recursal/Fanatic-Fandom huggingface dataset:
Azerblood

*Azerblood Dwarves* are a rare sight, having been born from an azer, slaves of the efreet and natives of the Elemental Plane of Fire. Legends say that long ago dwarves and azer were once the same race, but today's dwarves escaped their giant masters, while the azer were corrupted into beings of fire. Because the azer and dwarves share this ancient ancestry, there have been groups of escaped azer who found dwarven mates on the material plane, and these gave rise to the first *Azerblood Dwarves*. These dwarves have deep red hair, eyes that burn like a yellow or orange flame, and an innate magic that allows them to channel heat into material around them.

As a planetouched, it has a collection of power based on its fiery bloodline as well as abilities based on its dwarven nature.

Both Dwarves and Azers pride law over chaos, but Azerbloods take after their outsider relatives in regard of good and evil by staying out of that conflict. So the common Azerblood is Lawful Neutral.

## Physical Description

Azerblood resemble a dwarf of the stone subtype for the most part, with some variations based on the outsider blood that flows in their veins. Common traits are metallic brass-coloured skin, flame-red hair and irises that appear to move with flames. The favor the Azer way of dressing in metallic skirts of brass, bronze and copper. But they will dress for necessity, including heavier armors.

## Details

Azerblood usually dwell in their own small communities or within larger communities of dwarves. They worship the Dwarven gods, especially Gorm Gulthyn and Dumathoin. They prefer coins and trade goods as treasure, most likey due to their dwarven natures. In combat, they are well known for team tactics and using their natural protections against fire to cast flaming magics.

**Azerblood Dwarf Traits**

Azerblood use basic Stats of all Dwarves

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

*Fire Resistance:* You have resistance to fire damage.

*Inner Fire:* Once you reach 5th level, you can cast the heat metal spell once per day as a 2nd-level spell. Wisdom is your spellcasting ability for this spell

*Combat Training:* You have proficiency with the Greatsword, Longsword, Light Hammer, and Warhammer.

Languages All Azerblood can know the language of their parents and can read write and Speak both Dwarvish and Primordial (ignan)
Wild Elves

Desert dwelling Wild Elves

During The First Era, Elves who rebelled against the earliest Empire found a home in the wilds of what would become the Southern Elvish Empire. There they adapted to the life in the wild away from the tree top cities of their kin, interbreeding with Bestial races till they became something unique. Overtime their skin began to turn darker in the sunlight till it became the sandy brown it is now. Their eyes darkened as well. Most wild elves have brown eyes. Through interbreeding with the different [[Bestial races, The Wild Elves evolved retractable claws. Some wild elves Adopted other bestial qualities like elongated ears, and Now Tribes of Wild elves can be found where ever civilization has not tamed the world, From the vast deserts and jungle of the south, to the swamps of the east and even some in the arctic glaciers north of any traditional elven forest. Wild Elves are extremely Xenophobic, and tend to stray clear of Dal, and other non civilized races. However they have great relations with native Bestial Races of their homeland, be it Tabaxi, Lizardfolk, Gnolls ect. However from time to time a young wild elf will venture from home to see the forbidden world beyond the wilds. They are called Awaquil with meant the Lost people in Elvish.

## **Wild Elf Traits**

• *Ability Score Increase:* Wild Elves are either the roughest or most in tune of their Kin. Increase your Strength or Wisdom Score by 1

• *Fast Speed:* Elves have a base speed of 40 feet.

• *Bestial Claws:* Through Interbreeding with other Bestial races, the Wild Elves have retractable Claws. These claws do 1d4 Slashing Damage.

• *Languages:* You can speak, read, and write Sylvan. In addition, you can choose not to speak, read, or write Common and instead speak, read, and write one additional language of your choice.
Kerathia

The large North Western continent on Aroura Kerathia is home to the Holy Elvish Empire. A Land on Wizards and Knights, adventures in Kerathia usually are rife with political scandals, Chivalrous actions, Battles against orcs to keep them from invading civilized lands and the discovery of ancient artifacts from the days of the Ancient Dal.

