:***

### ***Channel Divinity: Cloak of Shadows***

Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

## ***8th Level:***

### ***Divine Strike***

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

## ***17th Level:***

### ***Improved Duplicity***

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Gem Dragonborn (Runorix)

## Racial Traits

### Trait 1

Darkvision: The senses of dragons are far stronger then that of humans and you share part of their hightened senses. 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.

### Trait 2

Dragon Blood: Choose one type of dragon on that table . Your general scale appearance, as well as your damage resistance, and inheriting trait, will be determined by the dragon type.

### Trait 3

Spell Conversion: You can choose to convert your spell damage type to match your Draconic Ancestry.

### Trait 4

Arcane Knowledge: You are proficient in the Arcana skill.

### Trait 5

Draconic Innate Spellcasting: you gain a Cantrip of your choice based on the Dragon Lineage and at later Levels a Spell

### Lore

The Dragonborns are generally found roaming around places of Immense Magic or Aetherium Pools as they worship the stuff thinking it is some kind of god they are quite rare as most of them have died
War Domain

## ***1st Level:***

### ***Domain Spells***

You gain domain spells at the cleric levels listed on the Fate Domain Spells table. See the Divine Domain class feature for how domain spells work.

***War Domain Spells***
 3rd
 5th
 7th
 9th

### ***Bonus Proficiency***

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

### ***War Priest***

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

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

## ***2nd Level:***

### ***Channel Divinity: Guided Strike***

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

## ***6th Level:***

### ***Channel Divinity: War God's Blessing***

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

## ***8th Level:***

### ***Divine Strike***

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

## ***17th Level:***

### ***Avatar of Battle***

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
College of Fate Seekers

*Bards of this College believe they are destined to Follow those of Fate's many interpretations and Designs.*

## ***3rd Level:***

### ***Fate's Silver Tongue***

When you join the College of Fate Seekers at level 3 you master the Silver Tongue as ones whom seeks to weave themselves into ones fate you get expertise in Charisma (Persuasion) and Charisma (Deception) checks.

### ***One Chance for Greatness***

Your soul is marked by Fate being one that weaves others fates your own fate is decided you can only be Resurrected once period. if someone casts Revivify, Raise dead, Resurrection, or True Resurrection the spell will Fail if you have had those spells casted on you once before.

### ***Twist Fate***

Also at Level 3 as a bonus action you can expend a Bardic inspiration you twist the words of the old tongues and inspire a friendly creature within 60ft of you ,for 1 minute of concentration the creature gains a bonus equal to your Proficiency bonus on attack rolls, ability checks and saving throws. the creature cannot benefit for bardic inspiration during this time. this Ability ends when You drop to zero hp or your ally drops to zero hp. Regain the ability to use this after a Long Rest

at 8th level you can use this twice at 15th you can use it three times

## ***8th Level:***

### ***Not Your End***

starting at level 6, another willing creature drops to 0 hit points you can use a reaction to expend one of your bardic inspirations. Your ally gains temp hp based on the roll and remain conscious. if a attack reduces them to zero temp hp they go back to making saving throws with 2 failures. unless their hit point total increases by at least 1 or higher

at level 9 you can add your Charisma Modifier to it , at level 14 you can add double the rolled number

## ***14th Level:***

### ***Master Weaver (WIP)***

starting at level 14 you gain the ability to at the start of combat you can expend a Bardic Inspiration, you can increase or decrease your own initiative and then When you do so, choose one creature in initiative order. You may expend one usage of Bardic Inspiration to increase or decrease their Initiative score. You modify both Initiative score by a value equal to the number rolled on your Bardic Inspiration die. if you are taking from a creature you gain that initiative and they lose that initiative Vise Versa
Path of Ancestral Guardian

*Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.*

*Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.*

## ***3rd Level:***

### ***Ancestral Protectors***

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

## ***6th Level:***

### ***Spirit Shield***

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

## ***10th Level:***

### ***Consult the Spirits***

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

## ***14th Level:***

### ***Vengeful Ancestors***

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
Victor

## Cu'Zeraiah " The Victor"

### Early Life:

Victor's early life is a mystery even to him; the curse-like effect of his title prevents him from being able to perceive his identity as anything other than "The Victor". Any past memento he is confronted with feels as though it were a lie. Even when faced with an apparent blood relative in dire peril, Victor felt nothing more than he would for any other dwarf in such squalor. Abject rage.

