recursal/Fanatic-Fandom huggingface dataset:
Kenku

## Statistics

### Age

Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

### Size

Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.

### Alignment

Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.

## Racial Traits

### Trait 1

Expert Forgery: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

### Trait 2

Kenku Training: You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.

### Trait 3

Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

No one Truly knows why these birds can talk again the Calamity the wish of someone or perhaps a twist of fate
Tytokara

## Statistics

### Age

Tytoura have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

## Racial Traits

### Trait 1

Darkvision. You can see in dim light within 90 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

### Trait 2

Magic Sight. Your keen senses can focus to see the presence of magic. You gain the ability to cast the detect magic spell, but only as a ritual. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.

### Trait 3

Flight. Thanks to your wings, you have a flying speed equal to your walking speed.

### Trait 4

Silent Feathers. You have proficiency in the Stealth skill.

This Race General Roams from place to place mostly calling the Sylvan Empire Forests their main home
Champion

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

### ***Improved Critical***

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

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

### ***Remarkable Athlete***

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

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

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

### ***Additional Fighting Style***

At 10th level, you can choose a second option from the Fighting Style class feature.

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

### ***Superior Critical***

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

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

### ***Survivor***

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Runorix Classes

### *Barbarian*

* Path of the Scar-Seeker (Arcadum)
* Path of Ancestral Guardian
* Path of the Zealot
* Path of the Storm Herald

### *Cleric*

* City Domain (UA)
* Knowledge Domain
* Forge Domain
* War Domain
* Death Domain
* Twilight Domain
* Light Domain
* Life Domain

### *Druid*

* Circle of Shepard
* Circle of Stars
* Circle of Spores

### *Fighter*

* Gunslinger
* Champion
* Battle Master
* Sharpshooter (UA)
* Psi Warrior
* Blood Knight (Droogan)

### *Rogue*

* Mastermind
* Assassin
* Soulknife
* Inquisitive
* Scout
* Swashbuckler

### *Paladin*

* Oath of Ancients
* Oath of Star's And Void (Droogan)
* Oathbreaker
* Oath of Vengance
* Oath of Redemption

### *Sorcerer*

* Wild Mage
* LivingBlood (Droogan)
* Clockwork Soul
* Draconic Bloodline
* Aberrant Mind

### *Warlock*

* The Fiend
* The Great Old One
* Fathomless
* Undead
* Undying
* Dragon Patron (Droogan)

### ***Blood Hunter***

* Order of the Ghost Slayer
* Order of the Mutant
* Order of the Profane Soul
A page about your topic

Hi, I'm Austin.

A White and Brown Lizard with Default eyes. Can I tell you the story of when i found my owner littlegemini? It wasn't that long ago actually. I was with my old owner It was just a normal day for me until... My owner got into a trade. She put me on. And traded me. I knew i would never see her again so i gave her one last hug before i went to my new home.

I was very excited actually. My new owner had another lizard just like me! His name is Kriston. He is a lizard that looks kinda like me! He is a Blue and White lizard with blue "X" Eyes. I couldn't believe my eyes!! Another White friend, I wasn't the only white lizard after all! A few days past. My owner got a new member. I was shook when i saw him. His name is Fozzy! Another White lizard!!! I was so happy!

My owner is so nice to us, She feeds us, Plays with us, Gives us loves, Kisses, hugs, a home, friends, family, and one last thing. She won't ever trade us. This is our forever home. That's what She said :D..!!

She loves us for who we are! I love my owner a lot!

By: Littlegemini0u0

I hoped you liked it lol. It's not to good- Make sure to make your own stories!! And share them with the world!!!

