recursal/Fanatic-Fandom huggingface dataset:
UA-003

This page not only contains lore, but it involves in-game secrets! Unless you want to be spoiled on secret characters, do not read this article.

### Aliases

Double Team, Glitch Twins, The Void Bubble

### Gender

Unknown (uses male/gender neutral pronouns)

**UA-003**, often called by its codename "The Void Bubble", is one of possibly several Universal Anomalies that exist in the world of Snow and the Clash of Kings. It seems to be composed of two parts, Part A, the larger of the two, serves as a protection measure for Part B.

## History/Lore

As is typical of most Universal Anomalies, all the info collected on UA-003 has been stored in a database documenting Universal Anomalies. In UA-003's case, it mostly documents a strange phenomenon caused by exposure to UA-003, which corrupts the data of the victim, changing their physical appearance and personality. It also seems to document the interactions between UA-003's two distinct parts.

## Stat Analysis

HP: 225

ATK: 85

DEF: 115

PRI: -1

CRT RT: 5%

CRT DMG: 3.5x

Regular Attack: Noisy Burst (UA-003 screeches in an unnerving way. This attack deals decent damage to all foes and may lower their defense stats slightly.)

Special Attack: Personal Bubble (UA-003 strengthens its forcefield, causing damage taken next turn to be lowered somewhat. This move becomes more likely to fail if used consecutively.)

### Item Drops

Fur Tuft (Item) (100% chance)

Feather (Item) (87% chance)

Static Shard (Item) (71% chance)

Gear (Item) (54% chance)

Eye of Purification (Item) (36% chance)

Code String (Item) (15% chance)

## Relationships

### Anomalous/UA-ORIGIN

Anomalous was the first documented Universal Anomaly, thus earning him the fabled name of "UA-001", though he is also referred to as "UA-ORIGIN", and "The Shapeshifting Static". It seems even he is puzzled as to what UA-003 is.

### UA-002, codename "Lesser Cat"

UA-002 seems to bear a strong resemblance to Kibble. The reason being because it really *is* Kibble, but because his death would jeopardize the balance of chaos and order, UA-002 exists to fill that role should the need arise.
Wupert

Wupert was a meat-child created in the 9th layer by a Fleshomancer for Madam Potatoten, she rapidly grew up into a 5 year old girl, around 7 years old she became a bit rambunctious.

She eventually, following her mothers death, took over the restaurant, turning it into the fast-food megacorp it is today.
Black Marsh

Black Mash is directly west of Aquantis, as its name suggests it is a very Marshy and swampy island, unlike the other islands Black Marsh elects its leader, the first being Mayor Red Eye Berish.

Black Marsh was founded in the 1st year of the 3rd king by refugees from Solstis who escaped the slave trade, and Dark Elf Pirates who used the island as a stow for treasure and goods they had looted.

Black Marsh's main export is Black Tea, and other types of herbs and spices that can only grow in the damp acidic mud of the marsh.

Black Marsh is home to Dark Elves and Automatons, who were created by the Sorcerer in the first year of the 10th king, Black Marsh is also home to an ancient relic known as The Fountain of Youth.
Kibehemoth

This article contains somewhat darker themes (though it isn't anything too scary). Please be cautious when viewing this article.

This page not only contains lore, but it involves in-game secrets! Unless you want to be spoiled on secret characters, do not read this article.

### Gender

Male

**Kibehemoth** is a wannabe Kibble clone whose appearance is very eerie. He's very dangerous according to locals who've seen him, and the uncanny eyes help this none.

## History/Lore

Kibehemoth was, like any other currently known Kibble variant, the result of an attempt to replicate Catastrophe using science. In Kibehemoth's case, the flaw was in its massive size, and it was quickly discarded and left behind. This caused it to develop a hatred for all life, and it strives to someday bring down life as we know it singlehandedly. Surely there's a way to quell this giant, though...

## Combat Info

HP: 232

ATK: 115

DEF: 109

PRI: -3

CRT RT: 15%

CRT DMG: 3.7x

Regular Attack: Brute Force (Kibehemoth charges into the enemy at full force, dealing significant damage to a single foe. This attack may also lower the foe's defense stat slightly.)