## Regions of Kerathia

Holy Elvish Empire

Kingdom of Dal

Shorlin

Gnomish Isles

Frozen Holds

Dwarven Kingdoms

The Burning Wastes

The Barrier Mountains
Cantrip

"Cantrip" is the common name for the weakest spells an Practitioner of the Harmony can cast. "Cantrip" was often used to describe all beginner apprentice/acolyte spells. Cantrips were the first spells that a wizard learned during their apprenticeship.

The effects that could be created were very minor, very brief, and mostly harmless, intended to entertain children or impress commoners, although some newer cantrips could cause damage.

### Examples

**Bard**

Blade Ward • Dancing Lights • Friends • Light • Mage Hand • Mending • Message • Minor Illusion • Prestidigitation • True Strike • Vicious Mockery

#### **Sorcerer**

Acid Splash • Blade Ward • Chill Touch • Dancing Lights • Fire Bolt • Friends • Light • Mage Hand • Mending • Message • Minor Illusion • Poison Spray • Prestidigitation • Ray of Frost • Shocking Grasp • True Strike

#### **Warlock**

Blade Ward • Chill Touch • Eldritch Blast • Friends • Mage Hand • Minor Illusion • Poison Spray • Prestidigitation • True Strike

#### **Wizard**

Acid Splash • Blade Ward • Chill Touch • Dancing Lights • Fire Bolt • Friends • Light • Mage Hand • Mending • Message • Minor Illusion • Poison Spray • Prestidigitation • Ray of Frost • Shocking Grasp • True Strike
Tempest Domain

***Gods whose portfolios include the Tempest domain govern storms, sea, and, sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.***

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### 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.

### 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.

### 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.

### 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.

### Stormborn

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

The Halfling Pantheon: Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, Urogalan, and Yondalla

## Basic Information

### Domains

Death, Knowledge, Life, Nature, Tempest, Trickery

## Relationships

### Enemies

Dark Seldarine

**Yondalla's Children** was the collective name for the Halfling pantheon, which was led by the greater deity Yondalla, known as the Protector and Provider, the Nurturing Matriarch, and the Blessed One. Yondalla's Children are deities of the arourian religion of The Court of Melodies. Because of her acts while Empress Central Holy Elvish Empire, the entire pantheon are sworn Enemies of Lolth.

## Members

The members of the pantheon are:

* Yondalla, a greater goddess and the leader of the halfling pantheon. She was additionally a nature goddess.
* Sheela Peryroyl, an intermediate goddess of agriculture, love, and weather.
* Urogalan, demigod of the earth, death, and the halfling dead.
* Arvoreen, god of defense, guardians, and vigilance; he was often regarded by others as a war god.
* Brandobaris, god of thievery, stealth, and curiosity.
* Cyrrollalee, goddess of friendship, trust, hospitality, and home.

In addition, the traditionally human goddess of Children St. Anginlin has slowly been accepted among the ranks of the Pantheon.
Corruption Domain

The Corruption domain embodies the darkness that lurks in all creatures and the act of giving in to evil impulses.

Only evil deities are ever associated with corruption, for they work through their servants to lead others down the path to evil. Clerics of corruption are as cancers in the world, tempting others toward wickedness to gain favor from their gods. Most conceal their true agenda and nature, wearing pleasing masks to conceal the horror they would visit on others.

Table: Corruption Domain Spells
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Contents [show]

#### Tools of Corruption

When you choose this domain at 1st level, you gain proficiency in Deception and gain the friends and minor illusion cantrips if you don’t have them already.

#### Channel Divinity: Inveigling Words

Starting at 2nd level, you can use Channel Divinity to influence another creature and make them amenable to your vile suggestions.

As an action, choose one creature that you can see within 60 feet of you. If that creature can hear you and understand what you say, it must make a Wisdom saving throw. If the creature succeeds, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, it becomes charmed for 1 minute or until you or your companions do anything harmful to it. The charmed creature regards you as a trusted friend and confidant and you have advantage on Charisma checks you make against it. When the effect ends, the creature knows it was charmed by you.

#### Corrupting Words

Starting at 6th level, when you have a creature charmed from your use of Inveigling Words, you can use an action to end the effect and cast the suggestion spell against the target without expending a casting.

