recursal/Fanatic-Fandom huggingface dataset:
Plane-Touched

## Game Details

At some point in the past, the blood of a powerful denizen of the upper or lower planes mixed with that of your ancestors. Sorcerers of this kind are often the distant descendants of incubi or succubi, the great grandchildren of cambion whose names have long been struck from their family trees. Most of these bloodlines are hidden from society to hide their shame, though those of celestial blood are often celebrated for their link to the divine.

### Marked by the Planes

At 1st level, you choose one type of outer planar creature, Celestial (Angel), Fiendish (Devil), or Infernal (Demon). The associated energy type for your origin is used by features gained later.

You can speak, read, and write the language listed with your planar origin. Additionally, you add your Charisma modifier to all saving throws versus Poison.

**Planar Ancestry**

* Celestial
	+ Energy Type Cold, Radiant
	+ Language Celestial
* Fiendish
	+ Energy Type Fire, Cold
	+ Language Infernal
* Infernal
	+ Energy Type Fire, Lightning
	+ Language Infernal

### Ancestral Retribution

When you select this sorcerous origin at 1st level, you gain the ability to reflexively punish your attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 radiant damage if you are of a Celestial origin or 2d8 fire damage if Fiendish or Infernal on a failed saving throw, and half as much if the save is successful.

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

### Planar Resistances

Beginning at 6th level, you can bring some of the protective powers of your ancestor to the surface. As a bonus action, you may spend 1 sorcery point to gain resistance to one of the energy types identified with your Planar Origin. At the same time, you may spend a second sorcery point to gain resistance to the other type as well. This ability lasts for one hour after activation.

### Wings of the Forebear

At 14th level, you gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your base speed. If you are of Celestial origin, your wings are feathered; otherwise they are bat-like. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You cannot manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

### Child of the Planes

Beginning at 18th level, you gain the ability to embolden yourself against magic, much like your ancestor's innate resistance. You can spend 4 sorcery points to grant yourself Advantage on all saving throws against spells and other magical effects for one minute.

Back to Sorcerers
Sidh Common Traits

The Sidh (SHEE) were once a powerful and prolific race that lived on the Faerie Isles in the southwest of the Immortal Sea. Then, several centuries ago, they were exterminated in a war with daemonic forces that lasted nearly ten years. Many scholars believe this extermination was the result of a falling out between the Sidh and their then-patron goddess, Cymber.

What wasn't known to historians, until a few centuries ago, was that the great Sidh bard Tellys mac Arddwyn, in a desperate attempt to save his race, transported a great number of Danaans, the Grey Sidh, to another plane of existence. Some time ago, the last surviving Danaans returned to Ceilar, but they had been twisted by the goddess Catira into a force of evil and vengeance. Calling themselves the Ancelyn, they are primarily responsible for the raising of the continent and the destruction that followed.

## Game Information

* Ability Score Increase. As per the *Players Handbook*
* Age. As per the *Players Handbook*
* Alignment. Sidh come in a wide variety of alignments, dependent on their subrace. Lwnasidh are often lawful and almost invariably good, though neutral and chaotic good are also common. Quasidh are often more true neutrally-aligned with good tendencies, while Bahnsidh are usually true neutrally-aligned with evil (or at least self-centered) tendencies. Grynsidh are almost always chaotic, but invariably good. The Ancelyn and Drausidh are invariably evil, with the former leaning towards chaos and the latter towards law.
* Size. The Sidh are shorter than humans and generally taller than dwarves. They range in height from just under 5 to around 5-1/2feet tall. Ancelyn are a bit larger, standing taller than humans even, with a range of just over five to just over 6 feet in height. Unless you are a Grynsidh, your size is Medium. Grynsidh are the exception to the rule, ranging in height from 2-12 to 3 feet tall, with bodies just as slim and lithe as their taller Sidh brethren. If you are a Grynsidh, your size is Small.
* Speed. As a Sidh, your base walking speed is 30 feet, except for the Grynsidh who have a base walking speed of 20 feet.
* Darkvision. As per the *Players Handbook*
* Keen Senses. As per the *Players Handbook*
* Fey Ancestry. As per the *Players Handbook*
* Trance. As per the *Players Handbook*
* Languages. You can speak, read, and write Searian and Eldarin. The elven language of Eldarin is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Eldarin ballads to their repertoires.

## Sidh Sub-Races

* Ancelyn
* Grynsidh
* Lwnasidh
* Quasidh
* Saoirsidh
* Drow (Drausidh)
Elemental Planes

The primal elements, air, earth, fire, water, all have corresponding planes of existence that manifest as the "ideal" for that element. The landscape of each plane is dominated by its element, though ocassional pockets of the other elements can be found within.

Cities exist within the planes, ruled by the genies associated with that element and inhabited by the associated denizens. Where the elemental planes intersect, there are expanses known as the "para-elemental planes," Ice and Lightning where air meets water, Magma and Salt where fire meets earth, Mud and Ooze where water meets earth, and Smoke and Ash where fire meets air. The opposed elements, fire and water, earth and air, mingle in "quasi-elemental" planes, those of Steam and Dust, respectively.