Special Attack: Frigid Frenzy (Kibehemoth blows a strong gust of wind at the enemy team, dealing high damage to all foes and possibly blowing them away.)

### Stat Analysis

Kibehemoth's best stats are his HP, Attack, Defense, and Critical Hit Damage.

For his regular attack, he runs into a foe at full force, dealing significant damage to the selected target. This may also lower said foe's defense stat slightly. For his special attack, he blows a strong wind gust at the enemy team, dealing high damage to all foes and possibly blowing those hit away.

In short, Kibehemoth is a true beast when it comes to artful attacks and special skills.

### Item Drops

Eye of Corruption (Item) (100% chance)

Cat Claw (Item) (66% chance)

Cursed Artifact (Item) (35% chance)

Fur Tuft (Item) (13% chance)

Golden Tooth (Item) (1% chance)

## Relationships

### Kibble and other Kibble variations

He isn't too fond of being left behind by the scientists who made him, and he despises the ones the scientists took particular likings to.
Pumpkinspice

She is a dark brown medicine cat. Exactly in the time that Roughkit was murdered, Pumpkinspice's leg was critically injured by Swoopstar and her leg got infected. Thankfully, she didn't die and her leg has forced her to become a medicine cat. She works happily aside Ringtail and Snowflight. Her littermates, Wingbreeze and Sleetfur are currently warriors and their mother had died, trying to rescue the four kits from Swoopstar.
Gatheringplace

This is the place where the leader comes and they share with each other. The cats do this Gathering each moon (month) and do it at night at moonhigh. This night is supposed to be friendly and no cat is supposed to attack each other. If the clouds cover the moon, then that means that StarClan is angry. Another sign if StarClan is angry is if blood is spilled during the Gathering.

## All Gatherings

The first gathering in the first series is in the first book on page 9. In this gathering, Lightningstar gets a disease, Hyperviliance and almost ruins the whole entire gathering.
Omens and Prophecies

This page is to record all the omens and prophecies.

## A bird will swoop into the sky and destroy the Clans.

In the first book in the first chapter, on page one (whoa... a lot of ones) it says that Ringtail has received a prophecy from StarClan. He finally tells the other medicine cats what his prophecy was and they all start wondering who could be the bird.
Parallel Garbledy Goop

This page not only contains lore, but it involves in-game secrets! Unless you want to be spoiled on secret characters, do not read this article.

## "Parallel" Garbledy Goop

Parallel Garbledy Goop as he appears in SATCOK.

### Aliases

Blue Ink Feathers, The Goo Dragon Of Bluish-Black Slime, Peculiar Ink Monster

### Gender

Varies by individual (befriended version is male)

**Parallel Garbledy Goop** is Parallel Flittleville's counterpart to Garbledy Goop. He is a flying ink dragon that is dark-blue in color, having bright blue highlights. Whether or not he works for Parallel Inky FrostByte, if he even exists, is unknown.

## History/Lore

Parallel Garbledy Goop is noticeably different from this world's Garbledy Goop in that he has wings and feet, features the real Garbledy Goop lacks. He's also colored like Garbledy Gloop, having dark-blue ink and blue highlights, but also has blue eyes, while Garbledy Gloop's eyes are red like Garbledy Goop's.

## Stats

HP: 152

ATK: 68

DEF: 70

PRI: 1

CRT RT: 19%

CRT DMG: 2.1x

Regular Attack: Inkwing (Parallel Garbledy Goop smacks the enemy with his inky wing. This attack deals decent damage to a single target.)

Special Attack: Ink Breath (Parallel Garbledy Goop spews out bad breath, causing the enemy team to take high damage. This attack may also blind those hit.)

### Stat Analysis

Parallel Garbledy Goop's best stats are his HP, attack, defense, priority, and critical hit rate. For his regular attack, he smacks the target with his inky wing, dealing decent damage to one foe. For his special attack, he spews out bad breath, which is so stinky, the enemy team takes high damage from the stench. This attack may also blind those hit (roughly a 9% chance on each foe hit). In short, Parallel Garbledy Goop is a decent character to keep on your team. Not too strong, sure, but he's not too weak, either.

