recursal/Fanatic-Fandom huggingface dataset:
Horizon Walker

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

### ***Horizon Walker Magic***

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker 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

### ***Detect Portal***

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

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

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

### ***Planar Warrior***

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

## ***7thLevel:***

### ***Ethereal Step***

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

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

## ***11th level:***

### ***Distant Strike***

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

## ***15th Level:***

### ***Spectral Defense***

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Tortle

### Size

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

### Alignment

Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.

## Racial Traits

### Trait 1

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

### Trait 2

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

### Trait 3

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

### Trait 4

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

### Trait 5

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

These Strange and mystic Creatures tend to befuddle and confuse most folk whom are not Scalekin
Oni

## 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

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

### Trait 3

Oni Weapon Training: you have proficiency in Two handed weapons and Heavy weapons

### Trait 4

Savage Demise: When you are reduced to 0 hit points, before you fall unconscious, you can use your reaction to make one attack. Once you use this trait, you can't use it again until you finish a short or long rest.

### Trait 5

Boiling Blood: whenever a creature deals damage to you, you may choose to cause your boiling blood to violently spray out, dealing 2d10 fire damage to the creature and all creatures within 5 ft of it other than you. You can use this 2 times per long rest. This increases at 5th level to 3 times per long rest

Oni live in the Mountains of the Nomdraceous Empire and are a tribe of strength
Places of Nerakov

* *Isomgrom Vale*
* *Various Vacent Hamlets and Villages*
* *3 Noble Estates*

* *Mirror Valley*
* *Bleeding River*
* *Crystal Speaker Garrison*
* *Shadow Lagoon Frontier*
* *Pinnacle*

#### ***Grand Bazaar:***

Massive Market City Nothing but Money Shops and Capitalism at it's Finests This place is Ruled by the Thieves Guild just don't talk too much about it

#### ***Scorched Barrens:***

* *Nedora Empire*
* *Emberward*
* *Alme Unarith*
* *Crystal River*
* *Lord Danny's Estate (Demolished)*
* *Tormentors Rise*

#### ***Argus Isles:***

* *Tsunari Village*
* *Tsardora Vale*
* *Ystargara Village*
* *Bonelands*
* *Wildsprings*

#### ***Tri Craig Caribbean:***

***Tirviat - The Great Island of Dragons(NW):***

* North - Ni'Tur
* East - Caerunis
* West - Algris
* South - Averm
* Center - Dragons Rest

***The Isles:*** ***(M)***

* *Anae'gol's Paradise (Capital | Millitary)*
* *Marrious Mist*
* *Bone Carver Islet*
* *Lucna Rest*
* *Tyr's Wake*
* *Carrious Maw*

***The Labyrinth (NE)***

***Hellscape Island (SW)***

#### ***The Pilgrimage Island***

* *Temple of the Pillars*
* *Ferrier Villa*
* *Prycellia's Springs*
* *Ponds of Celeste*
* *Lake of Haliex*
* *Tree of Levestus*
* *Mausoleum of Saraventus*
* *Arena of Deacon*
* *Shadow Gate of Cerelas*
* *City of the Pillars*

### ***Far Realms:***

These are the Other Planets in the Solar System Close to Nerakov

#### ***Far Realm Shadowfell:***

* *Vale of Bleeding Shadows*
* *City of Marangu*
* *Villa of Shadows*
* *Grand City of Chaos*

#### ***Far Realm Deep Core:***

* *Asmaria (Lunavale Portal)*
* *Sylelmelle (Primordial Blessed Lands)*
* *Nestheas (Grand Bazaar)*
* *Osebelle (Faewild/Sylvan Empire)*
* *Weshekar (Deadlands)*
* *Mythaulune (Ashlands)*
* *O'shaleftas (Metallargeous Ice Fields)*
* *Gughkuldor (The Scorched Barrens)*