### How I became the Victor:

Cu'Zeraiah, or "The Hound of Zeraiah", already known by the title of hound for reasons he does not recall, first came into the service of Zeraiah by slaying his previous protector in self defense. Like the beast for which he had been named, the doctor's hound would be shown to have a record for biting the hand which attempts to strike him down, taking violent action in decisive retaliation. When his tenure with the doctor Zeraiah was nearly reaching its conclusion a challenger calling himself "The Victor" approached. This man sought to slay the hound's master, and so he was struck down. Upon spilling this humble foe's blood... every achievement, every proud moment, every love, and every shred of identity the hound possessed vanished... replaced by the new identity of The Victor.

He who slays The Victor becomes him. A title sought by mystics, shamans, philosophers, and thinkers, now in the hands of a simple minded warrior. While one might assume that a swordsman has no wisdom, but Victor now walks the left hand path; the path which offers difficulty, hardship, and learning.

### Weapons of Choice:

* Hand Forged Adamantine Katana
* Mage Slayer's Longsword

### Powers and Abilities:

* High mobility, and immunity to anything that might slow him down.
* Natural dwarven aptitudes, deliberate genetic modification, and magical implants which enhances his healing factor to the point of absurdity.
* Resistance to heat, cold, electricity, poison, mind control, mind reading, possession, and telepathy.
* The ability to duplicate weapons and propel them at foes from a distance, even manifesting area barrages of weapons.
* Immunity to death by fire.
* The knowledge that if you slay him, you will only be slain yourself, your identity lost as you take on the title of Victor in place of any semblance of identity you wished to cling to.
Way of Sun Soul

## ***3rd Level:***

### ***Radiant Sun Bolt***

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

## ***6th Level:***

### ***Searing Arc Strike***

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action.

You can spend additional ki points to cast Burning Hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

## ***11th Level:***

### ***Searing Sunburst***

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

## ***17th Level:***

### ***Sun Shield***

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Kobold

## Racial Traits

### Trait 1

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.

### Trait 2

Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

### Trait 3

Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.

### Trait 4

Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

These Smoll Creatures generally found scampering around the Deep Core and around random underground ruins and dark forests

### Subraces:

#### Deep Core:

* ***Ambusher:*** When you roll damage for an attack with a melee weapon against a creature that is surprised, you may reroll the weapon's damage dice and use either total.
* ***Superior Darkvision:*** Accustomed to the depths of the Deep Core, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

#### Wildlands:

* ***Mask of the Wild:*** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
* ***Natural Armor:*** Your thick hide grants you a +1 bonus to Armor Class.

#### Tiamat:

* **Chromatic Resistance:** you gain Resistance to one of these Damage Types: Acid, Lightning, Poison, Cold
* **Urd' Wings:** you gain a 20 ft Flight (Glide)

#### Bahamut:

* ***Noble Aura:*** Your presence gives off a protective aura. You are proficient in the Persuasion skill.
* **Bahamut's Blessing:** Resistance to Radiant or Necrotic Damage

#### Deadlands:

* ***Bandit Improvisers.*** You are proficient in using improvised weapons.
* **Sunlight Lovers:** this removes your Sunlight Sensitivity and your Darkvision
* ***Adaptation:*** Your scales are heat resistant and hardened, so you get resistance to fire damage.
Bestiary

## The Fauna Found Across Nerakov

This will be basic Info and what they look like the best I can

### ***Wildlands***

* Ironwill Forest
* Mountain
* Lake
* River

### ***Deadlands***

* Dunes
* Ruins
* Oasis

### ***Ashlands***

* Ash Dunes
* Ash Lake
* Volcanic Rivers
* Volcanic Caverns

### ***Primordial Blessed Lands***

* Ice Plains
* Swamps
* Glacial Mountains

### ***Metallargeous Icefields***

* Ice Dunes
* Volcanic Dunes
* Forest of Whispers
* Lake and Shores

### ***Tri-Craig Caribbean***

* Northern Isles
* Western Isles
* The Islets
* Eastern Isles

### ***Scorched Barrens***

* Deep Desert
* Crystal River
* Mirrage Dunes

### ***Ocean***

* Underwater Ruins
* General Ocean
* Shore
* Deep

### *Argus Isles*

* Rainforest
* Bonelands
* Wildsprings

### *Sylvan Empire*

* Feywild
* Natural
Scar-Seeker

*A Clan of Greenskins in the Deadlands have been ravaged by wars and the destruction of the Crystal Forests some of their warriors learned of a way to use their rage to break their enemies*