Additionally, there are two additional planes often associated with the elemental planes, though they are not truly elemental, the planes of positive energy, or Radiance, and negative energy, or Void. These latter two are often associated with celestial and necromantic power, empowered by the mingling of all four elements in regions close to the upper and lower planes.

The elemental planes are home to the Elemental Lords .
Scion of Destiny

## Game Details

The seers foretold your birth. Or perhaps you are the seventh born of the seventh born child of an infamous family. Maybe you pulled a sword from the rock it was stuck in. However it happened, you became a child of fate, destined to some great place in history. There are people who would love to exploit your future, others who want to share in the spotlight, and still more who just want to sing your tale when the great day arrives. Regardless, you are intended for great things, and the universe wants to make sure you achieve them.

### Marked by Fate

You were born to a purpose, and fate does not want you to fall before you've achieved it. Starting when you choose this sorcerous origin at 1st level, you gain a +1 bonus to armor class and all saving throws. This bonus always applies regardless of any other bonuses or penalties applied to the roll.

### Fortune's Favor

Starting at 1st level, you can call on fate to help you succeed when you need it most. You may choose to gain advantage on one attack roll, ability check, or saving throw. Once you have used this feature, you cannot do so again until you have completed a long rest.

### Destiny by Association

Your allies can be bolstered simply by taking part in the stories that will someday be written about you. Starting at 6th level, when an ally makes an attack roll, ability check, or saving throw, you may use your reaction to roll 1d6 and add the result to their roll. You can do this after your ally rolls, but before any effects of the roll occur.

### Fallen, but not Lost

Beginning at 14th Level, you cannot easily suffer instant death. When you are subject to something that can kill you outright, such as massive damage, death magic, etc., you are instead reduced to zero hit points and stabilized. Once you have fallen in this fashion, you cannot evade death with this feature again until you have completed a long rest.

### The Stuff of Legend

Starting at 18th level, when you fail on an attack roll, saving throw, or ability check, you may spend 5 sorcery points to change the failure into a success. You can use this feature only once per encounter.

Back to Sorcerers
Tiamat

## Deity Information

### Tiamat (TEE a maht)

Known as "the Queen of Evil Dragons" and "the Chromatic Dragon," Tiamat is a great beast with a metallic-red body and five heads, one matching each of her brood, white, black, green, blue, and red. All evil dragons pay her homage, with the green and blue dragons most-readily acknowledging her sovereignty. Good dragons have a healthy respect for Tiamat, recognizing that none save Bahamut have any chance of standing against her. Nevertheless, they avoid thinking of or mentioning her by name unless they have no other choice. She concerns herself with nothing save spreading evil and expanding her power. For her, the propagation of evil dragonkind is the fastest route to that power. Her holy symbol is the ultimate expression of her arrogance: a representation of her own five heads on a golden disk.

Back to Religion

### Copyright Information

"Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2015 Wizards. All Rights Reserved."

"This Wiki is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Wiki may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example, Dungeons & Dragons® is a trademark[s] of Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at (www.wizards.com)."
Unceasing Vigilance of the Holy Sentinel

## Converted Spell: Unceasing Vigilance of the Holy Sentinel

*5th-level transmutation (ritual)*

* Casting Time: 1 minute
* Range: 0 (5 foot radius sphere)
* Components: V, S, M (specially formulated ink that contains 1,000 gp worth of sapphire dust and a drop of holy water)
* Duration: 8 hours

This spell enhances your ability to guard a person, place, or object. The spell's effect is centered on a certain area, creating an invisible, spherical area with a 5 foot radius from the point of origin. Once established, this area cannot be moved by any means.

While within the area of effect, you gain the following special abilities:

* Your sense of sight is magically enhanced. You can see through normal darkness and see invisible creatures and objects. The range of this magical sight is 60 feet.
* You have no need for rest, food, or water. You cannot suffer from exhaustion, and any levels of exhaustion already in effect are neutralized while inside of the circle. While you remain in the field, you regenerate one hit die per hour up to your hit point maximum.
* You are completely immune to magical or natural fear, sleep, or charm effects.

These abilities benefit only you. While within the field, you do not count as having taken any sort of rest, short or long.

If you leave the circle for any reason, the spell is broken. When the spell is broken, you must rest for a full minute for every hour spent in the circle. If forced into action during that time, you count as having two levels of exhaustion until you can get the appropriate rest. Completing the required rest period after the spell ends counts as having completed a long rest.

As long as you remain within the circle, you may fight and act normally under full effects of the spell.

Back to Expanded Spell Lists
Shadow Walker

## Game Details

Your innate magical energies are drawn from the plane of shadow. Perhaps you were touched by a shadow creature in the cradle and somehow survived, or one of your ancestors had a fateful run-in with a shadow dragon. Or maybe some mysterious extra-dimensional being has designs on your future. However it came to be, the magic within you seems to be a living force that whispers to you about destiny, leading others to think you odd, mysterious, or even frightening just for the darkness that seems to follow you.

