recursal/Fanatic-Fandom huggingface dataset:
Aarakocra

## Statistics

### Age

Aarakocra reach maturity by age 3. Compared to humans, aarakocra don't usually live longer than 30 years.

### Size

Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

### Alignment

Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

## Racial Traits

### Trait 1

Sharp Vision: Whenever you make a Wisdom (Perception) check related to perceiving far away creatures or objects, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

### Trait 2

Labored Flight. As an action, you can gain a flight speed of 50 feet until the start of your next turn. If you are wearing medium or heavy armor, you gain a flight speed of 25 feet instead.

### Trait 3

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

Aarakocras tend to roam across Nerakov their native land tends to be the Isles in the Tri Craig Caribbean

## **Subraces:**

### Medium:

* ***Arrow Quil:*** You have the strange but powerful ability to use your feathers as sharpened projectiles. During a short or long rest, you can create 2d4 of these quills made from your own molted feathers. The quills can either be thrown (range 20/60), dealing 1d4 piercing damage on a hit, or fired as an arrow from a bow or from your cowl, which is treated as a longbow when firing arrows. In which case, the quills are treated as normal pieces of ammunition and deal the amount of damage listed for the specified bow.
* ***Darkvision:*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### "Large":

* ***Powerful Build:*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* ***Strong Wings:*** You can still fly if you are wearing medium armor. but your speed is reduce to 40 ft

### Small:

* ***Naturally Stealthy:*** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
* ***Smaller Stature:*** You are around 3 feet tall as opposed to the usual 5. Your size is Small and you only need 10 feet of space in order to fly.
* **Brittle Bones:** you can't wear Armour due to your small structure
The Secret Country Wiki

This is a wiki cataloguing elements from the three books in the Secret Country series by Pamela Dean.

**Welcome to the The Secret Country Wiki!**
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## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
NomDraceous Dragonborn

## Statistics

### Age

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 500

### Alignment

Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

### Size

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

### Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

## Racial Traits

### Trait 1

Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

### Trait 2

Forceful Presence: You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.

### Trait 3

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

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life. Most of These Dragonborn hail from NomDraceous Empire and the mountains beyond and are of Chromatic Dragons

Draconic Ancestry
 Blue
 Green
 Red
 White
Tyrius True Pillar of Primal

## **Tyrius True Pillar of Primal Instincts**

Tyrius is the Pillar to replace Levestus when he destroyed his Soul Well. He seeks out warriors of strength and renowned on the battlefield or hunting grounds of beasts.

Those who meet the requirements can become The Champion of Primal, but they must undertake the trials to earn that power. (requires lvl.8 or higher)

Step One: **Trial of Cleansing** lvl.8+ : Destroy a powerful Undead or Aberration *weather it is encountered naturally or summoned.*

Step Two: **Trial of Bones** lvl.9+ : Defeat a Primordial beast in combat and raise its spawn as a companion (spawn will mature rapidly)

Step Three: **Trial of Dominance** lvl.10+ : You and Your companion alone force an Aspect of Tyrius to yield in a duel.

Once all three steps have been achieved the Champion will be named.

## ***[Redacted]***

*Entity has yet to be encountered or discovered.*
Kiturna

## Statistics

### Age

Kiturna live reach adulthood at 15 and can live up to 500 years old but most only live for 120

## Racial Traits

### Trait 1

Natural Weapon. Your bite attack does 1d6 piercingdamage. You are proficient with this weapon

### Trait 2

Darkvision: You can see in dim light within 60 feet of you as if it were bright light. In darkness, you can see for 60 feet in it as if it were dim light. You can’t discern color in darkness, only shades of gray

### Trait 3

Skirmisher: You have advantage on checks against being restrained or grappled.

### Trait 4

Survival Insticts: You gain proficiency with the Deception skill and Acrobatics

### Trait 5

Our True Wisdom: At will you can Polymorph into a 9-Tailed Fox 2 times per day this Form lasts for 4 hours or until you drop the form

At a distance, one would assume that a Kiturna is either a fox lycanthrope, or is a druid in the middle of a wild shape. Neither are correct, as a Kiturna is instead an anthropomorphic fox that stands on its hind legs. Kiturna have various shades of fur, ranging from bright reds, all the way to white fur. Their eyes have a gamut of lush golden hues, down to clear cobalt blue. Many Kiturna have a hard time wearing normal shoes, so it is common to see them wearing sandals, if anything at all. Like foxes, Kiturna have claws, but are impractical in fights, as the claws are shallow. This is unlike their fangs, which can be deadly in close quarters.
Cumarian