Thanks for reading!!
Vanara

### Trait 2

Natural Talent: You gain proficiency in two of the following skills ; Athletics, Intimidation, Survival, Nature

### Trait 3

Simian Physique: You are adept Jumpers. you can jump your full distance without moving 10 ft before the jump

### Trait 4

Prehensile Tail: you can use your tail to grab objects and creatures smaller than you

Vanara are native to the Argus isles they are usually Nomadic but most tend to explore the world and find their own sense of purpose
Pet School Wiki

❀ 🐿️**Welcome to the Pet School Wiki!🐿️**❀

We are a wiki that displays Pet School's stories word for word, and display information about our characters and settings! <3

tysm Breezey for the code and Mixxylin for coding this <3

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*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.
Coven of Thelaj

*Thelaj, named for her founder, a coven of one. A witch made from scorn and not anything more. The coven of Thelaj is witchcraft without the troublesome boundaries of safety even other witches cling to, sending those who wronged her to the hells as piles of dust or frozen statues, witches of this type are often created instinctually rather than the magic being sought purposefully.*

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

### ***Elementalist's Jinx***

Beginning at 2nd level, whenever you cast a damaging spell targeting a jinxed creature or the area they occupy, you may deal an additional 3 damage to that creature. This damage can be any type of damage dealt to that creature by your spell. This damage increases as you gain witch levels. 5 at 5th, 8 at 11th, 13 at 17th, and 15 at 20th.

### ***Solitude Eternal***

The coven of Thelaj teaches that solitude breeds power. Also at 2nd level, you always succeed on saving throws against spells you have cast, and have resistance to damage caused by spells you have cast.

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

### ***Living Bomb***

At 6th level your vengeance does not even seem to see death as enough. The spite you feel for your foes drives you to destroy until nothing is left. When you reduce a creature you have jinxed to 0 hit points, they explode. Each creature of your choice within 10ft of them must make a dexterity saving throw VS your spell save DC or suffer 1d10 damage plus the additional damage that your Elementalist's Jinx delivers. This damage is of the type of damage that killed the target. If there is more than one type in the damage then you choose which type it is.

Alternatively, you may choose to simply detonate a jinx previously placed on a creature as an action, consuming the jinx in the process. This can be done from 60ft away as long as you can see the target. The creature you jinxed must make a constitution saving throw or take the damage of the explosion, taking half damage on a success. The damage type in this case is your choice of Cold, Fire, Lightning, or Poison. A creature who survives this blast immediately knows who it was who jinxed them.

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

### ***Malicious Intent***

At 14th level, your malevolently charged spells fuel your body. Whenever you kill a creature you have Jinxed, you gain temporary hit points equal to your witch level plus your charisma modifier. Additionally, while you have temporary hit points, you have advantage on all saving throws.
Dr. Zeraiah (Clones)

* Most Clones
* Replaced Eyes

## Appearances

### Debut

Champions of the Dealmaker (Offline Chapter 1 of Dealbreakers)

### ***Wait what?:***

A few years before the Ouros Dynasty fell Zeraiah perfected Cloning himself he hasn't tried anyone else as he believes it to be against his moral code so he refuses to experiment on other people but now that he has nearly endless clones he can make he just experiments on himself. Some of his clones how ever do occupy some of his old labs as that is how he managed to be productive all these years.
Prologue

Raspberry walked in the middle of her owner's, Creme's. legs, nervously. With nearly thirty of her scaley siblings, which were pangolins. She was going to preschool!! She was waggling her tail. *Hey momma, momma, what do we do in school?* Raspbery asked. *In school, you learn and meet new friends.* Rapberry saw the huge school ahead of her. Then she saw a purple and green lizard with pink eyes. *Momma, is that a panglin? It has scales.* *No,* Creme replied/What is it? *It was too late. She had a new momma now.*
Arcana 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.

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

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

### ***Channel Divinity: Arcane Abjuration***

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

***Arcana Banishment***
 8th
 11th
 14th
 17th

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

### ***Spell Breaker***

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

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

### ***Potent Spellcasting***

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

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

### ***Arcane Mastery***

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Alseid

## Statistics

### Age

Alseid reach maturity by the age of 20. They can live well beyond 100 years, but it is unknown just how old they can become.

### Size

Alseid stand over 6 feet tall and weigh around 300 pounds. Your size is Medium.

### Alignment

Alseid are generally chaotic neutral, though variations are Common,particularly among those rare few who leave their people.

### Languges

You can speak, read, and write Common/Runorix Common and Sylvan

## 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

Alseid Weapon Training: You are proficient with the longsword, longbow, shortbow and shortsword. (if on Runorix Firearms instead of Bows)

### Trait 3

Light Hooves: You have proficiency in the Stealth skill.