### Akin to Darkness

When you choose this sorcerous origin, you gain proficiency in the Stealth skill. If you already have proficiency in that skill, your proficiency bonus is doubled. In addition, if you are attempting to hide or move through darkness or areas of shadow, you may choose to use your Charisma modifier instead of your Dexterity modifier, as the shadows shift to help you.

### Shadow Magic

You can draw power from the plane of shadow and use it to empower your spells. Beginning at 1st level, when you cast a spell with that deals fire, cold, acid, lightning, or thunder damage, you can designate some of all of the damage dice to deal necrotic damage instead. The altered spell uses a spell slot of the spell's normal level and works normally in all respects except for the type of damage dealt.

### Eyes of Night

Starting at 6th level, when you find yourself in an area affected by natural shadows or darkness, you may spend 1 sorcery point as a bonus action to grant yourself darkvision for one hour. If you already possess darkvision, you double your range. In addition, when faced with magical darkness, blindness, or other conditions that prevent darkvision or sight, you may spend 2 sorcery points to gain blindsight for a number of minutes equal to your Charisma modifier.

### Shadow Form

Beginning at 14th level, you gain the ability to transform your body into a semi-shadow form. You can enter this form as your action and remain in a semi-solid state for a number of rounds equal to your Charisma modifier. While in this form, you can Hide as a bonus action and gain resistance to bludgeoning, slashing, and piercing damage inflicted by non-magical weapons. Once you have used this feature, you cannot use it again until you have completed a long rest.

### Paths of Darkness

Starting when you reach 18th level, you can step into one shadow and step out from another within 500 feet, as id using the dimension door spell. On your action, spend 4 sorcery points and step into an area of shadow. Upon entering, you immediately sense every shadow within a 500 foot radius large enough to pass through and can immediately emerge from any one of them or return to your point of origin. Traveling in such a fashion however is difficult and disorienting so you must wait at least one minute after using this feature to do so again.

Back to Sorcerers
The Dragon Isle

The greatest battleground of the Dragon War
(499-501 SR), the Dragon Isle north of the Immortal Sea still bears the scars
of that ancient time. The ruined cities of the once great civilization of the
Dragonborn can be found along its southern shores amidst broken wastelands and
petrified forests. The northern reaches however are just a barren, craggy
expanse of hills and volcanic mountains surrounding inland deserts.

Mapped
and often explored while the dragons slept after the war, rumors persist of
ancient riches still to be found in the ruins and mountains of the island. The
delvings of adventurers have become more dangerous, however, since the
resurgence of dragons, and the most powerful of the draconic species, reds,
blues, golds, and bronzes -- as well as a few greens and silvers -- have
returned to take up residence on the island with battles between rivals a
common sight on land and in the air.

Despite
the dangers, the tales of untold treasures continue to lure the adventurous to
the ruined cities of the Dragonborn. Other legendary sites, such as Dragonloft
Mountain, the Great Rift located in the western desert within which Tiamat is
said to have been born, and the twin Wyrmfang Volcanoes within which legend
tells any weapon forged will be enchanted with power against dragons, continue
to draw in curious sages, bards, and explorers.

An inhospitable as the island may be,
the Dragon Isle has just the right about mystery about it to continue to
intrigue, and few adventurers are satisfied with their careers until they have
taken at least a short journey to its unwelcoming shores.
Elemental Lords

## The Elemental Lords

The Goliath of the Stonefang Mountains revere the four lords of the elemental planes. They are also venerated by druids throughout the world, but not as gods -- as patrons of the primal elemental forces.
Unlike traditional gods, the Elemental Lords are unaligned creatures that usually empower their worshippers through the natural world as druids and shamans, never as traditional clerics.
Such things as temples and cathedrals are foreign ideas to them, though small shrines can be found to these beings throughout the natural world. The four Elemental Lords are Akadi, the sultan of air, Grumbar, the pasha of earth, Istishia, hatun of water, and Kossuth, the caliph of fire.

### Akadi (a KAY dee)

The embodiment of elemental air, Akadi is an immortal being reflecting aspects of freedom, travel, flight, and speed. He is not a true god, but an ancient primordial created by the blood of Kaos during the rise of the gods. Akadi rules the elemental plane of air, and bears eternal animosity for his brother, Grumbar. Akadi appears as a tall, slim djinn with white hair and pale, blue skin. He is fair-skinned and beautiful with piercing, sky blue eyes.

### Grumbar (GRUM bahr)

The embodiment of elemental earth, Grumbar is an immortal being reflecting aspects of strength, defense, stamina, and family. Like his brother and rival Akadi, Grumbar was created by the blood of Kaos during the uprising of the gods. He rules the elemental plane of earth with a stone fist. Grumbar appears as a short, stocky dao with dark hair and deep, brown skin. He is rough-skinned and heavily bearded with deep-set, dark brown eyes.

### Istishia (Is TISH ee ah)

The embodiment of elemental water, Istishia is an immortal being reflecting aspects of fluidity, health, purification of self, and readiness. Also created by the blood of Kaos during the rise of the gods, she rules the plane of elemental water unchallenged. Her only true rival lives beyond her domain, her brother Kossuth. She appears as a slender marid with light-green skin and dark blue eyes. Istishia has fair feature, a bald-head, and flowing robes that appear to be made of water and sea foam.