### Item Drops

Inkblot (94% chance)

Feather (81% chance)

Dragon's Tooth (67% chance)

Inkwell (59% chance)

Eye of Corruption (32% chance)

Demonic Claw (28% chance)

Dragon Scale (5% chance)

## Relationships

### Parallel Inky FrostByte

If he even exists, it's possible that Parallel Garbledy Goop is working for him... but then again, he might not be working for Parallel Inky FrostByte, either... that is, if he exists.
Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

* When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
* When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
* You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Suntooth

Quote: "What do you see?" -Suntooth prompting his apprentice, Sleetpaw in Unknown 1, Chapter 2.

Suntooth is a ginger pelted tom who has clear green eyes. He is the brother of Silverstorm, Gingerfoot, and Marshdawn. He is the main character for Book 1: (Chapter 1 & 2)

## Description

**Suntooth** is a golden tabby tom. His littermates are Silverstorm, Marshdawn, and Gingerfoot.

## Appearances

He appears in the first book, Outcast Arise and appears in the following chapters:

* Chapter 1
* Chapter 2
* Chapter 3

## Chapter 1

**Suntooth** is shown to be carrying four kits by the scruff as he enters the camp and drops the kits, sending them to the medicine cat's den to get checked. He then tells what had happened. However, Dockstar doesn't believe him, and Mossflight and Silverstorm defends him.

As soon as they were done, Mossflight asks him where her sister, Neonstorm is, and Suntooth sorrowfully admits that she is dead.

## Chapter 2

Suntooth is seen in the forest with Sleetpaw and Wingpaw. Sleetpaw sees something, and the golden tabby tom asks what she sees. They then encounter a queen named Spiderblossom, who is from LionClan. Sleetpaw demands why she is here, and the she-cat mews that she has three kits. Suntooth wants to ask why she's in their territory, but Spiderblossom avoids the question by changing the subject. Suntooth asks how many days they should give her, and she answers, saying five days.

## Chapter 3

Suntooth and Spiderblossom are talking in the clearing, and the she-cat cries that something is chasing her. Suntooth is confused and asks her with amusement if an ant is chasing her. Spiderblossom shakes her head and answers that the rogues are tracking her down. Suntooth then asks what the rogues look like and Spiderblossom answers, describing how horrid and rancid the rogues are. Suntooth blinks, trying to comfort her by saying that she has one more kit: an orange pelt tom, Flarekit.

## Family

### The Elder Cats

**Hawkthorn-** Silverstorm's mate

**Yodelpelt-** Hawkthorn's littermate

### Littermates and Bros/Sis

Silverstorm- his sister

Marshdawn- his other sister

Gingerfoot- his other sister

### Descendents

**Pinekit-** Hawkthorn's and Silverstorm's son

**Thornkit-** Pinekit's littermate. Also Hawkthorn's and Silverstorm's son

## Quotes

The following are the selected quotes from Suntooth:

"Great StarClan! That means you can leave!"
-Suntooth to Spiderblossom

## Notes and References

1. ↑ 1.0 1.1 1.2 Revealed in Outcast Arise Chapter 1
2. ↑ Revealed in Outcast Arise Chapter 2
Grappler

***Prerequisites: Strength 13 or higher***

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

* You have advantage on attack rolls against a creature you are grappling.
* You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Concerns (To Do List)

This page contains all the stuff to do in this wiki.

* Create Alliance subpage for Outcast Arise
* Finish creating all clan cats
* finish writing descrip. for Outcast Arise
* Edit the main page
* Finish Bonus Scene for Outcast Arise
* Change Navigation (Unknown 1 and Unknown 2 has to move)
* Finish drawing realistic map on inkarnate (\*sigh. 1/9 done)
* Work on the templates
* Finish the chapter 1 subpage for Outcast Arise
* Finish all the chapter subpage for Outcast Arise
* Start planning next book (I know it's still too early)
* Figure out how to add templates to this wiki (not gonna work)
Bountiful Luck

***Prerequisites: Halfling***

Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

When you use this ability, you can't use your Lucky racial trait before the end of your next turn.
Robotomper

This page not only contains lore, but it involves in-game secrets! Unless you want to be spoiled on secret characters, do not read this article.