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

#### Corrupting Charm

Starting at 17th level, creatures that become charmed from spells you cast or from your class features change their alignment to evil, if they are not evil already. If they are already evil, they have advantage on attack rolls and saving throws until they stop being charmed. When a creature stops being charmed, it must succeed on Wisdom saving throw or the change to its alignment becomes permanent.
Tal'Shir

Tal'Shir (Elvish for "The Carvings") is a graceful and fluid script. It is commonly used to decorate jewelry, monuments, and magic items. It is also used one of the parent alphabets of Dalish.

The script was also used by mortals when writing in Deep Speech, the language of aberrations, and Sylvian, the Language of Fey, that had no native script of its own.
Korobokuru

Long ago, The dwarves of Kerathia headed east looking for more riches and mountains, instead what they found were lands filled with strange creatures and mountain ranges that spanned the continent. While one group got a good foothold in the mountains a group who other dwarves call the lost, found a new home among the jungles and bamboo rainforest of Xian. These dwarves are more barbaric and simple than those who hide in their mountain holds.

Among the locals of Xian these dwarves are called the Korobokuru

## Appearance

Korobokuru are about the same size as most dwarves, but leaner, and dress in baggy, comfortable clothes. They live more in the wilds and exposed to the elements than their kin, so they favor natural fibers in natural colors such as greens and browns in their clothing. They are quite hairy, and their hair is often unkempt and wild, rather than the tamed, stylized hair of their cousins.

## Personality

Korobokuru are boastful and bold, with a tendency toward rudeness and ignorance that they are in no hurry to remedy. A korobokuru makes herself at home in any setting, even if that means making those around her uncomfortable.

## Korobokuru Traits

As a Korobokuru you are attuned to the land and its bounty.

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Attuned:** You know the *Druidcraft* cantrip.
* **Farmfolk:** You may choose to substitute proficiency in Potter's Supplies, Weaver's Tools, or Vehicle (land) in place of your normal Tool Proficiency choice as a Dwarf.
* **Live Off The Land:** You gain proficiency in the Nature skill.
* **Dwarven Weapon Training:** Korobokuru are Proficient in The Flail, Short Sword, Short Bow and Battleaxes.
Aroura

Aroura is one of the Two worlds in The Divine Symphony Campaign Setting. Home of the Fantastical creatures and races like Elves and dwarves. I it is made up of three Known Contenents, Kerathia, a missive area ruled by the Imperial elves, Montabi a land still mostly wild, and The dualality based lands of Xian, under them all is a subterranean world called Aratun.
Spirit Domain

Clerics of the Spirit Domain do not worship a specific deity, but are devoted to the ancestors of their community. They are usually spiritual healers who rid the world of dark energy and evil spirits. Some, however use this connection to the spiritual world to cause harm in others. What's true for all of them, is they rely on the ancestors wisdom to guide them through challenges put before them. This wisdom may come in many forms, in a dream, as a sign from nature or even a visit from the spirits themselves.

#### Bonus Proficiency

At 1st level, you gain proficiency with the herbalism kit and woodcarver's tools.

#### Ritual Savant

At 1st level you gain the ability to cast cleric spells with a ritual tag as rituals even if you don't have them prepared. They still require material components.

#### Channel Divinity: Ancestors' Insight

Starting at 2nd level, you can use your Channel Divinity to percieve the world as the spirits of your ancestors do for a short duration. You gain truesight within 60 feet for up to 10 minutes. This requires concentration (as if you were concentrating on a spell), but is not negated by being blinded.

#### Spirit Shepherd

Starting at 6th level, you can send out spirits by creating spiritual idols which turn the fate of your allies or enemies.

   During your long rest, you can create spiritual idols. The maximum number you can have is equal to your proficiency bonus. You can either make these idols generic or, if you know who you'll use them on, you can make them specifically for those creatures.

   As an action, you can destroy an idol and send a spirit to either help or harm a creature within 60 feet of you. An unwilling creature has to make a charisma saving throw, which is reduced by a d4, against your cleric spell save DC or suffer an effect from one of the tables below, determined by the same d4. On a successful save it has no effect. If you made an idol specifically for a creature, the saving throw still gets reduced by the d4, but you get to choose the effect.

   Applying the same effect to the same creature only refreshes the duration of the effect. These are magical

effects and can be dispelled by dispel magic and any further saving throws are made without reduction from this feature.