### Kossuth (KO sooth)

The embodiment of elemental fire, he is an immortal being reflecting aspects of impulsiveness, raw power, purification of nature, and rage. The final primordial being created from the blood of Kaos when the gods rose to overthrow him, he rules the elemental plane of fire with unbridled fury. His sister Istishia is his greatest foe. Kossuth appears as a muscular efreet with deep, red skin and burning amber eyes. He has long, golden hair, small, bronze horns, and rough skin that is hot to the touch.
The Ruins of Sjornia

A frozen, harsh land once home to the people now called the Barbarians of the Broken Tribes, the fjords and mountains of Sjornia was once a land of strong, aggressive, suspicious barbarians known as the Sjorn. After the Godswar, however, the gold dragons invaded and sank an island to the south of Ceilar known as the Island of the Frozen Dead. Its undead inhabitants, however, were not wiped out. Instead, they walked across the bottom of the Weeping Sea, finding land on the shores of Sjornia.

This invasion of the bloated dead might not have been a great danger to the barbarians if not for the arrival of Lorcan Morvaine, the Lich King. Every barbarian that died became another warrior for the undead. The great white dragon mounts of the barbarian lords became fodder for the necromancer's arts. Eventually, the barbarians were forced over the mountains, not to invade as they had many times before, but to seek help. A half-Sjorn, half-Kaeri cleric, Erica Brightmoon, negotiated a peace between the northerners and barbarians, tenuous but lasting, and the Kæri worked with the barbarians of the now "broken tribes" to help them settle into a new home on the northern edges of the mountains and southern plains of Wilder.

Sjornia is now in ruins, remnants of tribal villages buried beneath the snow packed down by the feet of the wandering dead and rotting remains of longships memorialized only by the tips of their prows sticking out of the frozen shores.

Other Locations
A Bad Moms Christmas (2017 film)

## Starring

* **Mila Kunis**

* **Kristen Bell**

* **Kathryn Hahn**

* **Jay Hernandez**

* **Cheryl Hines**

* **Patrick Gallagher**

* **Justin Hartley**

* **Oona Laurence**
**Emjay Anthony**

* with **Christine Baranski**

* and **Susan Sarandon**

## Cast

* **Mila Kunis** - Amy Mitchell

* **Kristen Bell** - Kiki, Amy's best friend

* **Kathryn Hahn** - Carla Dunkler, Amy's best friend

* **Jay Hernandez** - Jesse Harkness, Amy's boyfriend

* **Cheryl Hines** - Sandy, Kiki's mother

* **Peter Gallagher** - Hank Redmond, Amy's father

* **Justin Hartley** - Ty Swindle

* **Christine Baranski** - Ruth Redmond, Amy's mother

* **Susan Sarandson** - Isis Dunkler, Carla's mother

* **Oona Laurence** - Jane Mitchell, Amy's daughter

* **Emjay Anthony** - Dylan Mitchell, Amy's son
Flawed Strike

## New Spell: Flawed Strike

*1st-level divination*

* Casting Time: 1 action
* Range: 30 feet
* Components: S
* Duration: 1 round

You extend your hand and point at a target in range. Your magic grants you a brief insight into the target's next probable attack, forewarning you and giving you time to warn you allies. On the target's next turn, provided that the spell hasn't ended and nothing prevents you from giving a warning, the target suffers disadvantage on their next attack roll. A successful Wisdom saving throw can negate this effect.

Back to Expanded Spell Lists
Riva

Deity Alignment
 Sacred Color
 Sacred Beast
 Domain(s)
 Favored Weapon

### **Riva** (REE vah)

Prior to the
Third Incursion of Kaos, Riva was the god of luck, fortune and destiny. He sat
at the Loom of Fate and manipulated the threads of those living on Tanicus...
which unfortunately led to his assassination by Az, who sought to unravel his
own destiny as a servant of the gods in order to achieve his coup. Was Az did
not know is that Riva had foreseen his own death, and with the help of a mortal
agent, stole some of his own destiny's thread and fed it into Ungolthra, the
Spinner of the Strands of Fate, allowing him to be reborn after the end of the
Third Incursion of Kaos.

When he
returned to his divine existence, he proposed to the other intermediate gods
that, while the elder gods were taking responsibility for the Third Incursion
of Kaos, the continued interference of their own divine ilk would only lead to
further incursions and devastation. The intermediate gods accepted his
recommendation, some less enthusiastically than others, and Riva became the god
of balance, the adjudicator of the new order among his brethren.

His favored
weapon is the short sword. His symbol was a two-headed coin, a king on one side
and pauper on the other.
The Golden Griffons

The Knights of the Golden Griffon are the elite paladins of Arwin in Kaeryn. They are questing knights and often found outside of their borders, but are also called to command the line during times of war. They are often gifted with griffons or hippogriffs by their goddess, and are trained in aerial combat.