### Gender

Genderless (uses male pronouns)

**Robotomper** is one of five known Metagators found in Snow and the Clash of Kings. He looks similar to Rhomper, but he has a more robotic appearance. To unlock him as a playable character, you'll need to have beaten Story Mode and have defeated The Evil Eye. Then, head to Metagator Island, just a few levels away from Flittleville. There, you'll find Robotomper. Talk to him, and he'll ask you to bring him a surge protector. Return to him with a surge protector in your inventory, and he'll give you his figurine in exchange for the surge protector.

## History/Lore

Robotomper is a Metagator, like Chomper, Rhomper, Sciper, and King Mechagator. He looks similar to Rhomper physically, but he's got a more robotic appearance than Rhomper, much like Sciper and Chomper's similarities. He is the youngest of the five known Metagators, but he's more mature than Chomper and Sciper.

## Stats

HP: 165

ATK: 61

DEF: 67

PRI: 1

CRT RT: 16%

CRT DMG: 2.0x

Regular Attack: Red Robofang (Robotomper bites into the enemy. This attack deals high damage to a single target and may make the target become fearful.)

Special Attack: Electornado (Robotomper creates a mini-tornado that is sent towards the enemy team. Just before impact, he charges it with a bolt of electricity, causing it to shock those sucked into it. This attack deals high damage to all foes and may stun those hit.)

### Stat Analysis

Robotomper's best stat is his HP. For his regular attack, he bites into the enemy, dealing high damage to a single foe and possibly making them fearful (15% chance). For his special attack, he creates a mini-tornado which he sends barreling toward the enemy team. Just before it sucks up the enemy team, he blasts it with a jolt of electricity, making it shock foes. This attack deals high damage to all foes and may stun those hit (roughly a 28% chance). In short, Robotomper is a decent character with decent stats, good attacks, and good gimmicks.

### Item Drops

Feather (94% chance)

Metal Sheet (89% chance)

Eye of Corruption (65% chance)

Controlling Antenna (50% chance)

Red Fang (36% chance)

Dragon's Tooth (21% chance)

Plasma Ball (7% chance)

## Relationships

### King Mechagator

King Mechagator is the king of the Metagators. He's not as important as King Rainbonius or Dark SnoX, but he's got authority over all Metagators. That includes Robotomper, obviously.

### Chomper

Chomper is the most famous of all of the Metagators, but Robotomper could care less about fame and glory. Sometimes, being unknown to the world is a good thing...

### Rhomper

Rhomper is the second-most known Metagator, next to Chomper. Robotomper likes Rhomper, but prefers Sciper over him and Chomper.

### Sciper

Sciper is a close friend of Robotomper's. The two often are seen together. Where one goes, the other is usually nearby. Why that is is anyone's guess.
Infernal Constitution

***Prerequisites: Tiefling***

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 20.
* You have resistance to cold and poison damage.
* You have advantage on saving throws against being poisoned.
Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

* You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
* You have advantage on saving throws made to avoid or resist traps.
* You have resistance to the damage dealt by traps.
* Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
Divines

Divines are beings that have ascended, becoming godly entities within the world. The potency and power of a divine varies from one to another, and mostly beyond mortal comprehension as to what their reach of power contains or how to ascend. Divines are typically what would be described as gods or deities.

A lesser divine is considered to be a demigod entity, usually with cult-like worship surrounding them. The Primordial Princes (the elemental lords of air, earth, water and fire) are lesser divines. The more powerful celestials of the Seven Heavens and likewise, the more powerful devils of the Seven Hells are lesser divines. Certain beings of the Overworld and Underworld are lesser divines, and other powerful creatures may also be lesser divines such as elder dragons. Any divine is capable of sponsoring a cleric, though it is the Greater Divines that are widely recognized and considered to be true gods. A divine is only capable of sponsoring a druid if they have an affinity to nature in some way.