#### ***Far Realm True Feywilds:***

* *Summer*
* *Spring*
* *Winter*
* *Autumn*
* *Dusk*
* *Dawn*

#### ***Far Realm Elemental Chaos:***

* *Realm of Water*
* *Realm of Fire*
* *Realm of Air*
* *Realm of Earth*

#### ***Far Realm Frostfell:***

* *The Grand Library*
* *Frozen Barrens*
* *The Pyre*

#### ***Far Realm Ire of the Banished:***

* *The Forge of Mareian*
* *War Fields*
* *Valhalla*

#### ***Far Realm Hallowing Gale:***

* *Tempist Wake*
* *Hallowing Hallows*
* *Levestus' Home*

#### ***Far Realm The Wake:***

* *River of Ichor*
* *Crypts of the Fallen*
* *Tomestone Barrens*

#### ***Far Realm : Fountains of Life***

* *Essence Lake*
* *Fountain of Youth*
* *Fountain of Eladrin*
* *Fountain of Dragons*
* *Fountain of Fey*
* *Fountain of Mirrors*
* *Fountain of War*
* *Fountain of Scales*
* *Fountain of Astral Essence*

### ***The Moons of Nerakov:***

* *The Dream Realm*
* *The Mirror Realm*
* *The Spirit Realm*
Tempest 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.

***Tempest Domain Spells***
 3th
 5th
 7th
 9th

### ***Bonus Proficiencies***

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

### ***Wrath of the Storm***

Also at 1st level, you can thunderously rebuke 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 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

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

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

### ***Channel Divinity: Destructive Wrath***

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

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

### ***Thunderous Strike***

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

## ***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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

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

### ***Stormborn***

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Cetaline

## Racial Traits

### Trait 1

Darkvison: ability to see in dim lightwithin 60 feet of you as if it were bright light, and indarkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

### Trait 2

Ones with Nature: You have a deep and pragmatic connection with the natural world. You are proficient in the Nature and Survival skills.

### Trait 3

Psychic Resilience: You have resistance to psychic damage.

### Trait 4

Nature's Psion: You know one psionic discipline of your choice of the order. Your manifestation ability is Intelligence. You have 2 psi points that you can use with this discipline, and you regain spent psi points when you complete a long rest.

### Jungle Dwellers

These Druidic Folk are from the High King Territory before they lost their capital Acropolis they felt deeper into the forests bother by the Infection starting to attempt to Psionically Link to the Forest to destroy it

### Where are they now

These folk are either in the underground Refuge or all the way in the Zeraiah's Territory helping reclaim the natural order
Oath of Conquest

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

### ***Tenets of Conquest***

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

#### **Douse the Flame of Hope**

It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

#### **Rule with an Iron Fist**

Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

#### **Strength Above All**

You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

### ***Oath Spells***

You gain oath spells at the paladin levels listed.

 5th
 9th
 13th
 17th

### **Channel Divinity**

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

#### **Conquering Presence**

You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

#### **Guided Strike**

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

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

### ***Aura of Conquest***

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

## ***15th Level:***

### ***Scornful Rebuke***

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

## ***20th Level:***

### ***Invincible Conqueror***

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

* You have resistance to all damage.

* When you take the Attack action on your turn, you can make one additional attack as part of that action.

* Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

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

### ***Bonus Proficiencies***

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

### ***Voice of Authority***

Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

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

### ***Channel Divinity: Order's Demand***

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

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

### ***Embodiment of the Law***

At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

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.

## ***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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

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

### ***Order's Wrath***

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
City Domain

### ***Bonus Cantrip***

When you choose this domain at 1st level, you gain the on/off cantrip in addition to your chosen cantrips.

### ***Bonus Proficiencies***

Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land).

### ***Heart of the City***

From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

### ***Channel Divinity: Spirits of the City***

Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).

Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.

This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.

### ***Block Watch***

Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.

### ***Divine Strike***

At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. 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 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.

### ***Express Transit***

At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.
King John

a legendary former king who vanquished the Dragon King; the events in *The Secret Country* begin in the 490th year since this happened, according to what King William says

when Lord Randolph is praising Prince Edward's skill in fencing to King William, he says that "the blood of King John shows in him"
Far Eastern Dragonborn

## Statistics

### Age

They grow and Mature Quicker than humans but live a bit longer they mature at at 10 and can live up to 500 years

## Racial Traits

### Trait 1

Fearsome: You gain proficiency with the Intimidation Skill

### Trait 2

Ferocious Charge: if you move at least 10 feet in a straight line and make a melee weapon attack you add +2 to your Damage Roll

### Trait 3

Far Eastern Training: you gain Proficiency in Blade Staff, Chakrams, and Chain Whips