## Racial Traits

### Trait 1

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

### Trait 2

Aetherium Blooded: You know one cantrip of your choice from any class's spell list. Charisma is your spellcasting ability for this spell, and You are proficient in Arcana checks, and advantage on Arcana checks relating to Aetherium

### Trait 3

Adaptable Resistances: During a Long or Short rest you can take a hour to do a Ritual to gain a Resistance to a damage type of the Following: Necrotic, Plasma/Fire, Bludgeoning, Piercing, Void/Force. You can do this a number of times per day equal to your Proficiency bonus

### Trait 4

Technophile: When in contact in pre-war tech you have advantage on skill or tool checks relating to figuring out how it works and how to repair if not too damaged

### Trait 5

First Contact: Because your race was the first to be in contact with the Infected this slowed down the spread of the strange aberrant infected but due to their strange adaptability eventually they were able to infect your kind. You gain Advantage on Con saves vs Infections

### Lore:

Cumarians come from where the Infected first started in the Dire City After the long start of the war trying to keep the infection out of the city the walls finally came crumbling down and most of the Cumarian's Fled South, and then East trying to protect the cities that came next but unable to completely stop this infection. This Race wasn't affected by this Infection for the beginning but at some point Cumarian infected started appearing and Melding together. Cumarians still are around the are the most Plentiful of Races here

### Bio-Organic Organism

Cumarians about 100 or so Years ago started Implanting Aetherium Tech into their bodies but it started to become natural to their body their children started being born with Aetherium Augmentations adaptability they look mostly like Humans but their hair and eyes are vibrant colours, and on their skin they have almost like Circuits of Blue/Indigo dotting across most of their torso and limbs.
Celeste

* Human Form
* Dragon Form

### Religious Symbol

Dragon skull with it's horns weaved into a heart Dragon wings wrapped around a heart

# ***Celeste***

Her rise to Divinity isn't a well known event. She commonly acts childish and motherly to all living being in Nerakov. She Is the first pillar major pillar. She disappeared after the calamity being unlocatable. After being awoken from her imprisonment she blessed the primary members of the Golden roots, choosing Celthric Aurion as her champion.
Shardmind

## Statistics

### Age

Shardminds do not age and come into being with the cognitive and physical capabilities of an adult humanoid.

### Alignment

Almost all Shardminds tend toward Lawful. As for morality, it depends on what they believe

### Languges

You can speak, read, and write Common and Deep Speech.

## Racial Traits

### Trait 1

Crystalline Body: Even though you were constructed, you are a living creature. You are immune to diseases and poison. You do not need to eat or breathe, but you can ingest food and drink if you wish.

### Trait 2

Shardmind Training: you gain proficiency in Polearms, and shields and longswords

### Trait 3

Wave upon the Rock: Having a corporeal form made from crystallized will has hardened you against the harmful effects of most minds and psychic attacks. You have Psychic Damage Resistance

### Trait 4

Observer Effect: Your gem “eye” and observational nature allows you to amass experiences and Wisdom that you can apply to your current situation. You gain Insight as a Skill and Darkvision at a range of 60 ft

### Trait 5

Shard Swarm: At 3rd level, you gain the ability to deconstruct yourself and reform in a another location. As a bonus action of your turn, you can teleport to an unoccupied space you can see within 15 feet feet of you. Once you use this feature, you can’t use it again until you finish a long rest.

Shardminds are native to the Metallargeous Icefields and praise Bahamut for blessing the land
The Void Born

* Withering Fool Arch Demon 4th Layer
* Acolyte of the Stars
* Astral Nun
* Xarkarian
* Martharius
* Xerian
* Smiles
* Astral Whale
* The Ascended Voidling
* Eye of Entropy
* The Hallowed Princess
* Endless PuzzleMaster
* Chronugic Eyeless One
* The Dancing Abyss
* Black Hole Predator
* Patient Watcher
* The Uncertain King
* Lidz

The Void is Infinite, and in that Infinite expanse all manners of "creatures" call it home, their Laws, their Ways totally Alien to a Mortal mind, but one Law is very clear, "The Strong Devour the Weak."