Greater Divines are those that have existed since the dawn of mortals and for as long as they have known, and may have even existed before this. They make up the constellations and stars among the skies, as well as the twin moons. Since the inception and creation of humanity, they have ruled high above - and thus, the world measure their days and months around these beings.

There are sixteen months, with four weeks of seven days in each (28 days a month). The months go in this order (this is also the list of available patrons):

The gods are ambiguous in their creeds, their purpose and their causes. They are stars (and moons) among the skies and appear distant from the mortal world, the machinations of the gods are incomprehensible to mortals, even if clerics can ascertain some of their meaning through communion. However, this leaves the creed of the gods open to interpretation, and thus faiths and sects form rapidly and compete against one another. Most churches and orders will interpret and embody a single aspect of their Greater Divine as they see fit.

Avalon I and Zadara XVI are the twin moons, Avalon being a luminous pale moon and Zadara being a dark twilight moon. The moons are both often visible, however for the first eight months of the year Avalon appears closer and brighter, and for the second half of the year Zadara appears closer and brighter - when these moons alternate position upon the last day of these eight month periods, there is a total eclipse.

During their named month, the Greater Divine's constellation shines brighter than any other during the nights (for Avalon/Zadara the moons are a little brighter). There is also a phenomenon of lucid dreams and fragmented memories during a person's marked month, known under colloquial terms such as 'dreamdrunk', 'lunar afflictions' or 'the waking slumber'.
Dwarven Fortitude

***Prerequisites: Dwarf***

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 20.
* Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

* You ignore the loading quality of crossbows with which you are proficient.
* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
* When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

* Increase your Strength or Constitution by 1, to a maximum of 20.
* You are proficient with improvised weapons.
* Your unarmed strike uses a d4 for damage.
* When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Dark Elf High Magic

***Prerequisites: Elf (dark elf)***

You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.
Halfling

Travellers, tricksters and more, Halflings are often quick-witted and similarly quick-footed. Halflings are often nomadic or in small, tight-knit communities. However, between the dwarves and gnomes, halflings are typically the most amicable towards the other races, so long as they can keep up with their pranks. In truth however, friendship and alliances are rarely a laughing matter to a halfling, and this is often the one thing they will fiercely defend.

## Features

**Ability Score Increase:** Your Dexterity score increases by 2.

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

**Size:** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.

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

**Lucky:** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

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

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

**Languages:** You can speak, read, and write Common and Halfling.

## Lightfoot Halfling

Lightfoot Halflings are the most commonly found halfling, and considered swift-talkers and the most friendly. Nimble and quick, they are easily the best hiders out of their fellow cousins.

**Ability Score Increase:** Your Charisma score increases by 1.

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

## Stout Halfling

Stout Halflings are dependable, courageous and resilient. In the days of old, these halflings were the defenders of their homes and family, and even to this day they honour those traditions.

**Ability Score Increase:** Your Constitution score increases by 1.

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

## Ghostwise Halfling

Ghostwise Halflings are the quietest of the three, but are by no means to be underestimated. This type of halfling is often calmer than his cousins, but acts swiftly when the time is right. There is something otherworldly about these halflings, as they possess the ability to speak telepathically.

**Ability Score Increase:** Your Wisdom score increases by 1.

**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.
Skulker

***Prerequisites: Dexterity 13 or higher***

You are expert at slinking through shadows. You gain the following benefits:

* You can try to hide when you are lightly obscured from the creature from which you are hiding.
* When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
* Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Mt. Frostfall

Mt. Frostfall is the mountain that surrounds the city of Alabasta, it's named after the first king Frostfellow, not much is known about Frostfellow but what is known is he was the founder of Alabasta, the mountain is tall and jagged, covered with ice and snow at the top, a stream leads to a waterfall that creates a large river that leads from the city to the south of the continent, the mountain is a tourist attraction and tons of people come to climb to the peak, though most turn back less then halfway up as the peaks are so steep that you'd most likely die.
Velathir Wiki

*Within the crucible of thunder and fire, the forlorn monarch takes seat upon the throne of ruin. Shadows and frost come, to bring the long winter that will doom humanity. The vigil broken, the wardens lost and forgotten.*

*One last chance - for lightning to strike twice, and bring storms once again.*

This wiki is made to hold all the resources used for the Storms Over Velathir campaign, a custom homebrew world and campaign ran currently in Dungeons & Dragons 5th Edition.