## Notable Members

* Dame Kelsey Dragonhall, Lord Captain, Defender of Kærn Kel
	+ Silverwing
* Sir Kendrick Goldhammer, Knight Commander, Kærn Korrina
* Sir Marrick Stormmantle, Knight Commander, Kærn Killian
* Lord Karik Dragonhall, Dragonrider, Liberator of Siyri, Defender of Kæryn, Hero of the Godswar, Knight Commander of Kærn Korrina, Leader of the Blue Lady Fellowship, Bane of the Bloodspeaker (deceased)
Daelen

During the Year of Two Suns, a company of mortals stood against Phaedra in his lust for power. Their leader was a ranger named Daelen Proudmoore. When the war was over, Daelen lay dead. He was rewarded by Seane for his service with rebirth as the demigod leader of Seane's phoenix conflagration. Dubbed "the Phoenix Lord," he serves as Seane immortal agent against his most hated foes.

Daelen appears as a tall humanoid with bronze skin and golden hair. His eyes are amber with large black pupils, akin to a bird of prey, complemented by his avian features. Two large, multicolored wings sprout from his back, blazing with fire while actually flight. He is the Proxy of Seane and master of the god’s conflagration of phoenixes, and rarely travels without at least one (usually two, "Ember" and "Ash") by his side.

In battle, the Phoenix Lord wields Pelandar, an intelligent longbow with the power to ignite any arrow it fires with holy flame. He rarely touches the ground while fighting, preferring to stay above his enemies. He has battled Phaedra often over the years, but always tries to sway her from her path before engaging her. This has caused a common belief that he has feelings for her, though nothing could be farther from the truth to hear him tell it. He simply offers her the same chance he’d offer any other foe.

Daelen Proudmoore is Neutral Good.
Paladins

Most paladins follow either Arwin or Myrddin as their patron deity. Sidh and Sidhborne paladins may choose Dyanae or Tulani as their patron, and Gnomes and the dwarven subraces may choose Fergus. Halflings often choose to become paladins of Siyri, and G'kota paladins usually follow Bahamut. Regardless of race or deity, paladins must be Lawful Good in alignment.

The gods that accept paladins, and the Oaths they permit, are detailed below. Several new Oaths are available on Tanicus, including the Oath of Inquest, Oath of Secrets, and Oath of Vigilance. Another Oath, the Oath of Perdition, is available only to villainous NPCs.

## Deities and Oaths

Oath of...

* the Ancients: The Weave, Saegan
* Devotion: Arwin, Myrddin, Riva
* Inquest: Arwin, Caradoc, Catira, Myrddin (secret)
* Perdition: Archdevils (NPC only)
* Redemption: Myrddin, Riva, Saegan
* Secrets: Catira, Cymber, Saegan
* Vengeance: Arwin ("Oath of Justice"), Caradoc, Catira
* Vigilance: Arwin, Myrddin, Riva
* Conquest: Caradoc, Catira (NPC only)
* the Crown: Any Nation with an Knightly or otherwise structured Order of Warriors
Maleficent: Mistress of Evil (2019 film)

## Starring

* **Angelina Jolie**

* **Elle Fanning**

* **Chiwetel Ejiofor**

* **Sam Riley**

* **Harris Dickinson**

* **Ed Skrein**

* **Imelda Staunton**

* **Juno Temple**

* **Lesley Manville**

* **Robert Lindsay**
**David Gyasi**
**Jenn Murray**

* and **Michelle Pfeiffer**

## Cast

* **Angelina Jolie** - Maleficent

* **Elle Fanning** - Aurora, Maleficent's adoptive daughter

* **Chiwetel Ejiofor** - Conall

* **Sam Riley** - Diaval

* **Harris Dickinson** - Prince Phillip, Aurora's husband

* **Ed Skrein** - Borra

* **Imelda Staunton** - Knotgrass (Red Fairy)

* **Juno Temple** - Thistlewit (Green Fairy)

* **Lesley Manville** - Flittle (Blue Fairy)

* **Michelle Pfeiffer** - Queen Ingrith, Philip's father

* **Robert Lindsay** - King John

* **David Gyasi** - Percival

* **Jenn Murray** - Gerda
Chronepsis

## Deity Information

### Chronepsis (KROH nep sis)

"The Silent Watcher," Chronepsis is a passionless observer of the world. He is silent, unconcerned, and dispassionate. The draconic deity of fate, death, and judgment, Chronepsis determines where all draconic souls go in the afterlife. He is colorless and without luster, a clearly identified outsider in the endless struggle between the metallic and chromatic dragons. His holy symbol is an unblinking, draconic eye.

Back to Religion

### Copyright Notice

"Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2015 Wizards. All Rights Reserved."

"This Wiki is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Wiki may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example, Dungeons & Dragons® is a trademark[s] of Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at (www.wizards.com)."
Astral Plane

The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the Outer Planes. It is a great silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light like distant stars.

Most of the Astral Sea is a vast, empty expanse. Visitors occasionally stumble upon the petrified corpse of a dead god or other chunks of rock drifting forever in the silvery void. Much more commonplace are color pools, magical pools of colored light that flicker like radiant, spinning coins that lead to other planes of existence.