* Withering Fool Son of the Abyss Arch Demon of the 4th Layer (Fiend/Great Old One)
* The Acolyte of the Stars (Great Old Ones/Celestial)
* The Astral Nun (Celestial/Great Old One)
* Xarkarian (Great Old One)
* Matharius (Fathomless, Great Old One)
* Xerian The Void Reaper (Great Old One)
* Smiles (Void Warden/Undead)
* The Astral Whale (Great Old One)
* The Ascended Voidling (Great Old One/Void Warden)
* Eye of Entropy (Undying, Great Old One)
* The Hallowed Princess (Great Old One/Light Eater)
* The Endless PuzzleMaster (Great Old One/Undying)
* Chronugic Eyeless One (Void Warden)
* The Dancing Abyss (Hunters in Darkness/Great Old One)
* Black Hole Predator (Great Old One/Fathomless)
* The Patient Watcher (Great Old One/Hunters in Darkness)
* The Uncertain King (Great Old One/Fiend)
* Lids (Void Warden)
* Watcher of the Infinite Abyss
Half-Orc

## Statistics

### 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.

### Languages

ou can speak, read, and write Common and Greenskin, and One extra Language of your Choice

## Racial Traits

### Trait 1

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.

### Trait 2

Menacing: You gain proficiency in the Intimidation skill.

### Trait 3

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.

### Trait 4

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.

### ***Lore:***

Half-Orcs are very rare outside their Tribal Society but some have ventured far insearch of their non-greenskin parent sometimes they are shun in tribes but some prove themselves worthy

### Greenskin Ancestry:

Half-Orcs may choose 1 Orc Subracial Feature
Draconic Bloodline

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

### ***Dragon Ancestor***

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

### ***Draconic Resilience***

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

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

### ***Elemental Affinity***

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

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

### ***Dragon Wings***

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. 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 can't 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.

## ***18th Level:***

### ***Draconic Presence***

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Evocation

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

### ***Evocation Savant***

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

### ***Sculpt Spells***

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

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

### ***Potent Cantrip***

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

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

### ***Empowered Evocation***

Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to one damage roll of any wizard evocation spell that you cast.

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

### ***Overchannel***

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Conjuration

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

### ***Conjuration Savant***

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

### ***Minor Conjuration***

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

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

### ***Benign Transportation***

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

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

### ***Focused Conjuration***

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

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

### ***Durable Summons***

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Levestus

### Lore:

The Risen God of the Primal Nature of life. He is known for being lazy or by his Peers Lazy he likes to help the Mortals when it seems they are in dire need or ones he deems Worthy. this God Roams many planes but rumored to be in the Mirror Realm. The other Pillars deem him to be Lazy not wanting to join their sides in the once strife that amended. In Recent events after the fall of Ameryous he stayed a god to protect something he promise a Mortal so he stands guard protecting a Mortals Promise.

### Protector of the Mirror Realm

When Levestus First Arrived in the Mirror Realm it was empty without a proprietor the deity that protected this realm was absent for a long time Levestus over time grew fond of the Mirror Realm and it's many places
Inquisitive

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

### ***Ear for Deceit***

When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

### ***Eye for Detail***

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

### ***Insightful Fighting***

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

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

### ***Steady Eye***

At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

## ***13th level:***

### ***Unerring Eye***

At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

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

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

### ***Eye for Weakness***

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Undying

*Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death.*

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

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

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

 2nd
 3rd
 4th
 5th

### ***Among the Dead***

Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

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

### ***Defy Death***

Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.

Once you use this feature, you can't use it again until you finish a long rest.

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

### ***Undying Nature***

Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

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

### ***Indestructible Life***

When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

Once you use this feature, you can't use it again until you finish a short or long rest.
Zarad Malkoi

Representante do Capitão Brunno no Conselho (Temporada 2)

**(Temporada 1)** Zarad Malkoi é o olheiro do Albatroz e atua também como primeiro imediato.

**(Temporada 2)** Zarad, atualmente é o capitão do Guerreira Alissa e atua também como representante do Brunno no conselho.

# **Aparência**

**(Temporada 1)** Zarad é um homem de 1,68 de altura, moreno, com cabelos e barba curtas e morenas, usa uma bandana azul escuro, uma camisa azul escura com mangas longas dobradas, uma calça verde e botas marrom.

**(Temporada 2)** O seu visual continua o mesmo da primeira temporada, porém dessa vez ele está utilizando o chapéu de capitão que pertencia ao Brunno.

# **Personalidade**

**(Temporada 1)** Zarad é um homem divertido, brincalhão e adora descansar, sempre tentando fazer o mínimo de trabalho possível.

**(Temporada 2)** Zarad se apresenta com um semblante mais sério, devido a sua atual posição como capitão do Guerreira Alice e representante do Brunno no Conselho.

# **História**

Não se sabe muito a respeito do passado de Zarad, apenas que ele era um marceneiro na cidade de Tupa, até entrar para a tripulação do Albatroz, como ele mesmo diz.

# **Habilidades**

Zarad possui uma benção que lhe concede a visão perfeita.

# **Equipamentos**

Não costuma carregar nenhum tipo de arma.