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#### Potent Spellcasting

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

#### Spirit Master

Starting at 17th level, you can cast astral projection on yourself without expending a spell slot or providing material components. You can use this feature once per long rest.
Two Worlds

The Two Worlds is a Way that Inhabitants of Aroura and Dalindwell use to express both of the worlds and their partnership in destiny. A common expression of confusion being "What in the Two Worlds?" The phrase is relatively new and used by younger generations that have only existed in after The Connection.
Invention

Invention is one of the most important skills in the game. It is used to dissolve/upgrade stuff by clicking on your orbs that you'll get from dissolving stuff (alternative shortcut is ctrl+u).
You should dissolve all the stuff you don't need by right clicking items (or holding shift), by dissolving you will get orbs depending on how good the item is.
You'll need a certain invention level to progress towards tiers
Imperial Leaves

The Imperial Leaf, Altarnië Laspant in Elvish is the standard currency in all three of the Holy Elvish Empires.
The Currency is one of the oldest in the world that is in use, and has been in use for over 30 thousand years

## Names

The Full official term The Imperial Leaf, (Plural: Imperial Leaves) is commonly used in a Formal context, and to distinguish it from the biological parts of a plant. Otherwise the term Leaf is used, In elvish the common term is Laspant which roughly means Leaf money. Outside of The empire the coinage is called Imperials.

### Etymology

The Term Imperial Leaves has been used long before the system was even on a silver standard and was in fact predates the use of precious metals for trade. The First use of Leaves as currency goes back to the first Empire, during which different traders from across the empire would trade for different kinds of wood for their bows. the most common being Oak, Maple and Birch, although other kinds of trees had their value at this time.

The first Elvish coins also featured Leaves minted onto the coins. When the system was standardized three coins remained in the system, under the Current Emperor The coins were replaced with Actual Leaf shapes, this was to distinguish them from the coins of other races.

### Jun (Slang)

The Term Jun although a new one is more common in cities where a large dalkin quarters is present, it come front he Dalkin word For poison Juno, as all the leaves in Dalindwell are toxic.

## Subdivisions and Other Units

### Decimal coinage

After several ears of adjusting the currency from its previous form, the Imperial leaves finally were broken down into a decimal on the Yestarë of 5221 SA. this is also when the coins were changed from the round coins to their current leaf shaped ones. at this time the Oak was divided down into 100 Maple, or 10 Birch. on the coast the use of pines, was prevalent, made out of slivers of sea glass, The Pine was worth 1/1000 Oaks. On the 500th Birthday of The Emperors youngest son Listdaetha, the With Oak was put into limited circulation, the coin held the value of 500 Maple or 5 oaks. Though very few are in circulation today, The white oak is still minted out of platinum every ten years.

### Pre-decimal

Before decimalisation in 5221 SA, the Oak was divided into 20 Birch and 12 Maple to make a birch thus making 240 Maples to an Oak, there were also several other coins in circulation at the time such as the Pine, the Beech, The Chestnut , the Hazel, The Willow, and the Holly to name a few. These coins were mostly regional and were used to represent the principality that they were minted in. Each Principality but Palidine had its own version of the Quarter Oak as they called it, with each of these regional coins being worth 1/4 an oak. These regional Coins also were minted with the faces of their Prince or Princess. The EMporer sig
Love Domain

***Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and enkindle flares of infatuation to spur their allies and confound their foes.***

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### Emboldening Bond

Starting at 1st level, you can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again.

You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.

### Channel Divinity: Impulsive Infatuation

Starting at 2nd level, you can use your Channel Divinity to overwhelm a creature with a flash of short-lived but intense admiration for you, driving them to rash action in your defense.

As an action, you present your holy symbol and choose one creature you can see within 30 feet of you. That creature must make a Wisdom saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the creature is unaffected. On a failure, the creature is charmed by you until the start of your next turn, and it must immediately use its reaction to make a weapon attack against a target you designate. If there are no valid targets, it uses its reaction to admire you.

### Protective Bond

Beginning at 6th level, the bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.

### Potent Spellcasting

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

### Enduring Unity

At 17th level, the bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.

Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:

• The creature has advantage on attack rolls, ability checks, and saving throws

• The creature gains resistance to all damage

• As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.
Death Domain

***The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Cornok, and Von Liche are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Fretta, Reana), pain (Iuz or Loviatar), disease or poison (Desike), and the underworld (Marinight and Singular).***

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### 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.

### 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.

### 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.

### 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.

### 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.
Elvish

Elvish or Qualis, it was the language of Qualian (for ex: eladrin, Elves, and Drow), the script was known as Tal'Shir(Meaning The Carving)

Another term for Qaulis is Imperial as the language is the official language of the Holy Elvish Empires.

Bits of elvish are apart of most languages on Kerathia since the Elves have had such a powerful influence on the regions history.
Owls

**Owls** were nocturnal birds of prey.

## Biology

Owls had excellent hearing and could move quite quietly. When flying they typically made no noise.

Their eyes were capable of seeing in total darkness and low-light conditions. They also uniquely were capable of seeing the ultraviolet spectrum, seeing things clearly from a range of 200 yards (180 meters) and dimly out to 600 yards (550 meters). Altogether these senses made it incredibly difficult to sneak up on or surprise owls, whether they be in dark conditions or outside at dusk.

## Combat

Owls swooped silently at their prey, attacking with both powerful talons at once, and then flew easily out of reach. They also were known to attack with their beaks.

## Ecology

### Diet

Owls were a carnivorous species. Species of bird active at daylight hours were often preyed upon by them, such as crows and ravens.

### Habitats

These birds typically inhabited forests in regions with a temperate climate. During daylight hours they roosted in very secluded areas.

Owls could be found across much of the Northern Elvish Empire. However because of their importance as a racial Icon they have been imported to all parts of Elvish lands.

### Relationships

If taken care of at a young age owls could be domesticated, though they could not be trained to hunt.

Owls were sometimes used by hunters as decoys since many of the daylight birds that they preyed upon, such as crows and ravens, would flock to attack them during their hours of activity. While doing so, such birds were so vicious and determined to kill the owl that they loss all sense of caution.

Owls are Seen as the Racial Icon of the Elvish Race as well as the Symbol for the Empires. They share a special relationship with the Church of the Dalvine who believe that Krazier sends his messages at night through Owls while he rests.
Hard Oil

Hard oil is a material found in Dalindwell and at ruins of the Ancient Dal.

Description
Hard oil is a hard Mailable substance similar to metals like tin, However it is extremely light weight and melts at lower tmepuratures. Most hard oil is black and grey however other colors ,even transparent, while rare have been found across Dalindwell.
Paladins

A paladin was a holy crusader, sworn to an oath to promote and fight for their beliefs and values. As paragons of their beliefs, paladins were granted the ability to wield Divine Magic by deities or similar powers. So long as a paladin stayed true to their oath, they retained the ability to wield these powers. The life of a paladin more commonly attracted good persons to it than those with malice in their heart, but evil paladins were not unheard of.
Mind Domain

***This path blends divine devotion and psychic power. The forces tied to the Mind domain teach followers that the mind is the greatest tool and the mightiest weapon in creation. A cleric of the Mind domain learns to harness their own mental power and tap into the Rhythm, then uses this gift to protect the faithful and smite enemies.***

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### Flash of Insight

Starting at 1st level, you can summon power from a well of mental energy at your core. When you make an ability check, you can choose to reroll it after you see the result, but before you know if it succeeds or fails. You get a bonus to this reroll equal to half of your cleric level (minimum of 1).

You can use this feature twice. You regain expended uses when you finish a short or long rest.

### Psychic Force

Also at 1st level, you learn to buffet your foes with mental power. When you cast a cleric spell or cantrip that inflicts radiant damage, you can choose to have it inflict psychic damage instead.

### Channel Divinity: Psychic Feedback

Beginning at 2nd level, you can use your Channel Divinity to disrupt a foe’s mind. When a creature within 30 feet of you has to make a Wisdom saving throw, you can use your reaction to impose disadvantage on it using your Channel Divinity. You must use this feature before you know the outcome of the roll.

If the spell or effect that caused the Wisdom saving throw is not created by a spell you cast, you can also choose to deal psychic damage to the target, equal to half your cleric level, immediately before the target makes its saving throw.