Here's a list of useful resources below - if you are new, start with Character Creation.

**= MAKING A CHARACTER =**

Character Creation

Races

Classes

Feats

Divines

Backgrounds
Medium Armor Master

***Prerequisites: Proficiency with medium armor***

You have practiced moving in medium armor to gain the following benefits:

* Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
* When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Elemental Adept

***Prerequisites: The ability to cast at least one spell***

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

* If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
* If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
* If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Prodigy

***Prerequisites: Half-Elf, half-orc, or human***

You have a knack for learning new things. You gain the following benefits:

* You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
* Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Warforged

The Warforged are beings made of metal given life and sentience, similar to that of constructs. Their original creation and purpose is one lost to time, though many tales circulate of their origin. Some believe they are the remaining soldiers of the old dwarven empires of Khoradunn, wandering without purpose since the fall of their ancient thrones. Others believe they are those infused with the very essence of law from the realms of Imperius, perhaps even their sentinels and messengers, to ensure the balance. This truth eludes even the warforged, and whatever original purpose they once had remains a mystery. Regardless of this, warforged typically find themselves enforcers of law and balance - guards, watchmen, judges and arbiters, positions of order and justice suit the conventional warforged the most, but some relish in their newfound freedom and wanderlust.

## Features

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

**Age:** A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

**Size:** Your size is Medium. To set your height and weight randomly, start with rolling a size modifier.

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

**Constructed Resilience:** You were created to have remarkable fortitude, represented by the following benefits:

- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

- You don’t need to eat, drink, or breathe.

- You are immune to disease.

- You don't need to sleep, and magic can't put you to sleep.

**Sentry's Rest:** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

**Integrated Protection:** Your body has built-in defensive layers, which can be enhanced with armor.

- You gain a +1 bonus to Armor Class.

- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.

- While you live, your armor can't be removed from your body against your will.

**Specialized Design:** You gain one skill proficiency and one tool proficiency of your choice.

**Languages:** You can speak, read, and write Common and one other language of your choice.
Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

* You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
* You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
CAW All Stars 6

**CAW All Stars 6** was the 6th annual CAW All Stars, a cross-branded caw wrestling mega event, that was uploaded to YouTube. This was the second 2 day CAW All Stars event, which was main evented by the CAW All Stars Rumble and AJ Young vs CJ Hawkins for the CAW All Stars Championship.

## Results

### Day 1

1. Money In The Bank:(Kamikaze def. A-Pac Aries, Durga, The Kid, Conor O'Shea, and Ultimate Nitro)
2. DCA Exclusive:Tyler Parks def. Alexander Washington
3. SEA Exclusive:Chris Morgan def. Jackal Tojo
4. AWF vs GCW:JMI def. Kevin Kash
5. TRT def. Reaper X
6. PWS Exclusive: Louden Styles(c) def. Divine Grace
7. DZW vs AWF: Evan Rockville def. Sean Stevens
8. CAS 30 Man Rumble(Won by Moon Moon)

### Day 2

1. Kenyon Fenix,Travis Killings, and TGO def. Brent Thompson, Eddie Sleaze, and Russ Taylor
2. NDP Surivior Dome: Johnny Bateman def. Lester Barkley, Fisk,Speedy, Dean Ambrose, and Drew Galloway
3. TPWF Champion vs Champion: Matt Pharaoh def. Duncan Vermil(Extreme Rules)
4. Cage Wars: Toshioro Daigo def. Carl Jackson(MMA Rules)
5. ECF vs MPWF: Jet Fusion def. The Eclipse
6. DIW vs COH: Quick Silver def. Kevin Kash
7. VCW World Heavyweight Championship: The Goonie def. The Vulture(c)
8. AWF vs DIW: Ben Hitman def. Lu Bu
9. CAW All Stars Championship: AJ Young(c) def. CJ Hawkins