Creatures on the Astral Plane don't age or suffer from hunger or thirst. For this reason, humanoids native to the Astral Plane, such as the Githyanki, establish outposts on the Material Plane so that their children can grow to maturity.
Bahnsidh

Centuries ago, the Danaan population suddenly began to give birth to albino children. These children were forbidden to mate for fear of a major change in the Danaan's standard of living. Embittered, the albinos fled beneath the surface of the world. For centuries, every child of these separatists that was not albino was slain outright to avoid repopulating the Danaans.

After this extended period of ritual sacrifice, the race, calling itself the Bahnsidh, began to breed true. No darker-skinned Bahnsidh have been born in a millennium. Because they were outcast from the surface Sidh, the Bahnsidh did well to survive the daemonic onslaught. They are generally unheard of outside of their underground cities. The one exception is their leader, the Shadowspeaker, and his entourage, who in recent times have begun to travel to the surface to take part in assemblies of the Sidh ruling council.

Bahnsidh inhabit the underground regions of Tanicus. They are a bitter people who dislike the surface Sidh with all their society can offer. Bahnsidh all have white skin and hair with pink eyes. Recently, some Bahnsidh children have been born with pale-pink, tiger-like stripes covering their bodies, but this is rare. More common is a Bahnsidh with a single pink mark somewhere on the body.

Because of their albino nature, Bahnsidh are very sensistive to bright light, being easily blinded by sudden brightness and subject rapid and severe sunburn. While not inherently evil, the Bahnsidh are a reclusive race that prefer to remain in their own lands. They are not wholly suitable as player characters for surface-based campaigns.

## Game Information

Except where noted on the Sidh racial page, you gain all of the Sidh Common Traits as well as those listed below.

* Ability Score Increase. Your Intelligence score is increased by 1.
* Superior Darkvision. Your darkvision has a range of 120 feet.
* 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.
* Walkers in Darkness. You gain advantage on stealth (dexterity) checks while in natural, underground terrain.
* Weapon Training. Bahnsidh are trained to fight in narrow spaces. You gain proficiency with unarmed strike and deal 1d4 damage. Additionally, you gain your proficiency bonus on grapple attacks and checks to escape grappling.
Brom

In his mortal life, Brom was an Ædar cleric of Fergus and a member of the Blackbriar Fellowship. During a battle with a warlock connected to the Derro in a goblin encampment led to Fergus noticing a number of things: his cleric, the fiendish power of the Derro, and the northern goblins, and it set the deity on a path. The fellowship freed the goblins from ogres and the warlock, and set that tribe of goblins on a course way from evil and towards neutrality.

This event was the first domino in a long plan, directed by Fergus. Months later, while battling an aboleth, Brom was apparently slain. While the spirit of the ceric was on his deity's presence, Fergus informed Brom that he has a plan for the priest. Brom was returned to the world, but as a celestial being. Still mortal, Brom carried the spark of divinity that Fergus needed to perform his miracle.

Later, Brom and the fellowship cleared out a series of tunnels from derro occupation, slaying several demons in the process. They also learned an ancient secret: the race of goblins had sprung from the race of gnomes, now long forgotten, through magical corruption by the derro. Knowing that the derro would return, the fellowship brought the "reformed" goblins into the ancient halls to await the derro and their savants.

When the twisted dwarves returned, the fellowship and goblins fought side by side to push them back into the deepdark and sealed the tunnel, ensuring that they could not return through that course. They discovered an ancient anvil dedicated to Fergus, and following the gods direction, Brom recited a chant to the Great Smith accompanied by the goblins. After each stanza, he struck the anvil with his warhammer.

After the third strike, divine energy poured from the anvil and from Brom, and the entire goblin tribe, thousands in number, were cured of their ancient corruption and th gnome race was reborn. Throughout the rest of his life, Brom did his best to remind the gnomes that it was th work of Fergus, not him, that had restored them. And while they accepted that as truth, they continued to venerate Brom as his greatest servant.

When Brom finally passed from the world, he ascended into myth and demi-godhood as the "Godfather of Gnomes," their patron saint under Fergus. He plays that role begrudgingly at times, having never really wanted the mantle. Nevertheless, the gnomes continue to venerate him as their patron spirit.

Brom "Gnomefather" is Neutral Good.
Hlal

## Deity Information

### Hlal (h-LAHL)

The draconic goddess of humor, storytelling, and inspiration, Hlal is a collector of knowledge, bardic tales, and practical jokes. Also called "the Jester" and "the Keeper of Tales," she is a sleek, immense copper dragon with a ready grin and mischievous glint in her eye. She is, of all the draconic deities, the one that is most friendly to non-dragons. She enjoys sharing stories and songs with those who appreciate such things. An otherwise laid back being, the one thing that gets Hlal's ire is tyranny. She has no place for anyone who would impede a creature's liberty and free will. Her holy symbol is an open book.

Back to Religion

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Searians

Searians are native to Seawn (SHA-oon), the northern lands of the continent of Ceilar. Most hail from within the boundaries of Seawn, but people of Searian descent can be found just about.