### Trait 4

Quadruped: The mundane details of the structures of Humanoids can present considerable obstacles for you. You have to squeeze when moving through trapdoors, manholes, and similar structures even when a Medium Humanoid wouldn’t have to squeeze. In addition, ladders, stairs, and similar structures are Difficult Terrain for you.

### Trait 5

Gore: You can use an attack action to make a Gore attack directly after moving at least 10 feet in a straight line. The target must make a Dexterity saving throw or take 1d6 piercing damage for every 10 feet you charged in a straight line uninterrupted. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. This damage is capped at 2d6. This damage cap increases to 3d6 at 6th level, 4d6 at 11th level and 5d6 at 17th level.

Alseid are graceful woodland cousins to centaurs, blending the torsos of elves with the lower bodies of nimble deer. Because they rarely venture far from their wooded glades, some call them “grove nymphs,” although they’re certainly more closely related to elves than nymphs.

Alseid see the Forest as an individual and a friend. They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate deep respect for the Forest may spot a distant alseid’s white tail and chase after it as it bounces toward a road that leads out of the Forest. Disrespectful strangers may follow the same tail to their doom.

### ***Branching Crowns:***

Alseid have antlers growing from their foreheads. Antlers grow very slowly, branching every 10 years for the first century of life (so an alseid with six points per antler should be between 60 and 70 years old). Further points only develop with the blessing of the Faewild. No 14-point imperial alseid are known to exist, but many tribes are governed by princes with 13 points, indicating that they’ve done a great service to the Faewild on at least three occasions. Because antlers signify status, alseid don’t fight with them the way deer do. Cutting an alseid’s antlers is one of the direst punishments an alseid can receive. Elf rangers sometimes report seeing lone alseid exiles, wandering the Deadlands, their antlers sawn off near the scalp.
Twilight 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.

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

### ***Bonus Proficiencies***

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

### ***Eyes of Night***

Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

### ***Vigilant Blessing***

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

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

### ***Channel Divinity: Twilight Sanctuary***

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

* You grant it temporary hit points equal to 1d6 plus your cleric level.

* You end one effect on it causing it to be charmed or frightened.

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

### ***Steps of Night***

Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses 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 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

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

### ***Twilight Shroud***

At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
The Great Old one

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

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

The Great Old One 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

### ***Awakened Mind***

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

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

### ***Entropic Ward***

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before 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.

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

### ***Thought Shield***

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

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

### ***Create Thrall***

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
College of Swords

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

### ***Bonus Proficiencies***

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

### ***Fighting Style***

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

* Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

* Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### ***Blade Flourish***

At 3rd level, you learn to conduct impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

***Defensive Flourish*** - You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

***Slashing Flourish*** - You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

***Mobile Flourish*** - You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

## ***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:***

### ***Master's Flourish***

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
Circle of Dreams

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

### ***Balm of the Summer Court***

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain the expended dice when you finish a long rest.

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

### ***Hearth of Moonlight and Shadow***

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

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

### ***Hidden Paths***

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

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.

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

### ***Walker in Dreams***

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

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

*You learn to Manipulate your own shadow as well as others this is a blessing from the Shadowfell or a Curse to some*

#### ***Shadowfell's Blessing:***

*at 3rd Level you gain the ability to resist the shadowfells effects as well as you gain proficiency in Arcana and Sneak*

#### ***Dark Link:***

*at 3rd level you have bonded with your the shadows well as you can now Manifest them as a Ethereal Shadow of yourself . The Shadow has hp = 2x your prof your Shadow has a AC of 12+ your proficiency bonus it is immune to the Prone, Stunned, Poisoned, Paralyzed, Charmed Conditions.*

*you can use the Shadow in the Following ways:*

* *as a bonus action you can Teleport to your shadows location costing half your movement regardless of distance*
* *your Shadow can make a attack from it's position as part of your attack action*
* *The shadow can make attacks of opportunity*

*you can summon your shadow a number of times equal to your proficency bonus*

#### ***Shadow Shaper:***

*starting at 7th level you learn to bend the shadows to your will, as a action you can go invisible while within darkness, or dimlight as you blend into the shadows you gain advantage on your first attack while cloaked this way*