## Rumble Participants

1. Ultimate Nitro
2. Evan Rockville
3. Lu Su (DIW)
4. The Alex Enterprise
5. Connor O'Shea
6. Adam Moxley
7. JMI
8. Quick Silver
9. Travis Killings (DZW)
10. Scott Adams (COH)
11. Zane LaFontain (COH)
12. Justin Sparks (DIW)
13. Steven Copeland (COH)
14. The Kid (FTC)
15. David Sandman (ECF)
16. Reaper X
17. Johnson (DIW)
18. Jay Krack
19. Kevin Kash
20. CM Punk
21. The Alex Enterprise (Spot was originally for Fandango but was taken out and replaced by The Alex Enterprise)
22. Big E Langston
23. Fisk
24. Russ Taylor
25. Kamikaze
26. Cookie Monster
27. **Moon Moon (Winner)**
28. Caleb Blair
29. A-Pac Aries
30. Shawn Walsh

## Affiliate Shows

1. American Wrestling Federation (AWF)
2. Back Yards United (BYU)
3. Cage Wars
4. CAW of Honor(COH)
5. Danger Zone Wrestling (DZW)
6. Deep Impact Wrestling (DIW)
7. Destiny Championship Alliance (DCA)
8. Extreme CAW Federation Wrestling (ECF)
9. Free Style Wrestling (FSW)
10. Four Twenty CAW (FTC)
11. Global CAW Wrestling (GCW)
12. New Jersey CAW Wrestling (NJCW)
13. Puro Wrestling Spirit (PWS)
14. Sports Entertainment Alternative (SEA)
15. The People's Wrestling Federation (TPWF)
16. Thomas' Wrestling Association/Total Wrestling Action(TWA)
17. Virtual Championship Wrestling (VCW)
18. UEW

## YouTube

CAW All Stars 6 (Day 1)

CAW All Stars 6 (Day 2)
Magical Aptitude

***Prerequisites: Human (Vespurran)***

You have awoken your arcane talent and prowess, either through study at the prestigious Red Academy or through dedication and focus of your own, you have advance your magical knowledge and also enhanced your defenses against magic.

You may learn one cantrip of any spell list and cast them at their lowest level, the spellcasting ability is the same as the original class. You can use your magical aptitude to roll with advantage against magical effects 3 times before a long rest.
Revenant Blade

***Prerequisites: Elf***

You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.
* A double-bladed scimitar has the finesse property when you wield it.
Backgrounds

Backgrounds grant additional skill proficiencies and additional benefits for your character, and likewise determine your character's history before joining the campaign. Backgrounds grant no additional gold, nor equipment, as Keepsakes replace the need for senseless equipment - instead backgrounds may provide additional avenues in order to deal with situations and gain advantages in game. You are welcome to decide your character's origin first and pick the most fitting background, or conversely choose a background and develop a character's origin from there.

You are granted the skills from the Skill Proficiencies column when choosing your background.
Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Inspiring Leader

***Prerequisites: Charisma 13 or higher***

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Ritual Caster

***Prerequisites: Intelligence or Wisdom 13 or higher***

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Savage Tradition

***Prerequisites: Human (Savingardian)***

You have learned or been taught the old ways of Savingard, and can invoke the ancient rite of bloodletting to receive a blessing from the ancestral spirits.

* You can increase any ability score by 1, to a maximum of 20.
* You gain proficiency in Nature if you do not already possess it.