Searians are a rural people, with only a few major cities. Each city (or Duchy), and its surrounding region, is governed by its own Duke, Counts, and Lords. The ultimate authority of Seawn is its sovereign, the Grand Duke or Duchess. More of a figurehead than an actual political figure, the Grand Duke is a hereditary position that has fallen upon the Oakheart family for most of Seawn's recorded history. Despite the symbolic nature of the post, the sovereign does wield final authority for the whole of Seawn when it is deemed necessary.

Because of the rural nature of their homeland, and the variety of its terrain, Searians are an incredibly versatile people. Many Searians are sailors and merchants, while others are laborers or even adventurers. Their cities are constructed with wooden walls around the core of the city with towns stretching for miles beyond the walls.

Searians are usually Caucasian humanoids with varying hair and eye colors. Their hair tends toward brunette shades, but red and blonde hair colors are not uncommon. Pure Searian eyes are never hazel. They are the most populous race on Tanicus.

## Game Information

In addition to Human Common Traits, you gain the following features:

* Ability Score Increase. No people on Tanicus are held in as universally high regard as the Searians for both their reputation as fair traders to their regular service as intermediaries in negotiations and bards. Your Charisma is increased by 1.
* Human Perception. Searians tend to interact with a wide variety of people throughout their lives, and become very good at reading intentions. You gain proficiency in the Insight skill.
Dolittle (2020 film)

## Starring

* **Robert Downey, Jr.**

* **Antonio Banderas**

* **Michael Sheen**

* **Jim Broadbent**

* **Jessie Buckley**

* **Harry Collett**

* **Emma Thompson**

* **Rami Malek**

* **John Cena**

* **Kumail Nanjiani**

* **Octavia Spencer**

* **Tom Holland**

* **Craig Robinson**

* **Ralph Fiennes**

* **Selena Gomez**

* **Marion Cotillard**

* **Kasia Smutniak**

* **Ralph Ineson**
**Carmel Laniado**

* **Frances de la Tour**
**Jason Mantzoukas**

* **Joanna Page**
**Elliot Barnes-Worrell**

## Cast

* **Robert Downey, Jr.** - John Dolittle

* **Antonio Banderas** - King Rassouli

* **Michael Sheen** - Blair Müdlfy, John's rival

* **Jim Broadbent** - Lord Thomas Badgley

* **Jessie Buckley** - Queen Victoria, the Queen of United Kingdom

* **Harry Collett** - Tommy Stubbins

* **Kasia Smutniak** - Lily Dolittle, John's late wife and King Rassouli's daughter

* **Ralph Ineson** - Arnall Stubbins, Tommy's paternal uncle

* **Carmel Laniado** - Lady Rose, Tommy's love interest

* **Joanna Page** - Bethan Stubbins, Tommy's paternal aunt

* **Elliot Barnes-Worrell** - Captain William Derrick

## Voice Cast

* **Emma Thompson** - Polynesia the Macaw

* **Rami Malek** - Chee-Chee the Gorilla

* **John Cena** - Yoshi the Polar Bear

* **Kumail Nanjiani** - Plimpton the Ostrich

* **Octavia Spencer** - Dab-Dab the Duck

* **Tom Holland** - Jip the Dog

* **Craig Robinson** - Kevin the Squirrel

* **Ralph Fiennes** - Barry the Tiger

* **Selena Gomez** - Betsy the Giraffe

* **Marion Cotillard** - Tutu the Fox

* **Frances de la Tour** - Ginko-Who-Soars the Dragon

* **Jason Mantzoukas** - James the Dragonfly
Elysium

The Sidh and Dragonborn equivalent of Celestia, Elysium is also known as the "Elysian Fields" and the "Beastlands." It is eternal residence of good-aligned Sidh and Dragonborn who die in a state of grace, who float endlessly through its plains and forests as glowing, spiritual wisps, immortal and intangible.

When the Danaans left Tanicus, it was to Elysium that they fled, and they resided there for centuries before the desecration of their people by outsiders brought them back to the Material plane as the embittered Ancelyn.

Elysium is an idyllic land of pastoral landscapes, sylvan woods, and majestic mountains, home to the celestial lords of each wild beast. It is the primary residence of the most of the non-evil Sidh eidlons and the draconic eidolons, specifically Aeana, Bahamut, Ilfanwyn, Hlal, Rillifane, Tamara, and Valarian.
Hoot (2006 film)

## Starring

* **Luke Wilson**

* **Logan Lerman**

* **Brie Larson**

* **Tim Blake Nelson**

* **Cody Linley**

* **Neil Flynn**

* **Clark Gregg**

* **Kiersten Warren**
**Jessica Cauffiel**
**Dean Collins**

* and **Robert Wagner**

## Cast

* **Luke Wilson** - David Delinko

* **Logan Lerman** - Roy Eberhardt

* **Brie Larson** - Beatrice Leep, Roy's girlfriend

* **Tim Blake Nelson** - Leroy "Curly" Branitt

* **Cody Linley** - Napoleon Bridger, Beatrice's stepbrother and Roy's best friend

* **Neil Flynn** - Andrew Eberhardt, Roy's father

* **Clark Gregg** - Chuck Muckle (the manager of Mother Paula's Pancake House)

* **Robert Wagner** - Mayor Grandy (the mayor of Coconut Cove)