#### ***Shadows Shield:***

*starting at 10th level your control of the shadows grows as you can command the shadows to protect your friends. as Reaction you can wrap your shadows around a teammate giving the enemy disadvantage on the attack roll*

#### ***Shadowfell Aura:***

*at 15th level you gain a 10ft Aura creatures must make a wisdom saving throw (DC 8+ Prof+Con) or be Frightened by you*

#### ***Legion of Shadows:***

*starting at 18th level you gain the ability to split your shadow in two and control both with the Mastery of the Shadows*
Far Seers

These Deities are ones that rule the Astral sea and protect the several Nebulas there are 12 and each

Represent the Astral signs

### ***Aninu*** **God of Balance and Fate**

Astral Sign of Libra

Realm of Balaentus Nebula

Religeous Symbol of Scales of Light and Dark

### ***Sibura* God of Waters**

Astral Sign of Pisces

Realm of Wavaru Nebula

Religous Symbol of a Fish in a Infinity Symbol

### ***Solast Twins*** **Gods of Duplicity and Mirrors**

Astral Sign Gemini

Realm of Mirrors

Religious Symbol of Twins holding a Blank mask

### ***Vikara*** **God of Warfare and Tactics**

Astral Sign of Aries

Realm of Haatelias Nebula

Religious Symbol of the Bloody Ram

### ***Voxladari*** **God of Secrets**

Astral Sign of Scorpio

Realm of Ignari Nebula

Religous Symbol of a Hooded Scorpion

### ***Leonidus*** **God of Passion and Pride**

Astral Sign of Leo

Realm of Lionetas Nebula

Religious Symbol of a Lion head Roaring

### ***Calcarius* God of Dreams and Emotions**

Astral Sign of Cancer

Realm of the Dream

Religious Symbol of a Crab with a Sleeping Cap on his head

### ***Vatigraz* God of Nature and Birth**

Astral Sign of Virgo

Realm of Lamenta Nebula

Religion Symbol of Antlers in the shape of a Uterus

### ***Tyyr*** **God of Travel and Freedom**

Astral Sign of Sagittarius

Realm of Twiliari Nebula

Religious Symbol of a a Hooded man with a Bow

### ***Vaatias* God of Knowledge and Traditions**

Astral Sign of Capricorn

Realm of Vitoria Nebula

Religious Symbol of of a Goat with a Book

### ***Atilatari God of Progress and Risk***

Astral sign of Aquarius

Realm of Aquatri Nebula

Religous Symbol of Amphorae pouring Runes

### ***Tontrius* God of Romance and Devotion**

Astral sign of Taurus

Realm of Nerakov

Religious Symbol a Bull with Roses for Horns
Obsidian Assembly

This is the Original Leaders of the Ouro Dynasty but after the Azvarian Massacre and the fall of their Kingdom they went into the shadows

### ***Known Members:***

#### ***Yrian Arian (Deceased):***

* Leader
* Time Magic Mage

#### ***Zeraiah Sev'rus (Former):***

* Yuan ti-pureblood Scientist
* AWOL

#### ***Lagorell Cyell:***

* The First Azvarian
* Co-Leader/ General
* Eldritch Knight

#### ***Keto Jevash (Former):***

* Traitor
* AWOL
* [Former] Paladin

#### ***Tenabris Zeras:***

* Monk
* New Leader
* Half-Elf
* Now a Major Pillar of Death

#### ***Jade Aurion (Former):***

* Azvarian
* Deserter
* AWOL
* Paladin Sorcerer

#### ***Melira Taralen (Former Deceased):***

* Changeling
* AWOL
* Bard Assassin
Lizard World Wiki

A wiki where you can, Share, Become your Favorite lizards, Meet new friends, And worship the world of Armadillo lizards!! You can Socialize, Lizard Date -w- Yes Lizard dating XD and so much more!!!

**Welcome to the Lizard World Wiki!**
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Grave 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.