# **Curiosidades**

* Ele não é o imediato oficial do Albatroz, mas acaba exercendo grande parte dessa função, já que o imediato oficial é um gato.
Hunter

#### **Colossus Slayer**

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

#### **Giant Killer**

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

#### **Horde Breaker**

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

### ***Defensive Tactics***

At 7th level, you gain one of the following features of your choice.

#### **Escape the Horde**

Opportunity attacks against you are made with disadvantage.

#### **Multiattack Defense**

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

**Steel Will**

You have advantage on saving throws against being frightened.

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

### ***Multiattack***

At 11th level, you gain one of the following features of your choice.

#### **Volley**

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target

#### **Whirlwind Attack**

You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

### ***Superior Hunter's Defense***

At 15th level, you gain one of the following features of your choice.

#### **Evasion**

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

#### **Stand Against the Tide**

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

#### **Uncanny Dodge**

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Toreican

## Racial Traits

### Trait 1

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

### Trait 2

Sneaky: You are proficient in the Stealth skill.

### Trait 3

Keen Senses : You have advantage on Wisdom (Perception)

### Trait 4

Thin Frame: You can squeeze through spaces as if you were a Small creature.

### Trait 5

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

The strange ratfolk as some call them they spend a lot of time underground but they are nimble and quick on their feet not a lot of races tolerate these creatures.
The Hextakers

*Not all those who practice witchcraft are women, though a witch would dispute this fact given that hextakers have in fact stolen all the power which they wield. Those who practice this coven are usually men who have coveted witchcraft. Some hextakers are wanderers who hunt hags and witches for payment, others are warlocks who were given the secret of cursetheft in place of direct magical gifts. Whatever their reasons, a hextaker's unique trait is the ability to steal the magic of witches for themselves. Cursethieves are not vulnerable to the pyre as other witches are, and though they still benefit from the the Feminine Link feature, they can be male.*

## ***2nd level:***

### ***Cursethief's Arms***

Hextakers are proficient in medium armor, shields, and martial weapons. Further, the cursethief is immune to the detrimental effects of cursed magic items. A sentient magic item can still inflict negative effects on the cursethief so long as the effect is not delivered through a curse.

### ***Warrior's Jinx***

Rather than mark a creature with their jinx, the Hextaker can condense the curse into a weapon. The hextaker expends a use of their jinx feature as a bonus action and creates a weapon in their hand they are proficient in, creating it from molded shadows. The weapon is magical and deals the Hextaker's choice of necrotic, cold, or psychic damage. The weapon only vanishes after 10 minutes, if the hextaker dies, if another creature attempts to use it, or the hextaker wills it to vanish at any point when they could cease concentration. The cursethief can also use this feature as an action to create a suit of armor or a shield if they are proficient in it, donning the armor or shield instantly. Such equipment is weightless and so does not have any strength requirement or impose disadvantage on stealth. Whenever the hextaker strikes a creature with a weapon created by Warrior's Jinx, they become jinxed until the weapon strikes another creature or vanishes.

## ***6th level:***

### ***Extra Attack***

At 6th level when the hextaker takes the attack action on their turn using a magical weapon such as one created using warrior's jix, they can attack twice instead of just once.

### ***Witch Knight***

Also at 6th level, Hextakers gain advantage on attack rolls against Warlock, Wizards, and Witches. Further, when you make a weapon attack on your turn you can expend one witch spell slot, if you do when your attack hits it deals an additional d10 damage per spell slot level expended. This damage is your choice of psychic, cold, or necrotic, or the same damage type as your weapon if you hit with one created by warrior's jinx.

## ***14th level:***

### ***Mirror Magic***

At 14th level the Hextaker learns that they need not steal the magic they seek to draw upon its power. Whenever you see a creature within 60ft of you cast a spell of 4th level or lower you can use your reaction to cast that same spell, expending witch spell slot to do so, and choosing your own targets.
Leviathans

* Martharius
* Black Hole Predator
* Drakolago
* The Great Apex
* The Great Abyssal Sea Wyrm
* Nightmare of the Deep

These creatures are ancient, they live in the depths of the oceans where life was once thought impossible, they are all predators in their own right, and the Sea is theirs!

* Matharius (Fathomless, Great Old One)
* Black Hole Predator (Great Old One/Fathomless)
* Drakolago (Fathomless)
* The Great Apex (Fathomless)
* The Great Abyssal Sea Wyrm (Fathomless, Dragon)
* Nightmare of the Deep (Fathomless)
Nature Domain

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

### ***Domain Spells***

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

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

### ***Acolyte of Nature***

At 1st level, you learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

### ***Bonus Proficiency***

Also at 1st level, you gain proficiency with heavy armor.