### Trait 4

Draconic Ancestry:Northerner: Void Resistance

Southerner Fire Resistance

Easterner Psychic Resistance

Westerner Thunder Resistance

These Dragonborn from the Tri Craig Isles are a weirder breed of Dragonborn as some of this Species has Fur and scales

### ***Draconic Ancestry/Breath Weapon:***

***Northerner:*** when you choose this Ancestry you gain the Breath Weapon of 30 x 5ft line of Void Damage

***Southerner:*** When you choose this Ancestry you gain the Breath Weapon of 30 ft x 5 ft line of Peircing Fire

***Easterner:*** When you choose this Ancestry you gain the Breath Weapon of 30ft Cone of Psychic Damage

***Westerner:*** When you choose this Ancestry you gain the Breath Weapon of 30 ft Cone of Thunder
College of Valor

*Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.*

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

### ***Bonus Proficiencies***

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

### ***Combat Inspiration***

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

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

### ***Extra Attack***

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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

### ***Battle Magic***

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
Protection Domain

### ***Bonus Proficiency***

When you choose this domain at 1st level, you gain proficiency with heavy armor.

### ***Shield of the Faithful***

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

### ***Channel Divinity: Radiant Defense***

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.

As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

### ***Blessed Healer***

Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell's 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### ***Indomitable Defense***

At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.

As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
Metallic Dragonborn

## Racial Traits

### Trait 1

Darkvision: The senses of dragons are far stronger then that of humans and you share part of their hightened senses. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### Trait 2

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

### Trait 3

Natural Defenses: Your scales, while softer compared to larger dragons, still provide a bit of protection. You have +1 to your AC.

### Lore

these noble warriors born of dragons strong and swift they tend to be knights or Soldiers of Aldonia before it fell and other capitals as they are quite widespread most of their regions will Defer their Metallic Colours

### Draconic Ancestry

#### Breath Weapon

Damages start at 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 10th level, and 5d6 at 15th level.
Gloom Stalker

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

### ***Gloom Stalker Magic***

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker 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

### ***Dread Ambusher***

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

### ***Umbral Sight***

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

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

### ***Iron Mind***

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

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

### ***Stalker's Flurry***

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

## ***15th Level:***

### ***Shadowy Dodge***

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
The Sibyl

### Spell Effects

You unleash a blast of Perma Icicles in a 60-foot-long 15-foot-wide line, slashing through everything in its path. Each creature in the line must make a Dexterity saving throw, taking 10d6 slashing damage on a failure. On a successful save, a creature takes half as much damage.At Higher Levels. When you cast this spell using a spell lot of 6th level or higher, the damage increases by 1d6 for each level above 5th

*You have made a pact with the Sibyl, a divine being associated with prophecy, knowledge, and fate. Your patron guides you through visions, portents, and periods of Ecstatic clarity to act on its behalf and to further its stratagems. Your relationship to your patron is different from that of its clergy. You are not asked for faith, Worship, or adulation; instead, you serve solely through your Actions and Influence in the world. Because of that, you might have a strained relationship with the deity’s most dedicated Priests and other zealots.*

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

### ***Expanded Spells***

 2nd
 3rd
 4th
 5th

### ***Touched by the Sibyl***

Starting at Level 1 your mind is filled with mass knowledge most beings would be driven mad, but those Touch by a Sibyl are prone to Prophecy and Insight of forbidden knowledge. you can cause the minds of others to become overwhelmed and inebriated for a moment (you gain the cantrip Warp Mind). Additionally you have Proficiency in Arcana and History

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

### ***Seer of Knowledge***

Starting at Level 6 you can hone in on the strength given to you by the Sibyl and you gain access to one 2nd level Paladin spell and one 3rd level Wizard spell (you can cast these each once without expending a spell slot you can use these spells like this once per long rest)

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

### ***Prycellia's Grace***

Starting at 10th Level you are given the grace of the Sibyls Goddess Prycellia Pillar of Knowledge. You gain Resistance to Cold and Radiant damage and immunity to extreme conditions of Cold weather and Radiant weathers. You also Learn the Ice Barrage\* Spell

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

### ***Grand Library***

Starting at 14th Level you gain the ability to perform a ritual to take you and up to 5 other willing creatures to the Frostfell's Grand Library for the next 3 days you are in this Library but after those days are over you are shunted back out to where you performed the ritual as if no time had passed. You will need to finish a long rest before you can use this ability again
Way of Shadow

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

### ***Shadow Arts***

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.