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

### ***Circle of Mortality***

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

### ***Eyes of the Grave***

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

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

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

### ***Channel Divinity: Path to the Grave***

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

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

### ***Sentinel at Death's Door***

At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

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

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

### ***Potent Spellcasting***

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

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

### ***Keeper of Souls***

At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.
Primal Path of the Ancestors

While other barbarians lose themselves to their fury, the Path of the Ancestors channels the power of the ancient spirits of a tribe through rage. When the rage takes you, the spirits of the ancients flow through your body, granting you their Strength and Wisdom. Barbarians on the Path of the Ancestors are often leaders, or respected advisors, with the Strength to bring greater tempers to heel.

**Wisdom of the Ancients (Midgard Heroes)**

Starting when you choose this path at 3rd Level, when you rage, the spirits of your ancestors inhabit your body and lend you their might. You have advantage on Wisdom Saving Throws against Spells and other magical Effects.

**Spiritual Leader**

Beginning at 6th level, you can cast Calm Emotions once. You regain the ability to do so when you finish a short or Long Rest. The save DC for this spell is equal to 8 + your Proficiency Bonus + your Wisdom modifier.

**Wrath of the Ancients**

Beginning at 10th level, while raging, your melee weapon attacks deal additional psychic damage equal to your Wisdom modifier (minimum of 1).

**Unfettered Soul**

Starting at 14th level, while raging you are under the Effect of a Freedom of Movement spell. You don’t need to concentrate to maintain this Effect.
Death 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.

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

### ***Bonus Proficiency***

When you choose this domain at 1st level, you gain proficiency with martial weapons.

### ***Reaper***

At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

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

### ***Channel Divinity: Touch of Death***

Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

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

### ***Inescapable Destruction***

Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.

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

### ***Divine Strike***

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

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

### ***Improved Reaper***

Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
Kingsblood

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

### ***Right of Rule***

As a blood-bound ruler, you have a natural aptitude for leadership and social grace. You have proficiency in the persuasion and history skills.

### ***Blood of the King***

At first level you can magically control attackers who draw your blood. When a creature within 5 feet of you that you can see hits you with an attack that deals piercing or slashing damage, you can use your reaction to cause the creature to make a wisdom saving throw vs your spell save DC. On a failure you may speak a single one word command that if it hears it must obey on its next turn. This feature has no effect if the target is a construct, undead, if it doesn't understand your language, or if your command is directly harmful to it.

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

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

### ***Regal Blood***

At 6th level you have advantage on saving throws against being charmed or frightened. In addition, you are immune to bloodborn diseases, blood driven poisons, and blood curses.

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

### ***The Blood King's Bond***

After reaching level 14, you can magically bind a creature who's mind is already compromised. As an action you may choose a humanoid creature you can see within 60ft which has been charmed by a spell you've cast, that creature must make a wisdom saving throw with disadvantage. On a failure, the effects of the spell other than the charmed condition are suppressed and you form a telepathic link with the creature. This link lasts as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new wisdom saving throw against this effect without disadvantage. If the saving throw succeeds, the effect and whatever spell had charmed it originally both end. The effect also ends after 1 hour has passed.

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

### ***Blood of Conquest***

Beginning at 18th level your blood gains an infusion of the essence of battle. You have resistance to non-magical piercing & slashing damage and when you use your blood of the king feature, you may choose a creature you can see within 30ft of you, that creature may use their reaction to make a single weapon attack.
Races of Nerakov

### ***Naturally Gifted:***

*Humans*

*Aasimar*

*Dwarves*

*Dhampir*

*Gith*

*Halfling*

*Gnome*

*Rhasha'Khar*

*Gnoll*

*Tabaxi*

*Toreican (Ratfolk)*

*Kiturna*

*Vanara*

### ***Fey Races:***

*Fayre(Freya)*

*Elves*

Elder Elves

*Alseid*

*Centaur*

*Half-Elf*

*Lera*

*Satyr*

*Harpy*

*Myriad (Rabbitfolk)*

### ***DragonKin:***

*NomDraceous Dragonborn (Chromatic)*

*Deadlands Dragonborn (Metallic)*

*Gem Dragonborn*

*Kobold*

*Far Eastern Dragonborn*

### ***Greeskins:***

*Bugbear*

*Goblin*

*Half-Orc*

*Hobgoblin*

*Orc*

*Oni*

### ***Scale Kins:***

*Lizardfolk*

*Yuan-ti Pureblood*

*Tortle*

### ***Slime Kins:***

Grippli

Akwaddle

Plasmoid (Wip)