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

### ***Channel Divinity: Charm Animals and Plants***

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

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

### ***Dampen Elements***

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

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

### ***Divine Strike***

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

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

### ***Master of Nature***

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Storm Bloodline

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

### ***Wind Speaker***

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

### ***Tempestuous Magic***

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

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

### ***Heart of the Storm***

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

### ***Storm Guide***

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

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

### ***Storm's Fury***

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

## ***18th Level:***

### ***Wind Soul***

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Graviturgy

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

### ***Adjust Density***

At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

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

### ***Gravity Well***

When you reach 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

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

### ***Violent Attraction***

At 10th level, when another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

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

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

### ***Event Horizon***

Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Monster Slayer

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

### ***Monster Slayer Magic***

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

 5th
 9th
 13th
 17th

### ***Hunter's Sense***

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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

### ***Slayer's Prey***

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

## ***7th Level:***

### ***Supernatural Defense***

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

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

### ***Magic-User's Nemesis***

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can't use it again until you finish a short or long rest.

## ***15th level:***

### ***Slayer's Counter***

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Earnable Feats

### *Explanation on how they work:*

Earnable Feats are Feats you can earn just by playing and hitting Specific Milestones to unlocking Ranks in these Feats.

### *Feats Rank 1:*

* ***I Will Not Go Down!:*** *Prerequisite must make 3 nat 20 death saving throws when hit to zero hit points you don't get knocked prone you instead stay standing but can't move or attack still rolling death saves but at advantage unless you are bleeding*

### Tranformations:

Transformations are Earnable Boons, Flaws and Strength at a Cost of Different Feats of both Good and Evil

* ***Lycanthropy:*** Contracting the Lycan Curse by other Lycan, Perform Moon Rituals to become Cursed or Blessed, and [Redacted]
* ***True Vamprism:*** Getting Bit by a True Vampire, Drinking the blood of a True Vampire, and [Redacted]
* ***Lich:*** Performing the Ritual Properly to move the Soul to a Phylactery and becoming a true Undead, [Redacted] and [Redacted]
* ***Fiend:*** Burning Hellion Artifacts and absorbing the Power, [Redacted], and [Redacted]
* ***Seraphim:*** Granted the Power by a God/Goddess in Service to be their Angel, [Redacted], and [Redacted]
* ***Abberant Horror:*** Overpowering a powerful Aberration and Consuming it's power, [Redacted] and [Redacted]
* ***Dragon:*** [ Redacted], [Redacted], And [Redacted]
* ***Hollowed:*** [Redacted], [Redacted], and [Redacted]
* ***Death Knight:*** [Redacted], [Redacted], and [Redacted]
* ***Dullahan***: [Redacted], [Redacted], and [Redacted]
* ***Mummy Lord:*** [Redacted], [Redacted], and [Redacted]
* ***Wendigo:*** [Redacted], [Redacted], and [Redacted]
* ***Gorgon***: [Redacted], [Redacted], and [Redacted]
* ***BroodMother***: [Redacted], [Redacted], and [Redacted]
* ***Sphinx:*** [Redacted], [Redacted], and [Redacted]
* ***True Machine:*** [Redacted], [Redacted], and [Redacted]
* ***Hag:*** [Redacted], [Redacted], and [Redacted]
Fence

* wizard/"white magician"
* has the three top rooms of a tower in High Castle (Fence's tower)
* good storyteller
* "all cheerful and fiery," according to Ellen
* "rather short"
* green eyes
* "had the same coloring" as Ellen, "but his face was rounder, his nose shorter, and his hair both shorter and much straighter... It looked as if he had cut it himself in the dark"
* has black robes beautifully embroidered with celestial motifs
* Laura is his favorite of the children
* in the version the children play he fights the Dragon
* Fence says in the game "that Randolph should obey the King and go to war, and if he dies, and the Secret Country gets burned up, then so what"
Clarence

### Early Life:

Clarence Grew up in a Orcish tribe in the deadlands for sometime until a Noble of the Crystal Empire came to his Village and started recruiting people to start the rebuilding of the Empire that was lost during the war. Clarence's Family Volunteered him to join up and he was sent off to the City of Anira.

### Current Life:

After spending many years as a Tailor he has grown a grand name for himself as a high end tailor for the Nobles and Warriors of the Crystal Empire but at some point someone grew Jealous of his success and gave him a curse he has a scroll that will summon him where ever he is to that point for a few hours mostly inconveniencing him at the worst times but he eventually found several adventurers that have helped him.