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

### ***Shadow Step***

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

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

### ***Cloak of Shadows***

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

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

### ***Opportunist***

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Hop

# *Current adventure:*

* Sees Biran as his drinking buddy, even though Hop knows that he is a faster drinker than Biran
* Found great interest in the Pillar of knowledge and her infinite amount of history and information

# *Backstory & Personality:*

### Childhood:

Hop was raised in an isolated Grippli village in the north-west of the Argus Isles. Since He only heard about the stories of the world outside the village, he knew exactly that he wants to explore it. Hop knew that, when he wants to adventure the world he knew nothing about, he needs to learn how defend himself for unpredictable situations.

### Way of the Monk:

Hop knew he never would like to actually hurt people. And because of his height and body strength he isn't even really able to wield any kind of big weapon really well. So he thought he will make use of the body he got gifted and became a monk, so he can knock people out he thinks are bad without actually hurting them in the long term. His poison helps to take the enemies will to fight.

### Adventure time:

Hop still is very naiv on his adventure and let's his curiosity all out. He wants to learn as much as he can on his way. That is why he is obsessed with books, any kind of books. He won't change his kind of dangerous naiv behavior, because until now it never backfired. But even though he is still a curios child in his head, Hop will always put his instinct on first priority. If something seems like a real danger to him he will try to avoid it. But since he doesn't recognize normal dangerous things as a problem, that doesn't happen all that much.
The Archfey

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

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

The Archfey 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

### ***Fey Presence***

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

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

### ***Misty Escape***

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

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

### ***Beguiling Defenses***

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

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

### ***Dark Delirium***

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.
Desert Kobold

## Racial Traits

### Trait 1

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

### Trait 2

Claws: Your claws are sharp 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.

### Trait 3

Dragon's Resistance: Your body is branded with the scale color to match your masters. Choose a type of dragon from the below list; this determines the type of resistance you gain.

### Trait 4

Human Influence: You are proficient with one tool of your choice: , thieves' tools, Artisan's Tools, Disguises kit, Herbalism Kit

### Trait 5

Aetherium Frenzy: As a bonus action on your turn, you can call upon primal fury buried deep in your blood. You can move up to your speed and make a weapon or spell attack against a creature. On a hit, you roll 1 extra damage die when calculating damage (if the attack deals multiple damage types, you can choose which die to add the extra roll to). You can use this ability equal to your proficiency bonus, but if you run out of charges you cannot use it again until you complete a short or long rest.

### Lore

Mostly Around Humans and Elves among the cities folks and sometimes in the deserts these Curious Dragonkin are inventors and dangerous to piss off

Draconic Ancestry
 Blue
 White
 Red
 Green
 Gray
 Yellow
Professor Zeraiah

* Scaleless
* Scaled Past

### Early Life:

Dr. Zeraiah Spent his early life from when he was a bright young Child working for Yrian as his Accomplice because of his great memory and tinkering skills he spent most of his life perfecting his greatest accomplishment the Azvarians. He created his first Success Lagorell Cyel the First Azvarian at the age of 90. He created many different technology leaps and biological fixes through out his life but once the Ouros Dynasty fell Zeraiah went off-grid to hide from his fromer Father Figure and Boss.

### Current Life:

Still doing Experiments and things like that but in his hidden lab. He's perfected his cloning and has many clones throughout Nerakov they roam and also do their own experiments mostly to better the region around them or completing the last task they were given. He mostly has been working on a Cure for a infection that recently started appearing on Nerakov and finding it's origins on Runorix.
Thief

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

### ***Fast Hands***

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

### ***Second-Story Work***

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

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

### ***Supreme Sneak***

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

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

### ***Use Magic Device***

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

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

### ***Thief's Reflexes***

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
The Pillars

This is the Pantheon of Nerakov the 18 Deities that shape the World and the Far Realms

### ***True Pillars:***

When the essence of both the Major and Minor Pillar is absorb a True Pillar Ascends

* Celeste True Pillar of Nurture and Motherhood
* Ashliel True Pillar of Death and Life
* Frost True Pillar of Fate
* Dayelias True Pillar of Unity and Prosperity
* Culdrex True Pillar of War and Strength
* Fizzle True Pillar of Essence
* True Pillar of Knowledge
* Tyrius True Pillar of Primal and **[Redacted]**
* Keto True Pillar of Chaos and Order