Once per long rest, you call upon your ancient ritual to receive a blessing - roll a 1d6 to call upon a spirit:

* 1 - The Wolf - +2 strength
* 2 - The Eagle - +2 dexterity
* 3 - The Bear - +2 constitution
* 4 - The Owl - +2 intelligence
* 5 - The Raven - +2 wisdom
* 6 - The Tiger - +2 charisma

This bonus is rolled again every long rest.
Master of War

***Prerequisites: Human (Savingardian)***

You uphold the deep-rooted traditions of war and battle that is sacred to Savingard and its clansmen. You gain the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Choose a weapon type out of swords, axes or polearms - you now deal additional 2 damage when attacking with that weapon type.
Athlete

You have undergone extensive physical training to gain the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* When you are prone, standing up uses only 5 feet of your movement.
* Climbing doesn't cost you extra movement.
* You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Dragon Hide

***Prerequisites: Dragonborn***

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

* Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.
* Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
* You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The 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 normal bludgeoning damage for an unarmed strike.
Half-Orc

From the union of human and orc comes the Half-Orc, who bear the strength of orcblood but also share the more civilised intelligence of humans. However, this duality in their blood allows them to blend into either human or orcish society, usually depending on their upbringing. Mighty tribesmen or hardened soldiers, either path is open to these half-breeds.

## Features

**Ability Score Increase:** Your Strength score increases by 2, and your Constitution score increases by 1.

**Age:** Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

**Size:** Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

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

**Darkvision:** Thanks to your orc blood, 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.

**Menacing:** You gain proficiency in the Intimidation skill.

**Relentless Endurance:** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

**Savage Attacks:** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

**Languages:** You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants.
Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.
Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

* When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
* Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
* When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Elven Accuracy

***Prerequisites: Elf or half-elf***

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

* Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
* Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Zealous Flame

***Prerequisites: Human (Vespurran)***

You have advanced your magical capability through service (or prior service) to the Ashen Order. Through their teachings and faith, you have learned some powerful magics.

Learn a cantrip and 1st level spell from the cleric or paladin spell list, one of these spells must deal radiant or fire damage, the other is your choice. You cast these at their lowest level, they only have one use, and are regained on a long rest.
Red Academy Student

***Prerequisites: Human (Vespurran)***

Through hardship, study and arduous trial, you have advanced through the ranks of the Red Academy to learn some of their more powerful secrets. You can advance a spell school beyond what is normally capable.

Choose a spell school (conjuration, necromancy, evocation, abjuration, transmutation, divination, enchantment, illusion) - whenever you cast a spell of that school that requires a saving throw, you gain a +2 to your DC.
Dhampir

Dhampirs, daywalkers, the accursed - dhampirs are beings between life and darkness. Dhampirs are those who possess vampiric bloodlines, usually the union of a human and a vampire, and inherit the traits of both. They are mainly humanoid in appearance, with similar traits to that of a vampire - pointed ears, sanguine eyes, pale skin. Whilst inheriting unnatural grace and beauty, dhampirs are also tortured with a vampire's bloodlust, and though they can prolong this gnawing hunger longer than others, eventually it must be sated.

## Features

**Ability Score Increase:** Your Charisma score increases by 2, and your Dexterity score increases by 1.

**Age:** Dhampirs reach maturity at the same age as humans, but their lifespans are much longer. They can live up to 750 years before death finally claims them.

**Size:** Dhampirs are about as tall as humans but are slighter of build. Your size is Medium.

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

**Darkvision:** Thanks to your undead ancestry, 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.

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

**Dark Thirst:** Your fangs are fully functional as a natural weapon, which you can use to make an unarmed strike targeting a willing creature or a creature that’s grappled by you, incapacitated or restrained. The attack counts as a finesse weapon and deals 1 piercing damage plus 1d4 necrotic damage per proficiency modifier. In addition, you regain hit points equal to the necrotic damage dealt if the creature has blood. After five successful bites, you are considered sated and no longer heal from this effect.

**Vampiric Allure:** You have proficiency in your choice of the Deception, Performance or Persuasion skill.

**Vampiric Charm:** You can cast the Charm Person spell once with this trait, and you regain the ability to do so after a long rest. Charisma is your spellcasting ability.

**Undead Resistance:** You have advantage on saving throws against disease, and you have resistance against necrotic damage.
Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You always know which way is north.
* You always know the number of hours left before the next sunrise or sunset.
* You can accurately recall anything you have seen or heard within the past month.