Mycanid (WIP)

### ***Giantkins:***

*Goliath*

*Firbolg*

Minotaur

### ***Avians:***

*Kenku*

*Phoenix-Born*

*Aarakocra(Reworked Flight)*

Tytokara *(OwlFolk)*

### ***Planetouched/PlaneCursed:***

*Tiefling*

*Genasi*

*Shardmind*

### ***Races created through Science or other methods:***

*Changeling*

*Warforged (Rework WIP Needs Testing)*

*Azvarian*

*FateTorn(WIP Needs Testing)*
Chronurgy

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

### ***Chronal Shift***

At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended use when you finish a long rest.

### ***Temporal Awareness***

Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.

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

### ***Momentary Stasis***

When you reach 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

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.

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

### ***Arcane Abeyance***

At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in aflash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the cast for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

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

### ***Convergent Future***

Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Coven of Mortis

*The call of black magic shall always beckon a witch, those who choose to embrace the darkness rather than tow the line practice the magic of Mortis. This coven is founded under the direct watchful eye of Vyara herself and a reckless endangerment of the natural world in order to wield its primal forces.*

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

### ***Master's Jinx***

Beginning at 2nd level, you learn to aid your allies in attacking those you have cursed. As a bonus action you may grant creatures advantage on weapon attack rolls against any creature you have jinxed that you can see within 60ft. A jinxed creature who is immune to being frightened is unaffected by this.

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

### ***Fruits of the Earth***

At 6th level you learn the dark secret of the land. You learn the animate dead spell, it is considered a witch spell for you and does not count against your witch spells known. When you cast animate dead you may create a skeleton from the leftover bone dust left in the soil of an area that held life for at least 100 years, needing no corpse to target. In addition, your undead share in each other's qualities. Your skeletons have the undead fortitude feature, and your zombies have a walking speed of 30ft.

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

### ***Inescapable Hordes***

At 14th level your mastery of undeath reaches its peak. You learn the create undead spell, it is considered a witch spell for you and does not count against your witch spells known. In addition, all undead that you create or that are made by undead you have created have the sentinel feat.

#### **Sentinel**

* Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any -movement they may have been taking.
* Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
* When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Your story v2

I updated the graphics and put in minigames. The game actually saved this time (Finally).

### Quests

* The party (the cockroach is less disgusting now)
* The rescue (digging your dad out of the gorse tunnel)
* The battle ( "battling" Nightclaw, before it can start a boulder comes in and nearly kills her)

### Minigame

* Buzzard - Falconkit throws a very small buzzard and you have to catch it
* Herb sorting - a guessing game of which pile an herb goes to
The Immortals

* The Master
* Mother of Flesh
* The Crimson Witch
* Ghost of the Feywilds
* The Clockwork Death
* Safferion The Bone Magi
* Eye of Entropy
* Endless PuzzleMaster

The Immortals are individuals who through one way or another have cheated death either by extending their life span or found a way to stop the cloak entirely.

* The Master Jaquier (Undying)
* Mother of Flesh (Undying)
* The Crimson Witch (Archfey, Hunters in Darkness, Undying)
* Ghost of the Feywilds (Archfey, Undead, Undying)
* The Clockwork Death (The Great Machine, Undying)
* Safferion The Bone Magi (Fiend/Undead/Undying)
* Eye of Entropy (Undying, Great Old One)
* The Endless PuzzleMaster (Great Old One/Undying)
Champions of the Dealmaker

## Players

Jonty as Fizzle

NickPhantom as Morhakh

Brett as Frost

Soviet as Yoto

DPSDCT as Evlo

## **Goal:**

After the Defeat and betrayal of the Dealmaker these Warriors traversed through Nerakov and other Planes doing what they can to help rebuild kingdoms and Alliances for what is to come from the newest Threats

## **Enemies:**

* The Obsidian Hunters (Obsidian Assembly Remnants)
* Aberrant Infection
* Vyara

## **Protaganists:**

-Fizzle

-Yoto Shiri

-Morthakh Demoncleaver

-Arroyyo (NPC)

- Evlo, The Skull Collector

-Ashliel Eae

-Frost