### ***Major Pillars:***

There are 9 Greater "Gods"

* Major Pillar of Nurture
* Major Pillar of Death
* Major Pillar of Fate
* Major Pillar of Unity
* Major Pillar of War
* Major Pillar of Essence
* Prycellia Chaotic Good Major Pillar of Knowledge and Romance **(Natural)**
* Major Pillar of Primal
* Major Pillar of Chaos

### ***Minor Pillars:***

There are 9 Minor "Gods"

* Minor Pillar of Primal
* Minor Pillar of Nurture
* Shienbris of the Vale of Ancients Lawful Evil Pillar of Knowledge
* Minor Pillar of Unity
* Minor Pillar of Essence
* Minor Pillar of War
* Minor Pillar of Death
* Minor Pillar of Fate
* Minor Pillar of Chaos

### ***Former Pillars***

the Pillar's Lost their Godhood or Were Killed and Replaced

* [Redacted] True Neutral Minor Pillar of Essence **(Deceased)**
* Vyara The HiveQueen Chaotic Evil True Pillar of Entropy **(Deceaced)**
* The Lost Fate Chaotic Neutral Minor Pillar of Fate **(Fatetorn)**
* Saraventus Lawful Neutral Major Pillar of Death **(Mortal)**
* Ameryous Lawful Evil Major Pillar of Fate **(Deceased)**
* Haliex Neutral Good Major Pillar of Unity **(Mortal)**
* Allune Gol Neutral Evil Major Pillar of Essence **(Mortal)**
* Fenix of the Silver Mountains Lawful Good Major Pillar of Primal **(Deceased)**
* Levestus Chaotic Neutral Major Pillar of Primal **(Mortal)**
* Deacon True Neutral Major Pillar of War **(Mortal)**
* Vonalene of the Crystal River Neutral Evil Pillar of War **(Deceased)**
* Pronyma of the Wildlands Lawful Neutral Minor Pillar of Minor Natures Nurture **(Remerged)**
	+ Ohuldala of the Forest of Whispers Chaotic Good Minor Pillar of Natures Chaos **(Remerged)**
* Tokdall of the Silver Tongue Neutral Good Pillar of Unity **(Soul Prison)**
* Cerelas Chaotic Evil Major Pillar of Madness and Chaos **(Deceased/Reincarnated)**
Hobgoblin

these larger sized Greenskins are larger Goblins in some ways

## Statistics

### Age

Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.

### Size

Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.

### Alignment

Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.

## 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

Martial Training: You are proficient with two martial weapons of your choice and with light armor.

### Trait 3

Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

### Trait 4

Military Genius: Hobgoblins are master tacticians. If you miss an attack roll with a weapon, you can choose to draw upon your knowledge of warfare, gaining a bonus to your roll equal to your Intelligence modifier (minimum 1). Once you use this trait, you can't use it again until you complete a short or long res

### Trait 5

Unmoved: When an effect moves you against your will without teleporting you, you can use your reaction to ignore 10 feet of that movement.
Order of the Ghost Slayer

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

### ***Rite of the Dawn***

When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

* Your weapon sheds bright light out to a radius of 20 feet.
* You have resistance to necrotic damage.
* When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.

### ***Curse Specialist***

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

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

### ***Aether Walk***

Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.

This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.

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

### ***Brand of Sundering***

Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.

## ***15th Level:***

### ***Blood Curse of the Exorcist***

At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies — and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

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

### ***Rite Revival***

Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead.
Uncovering the Truth

## Players

Pass as Charles

Kitty-chan as Hato and Silvio

Sadtallica as Argon

Cpt, Kevlar as Fredrick and Anae'Gol

## ***Goal:***

Recover the Relics and Histories lost by wars and the Calamity

## ***Enemies:***

* Cult of the Herald's
* The Dealmaker

## ***Protaganists:***

-Charles Von Lu'Garth

-Hato Silvrbreez

-Silvio Silvrbreez

-Fredrick Athael

-Argon Kalios

-Anae Gol | Allune Gol
Bugbear

These Greenskins have elongated Arms

### Size

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

### Alignment

Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil

## 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

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

### Trait 3

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

### Trait 4

Sneaky: You are proficient in the Stealth skill.

### Trait 5

Surprise Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.