* **Kiersten Warren** - Lizzy Eberhardt, Roy's mother

* **Jessica Cauffiel** - Kimberly Lou Dixon, Leroy's love interest

* **Dean Collins** - Garrett, Roy's best friend

## **The Eberhardt Family**

 **Roy Eberhardt** | Andrew & Elizabeth's son

## **The Leep-Bridger Family**

 **Napoleon Bridger** | Lonna's son and Leon's stepson (2nd child)
Sylvan Born

## Game Details

Your innate magic is drawn from the depths of the deepest forests, perhaps the blood of the archfey or the ancient powers of the elder wood. You might have been exposed to some mysterious force while wandering in a winding wood or have an ancestor that fell asleep in a circle of mushrooms only to awaken after a hazily-remembered night of frolicking with the faerie folk. However the magic first took hold of you, the ancient power of the sylvan wood burn in your blood and seeks release.

### Sylvan Tongued

When you choose this origin at 1st level, you gain the ability to speak, read, and write Sylvan. Additionally, whenever you make a Charisma check while interacting with a fey type creature, your proficiency bonus is doubled if it applies to the check.

### Wood Walker

Starting at 1st level, you are not affected by the effects of difficult terrain resulting from undergrowth or other natural forest hazards. You can also call upon the power of the forest to impede pursuers or attackers. You gain the ability to cast the entangle spell, but must finish a long rest before using this ability again.

### Scion of the Trees

Starting at 6th level, your connection to the ancient wood strengthens to the point where you can call upon the forest to strengthen your defenses. You can spend 2 sorcery points to cast *barkskin* on yourself. Unlike the spell, this ability does not require concentration but lasts only a number of minutes equal to your Charisma modifier (minimum of one).

### Heart of the Forest

At 14th level, you gain the ability to call upon the forest to renew yourself in natural surroundings. When within 30 feet of a living tree (this could include the root system of a tree, if underground, at the DM's discretion), you can spend your action to draw power from within, restoring a total number of spell slots equal to one half of your Sorcerer level, rounded down. Once you have used this feature, you cannot use it again until you've completed a long rest.

### Spirit of the Fey

Beginning at 18th level, you have the ability to turn invisible, as per the invisibility spell. On your turn, you can spend 4 sorcery points and use your action to become invisible without need for components of any kind. The invisibility works only on you and the things you wear and carry. Otherwise, this feature works exactly like the spell.

Back to Sorcerers
G'kota

Tanicus is home to a variety of lizard folk, among themselves called the G'kota (guh KO tah). Their society is grounded in worship of the draconic gods and both fear and veneration of dragons. They are divided into five tribes, each with coloration and variations in stature tied to their homelands.

The proud Gel tribes have gray and tan scales and short, thick bodies that serve them well in their mountain homes. The Volk tribes have darker scales in green tones and long, lean bodies that help them blend in with the swampy surroundings of their homelands. The Kass reside in the grasslands, as is reflected in their short, sleek bodies and lighter green and yellow-brown scales. The tall, lean Sarn have scales that are darker brown and evergreen, making them difficult to spot among the trees of the forest.

Finally, there are the Skinks, the malicious outcasts of the G'kota. They are the shortest of the lizard folk tribes with dark scales in green and black patterns. They are wholly corrupt and violent, and they would be a greater threat if not for their own suspicions and ambitions that prevent the scattered Skink tribes from uniting under a single warlord's banner. They are not suitable as player characters.

Regardless of their tribe, all G'kota have similar basic racial modifiers and bonuses. Variations between tribes are denoted in the race's description where they apply.

## Game Information

* Ability Score Increase. Your Strength score is increased by 2. You raise another ability score based on your subrace, as identified: Gel and Volk: +1 Constitution; Kass: +1 Dexterity; and Sarn: +1 Wisdom.
* Age. G'kota have shorter lives than most of the civilized races. They are considered adults at the age of 12 and rarely live beyond 60 years. Those who age beyond 6 decades are revered as the blessed elders of their tribes.
* Alignment. G'kota tend towards neutrality, spanning from lawful (Gel and Sarn) to chaotic (Kass). They tend to be more concerned with their tribes than with ethical concepts, but they tend more towards good than evil.
* Size. G'kota range in size from 5 to 7 feet tall, depending on their tribe. The Gel and Kass tend to be on the lower end of the size scale, with the Volk and Sarn leaning towards the high end. No matter your tribe, however, your size is Medium.
* Speed. Your base walking speed is 30 feet. You have a swim speed equal to your walking speed.
* Built for Survival: You gain proficiency with the Athletics skill. You gain your proficiency bonus on Wisdom (survival) checks within your native environments, doubling your proficiency bonus if you are already proficient with the survival skill.
* Scaly Folk: Your natural, unarmored armor class is 12 plus your Dexterity modifier. You have natural weapons, claws and fangs, with which you are proficient, dealing 1d3 and 1d6 damage, respectively.
* Cold Blooded: You have resistance to heat and fire attacks, but are at a disadvantage to save versus cold and ice damage or effects.
* Hold Breath: You can hold your breath for a number of minutes equal to your Constitution score before you risk drowning.