## ***3rd Level:***

### ***Pain Feeds***

At 3rd level whenever you take the attack action while raging you can choose to make your attacks deal an additional 1d6 fire, cold, or lightning damage. You choose the damage type when you begin your rage. In addition, until the start of your next turn you lose all damage resistances gained from Barbarian or the Scar-Seeker. Resistances from other sources, even other barbarian sources, will remain. When your next turn begins if you are still raging you gain half of the bludgeoning, piercing, slashing, cold, fire, and lightning damage you had taken as temporary hit points. The damage of this feature increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level

### ***Scars of the Deadlands***

At 3rd level while Raging you gain Resistance to Cold, Fire, and Lightning.

## ***6th Level:***

#### ***Reverse Pain***

At 6th level whenever you are critically struck or take more half your hp in damage, on your next turn when you take the attack action using a melee or thrown weapon your critical strike range is 18-20

## ***10th Level:***

### ***Survivors of the Cataclysm***

At 10th level, when you are reduced to 0 hit points while raging but not killed outright you can remain conscious and raging at 0 hit points until the end of your next turn. If you take damage while in this state you immediately fall unconscious and suffer a death saving throw failure. In addition, if you gain temporary hit points while at 0 hit points, you gain 1 hit point.

## ***14th Level:***

### ***Savage Berserker***

Starting at 14th level, When *Survivors of the Cataclysm* Activates the temp Hp regained from Pain Feeds is Doubled and for the next 2 turns your additional damage is now doubled. When using For the Warlord (6th) if you land a critical strike, you roll with advantage when rolling on the critical strike table effect.

```
**Inspired by Arcadum: Original Source**

```
Culdrex

* Mortal Form
* Dragon Form

### Places of Worship

Training Grounds of all fields (Both) | War Rooms (Culvanes) | The Battlefield (Drexamus)

### Religious Symbol

Pillar with 2 Dragon Heads Swirling around it | Set of Scales with Dragon heads for the Arms.

## Weapons of Choice:

* His Fists
* Shadow's Hilt
* Dragon's Wrath Greataxe

## Powers and Abilities:

### **Innate Ability's**

* Prismatic Breath
* Prismatic Scales
* Dragon Transformation

### **Feats and Boons:**

**Breath of the Ancestors (Level 8)**

* *Your breath is bolstered, the power flowing through your gullet increasing the strength at which you can expel it. You gain the following benefits:*
	+ *Increase your Constitution or Charisma by 1, to a maximum of 20.*
	+ *If your breath weapon is a cone, its range is increased to 30 feet.*
	+ *If your breath weapon is a line, its range is increased to 5 feet by 90 feet.*
	+ *Your Breath Weapon's DC is increased by 1, and you can use your Breath Weapon or Dragon's Fear as a bonus action or as part of a Attack.*

* **Totemic Alignment**
	+ Bear
	+ Tiger
	+ Elk

### **Champion Trials:**

Trial of Strength

Step 1 - Lvl 8+ - Fight a challenging boss, either one naturally occurring or you can call up on the God of War to strengthen a boss to fight.

Trial of Perseverance

Step 2 - Lvl 9+ - Fight a Valhalla champion sent by the God of War. (The boss is merciful, the state of the boss is carried over per attempt.)

Trial of Wits

Step 3 - 10+ - Challenge the God of War himself or one of his children in the Scales. (In the Scales things are settled in what ever way is decided on.)
Keto Jevash

### Early Life:

~~*[Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted]*~~

### Current Life:

After being Presumed dead during the fall of the Ouros Dynasty Keto went into hiding and just became a lowly adventurer in the Primordial Blessed Lands until Jade Aurion Found him and put him back to work.