### Gestalt Anchor

Beginning at 6th level, your mental power increases, settling the minds of those around you with your mere presence. Whenever you or a friendly creature within 10 feet of you must make an Intelligence, Wisdom, or Charisma saving throw, the creature gains a +2 bonus to the saving throw. You must be conscious to grant this bonus.

### Potent Spellcasting

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

### Bend Reality

Starting at 17th level, when you see an ally within 30 feet of you fail a saving throw, you can replace the roll with a 20, potentially changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Half Dal/Elf

Children from Elf and Dal partnerships are the more common of pairings as they have had thousands of years for their societies exist, many Half Dal, find themselves as emissaries to the Great Empire, or even Spies for the mighty Lands of their Elven kin. Half Dal brought up in Dal Society are considered by most more flighty, and their longer lives tend to make many in line for politics in their community. Half elves share many fine qualities of their parents, usually skin tone and facial hair from their Dal parents, and longer ears and angular face of their Elvish parents. They also inherit minor features replicating their sylvan blood, such as non functioning wings from Noble Elves, or a set of non threatening small claws from their Wild Elf Bloodline.

#### **Half Dal Traits**

* *Ability Score Increase:* Select two Ability Scores other than Charisma to increase by 1..
* *Speed:* Your base walking speed is 30 feet.
* *Fey Ancestry:* You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
* *Skill Versatility:* You gain proficiency in two skills of your choice.
* *Languages:* You can speak, read, and write one extra Language of your choice.
Primordial

Primordial was the language of primordials and elementals. The Giant language was a debased form of it. The Abyssal language was a form of Primordial warped and twisted by the evil of the Abyss.

It was also considered a language family, so that the elemental languages Aquan, Auran, Ignan, and Terran were considered a group of dialects of Primordial. They were sufficiently similar that creatures who understood one of those dialects could understand the others as well.

Primordial used the Barazhad script or the Dwarvish script.
Duergar

Once proud members of the Thundering Mountains, Clan Stonehand began to dabble in the powers of the Rhythm, and in doing so found darker Dalvine hidden ins the cosmos. After a great war with their brethren called the First Great Dirge War, the Grey Dwarves were banish into the Realm of the Underdark. Their clan's natural ability for the rhythm caught the attention of the Illithids, who absorbed the clan into their culture as slaves, now free from their captives after a great revolt they have begun to head back to pester those who banished them in the first place.

#### **Duergar Dwarf Traits**

* *Ability Score Increase:* Your Strength score increases by 1
* *Superior Darkvision:* Your darkvision has a radius of 120 feet.
* *Sunlight Sensitivity:* You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
* *Duergar Psionics:* At 3rd level you can cast the enlarge/reduce spell on yourself once (enlarge only). At 5th level you can cast the invisibility spell on yourself once. You regain all uses of these spells after a long rest, or a short or long rest if you are in the Underdark. Your spellcasting ability for these spells is Intelligence.
* *Duergar Resilience:* You have advantage on saving throws against illusions and against being charmed or paralyzed.
* Combat Training: You have proficiency with the Firearms, Shortswords, Warpick, and Warhammer.
Elemental Domain

Gods of the elements like to swirls their powers fulling many of the natural phenomenon that envelop our world.

##### Elemental Domain Spells

 3rd
 5th
 7th
 9th

#### Extra Language

You can speak, read, and write Primordial.

#### Bonus Cantrip

When you choose this domain at 1st level, you learn one cantrip that deals acid, cold, fire, lightning, or thunder damage.

#### Unleash Elements

Also at 1st level, when you cast a cleric spell with a spell slot that deals a type of damage from the following list, you can change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.

#### Channel Divinity: Elemental Overload

Starting at 2nd level, you can expend a use of your Channel Divinity to increase the potency of your elemental spell. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you deal additional damage equal to half of the damage you roll rounded up.

#### Unbound Elements

Starting at 6th level, your Unleash Elements feature now applies to cantrips.

#### Potent Spellcasting

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

#### Elemental Chaos

Starting at 17th level, you can use your action to exude a 30-foot aura of elemental chaos around you that lasts for 1 minute. Spells that deal acid, cold, fire, lightning, or thunder ignore resistances to creatures within your aura.
Destruction Domain

The Destruction domain focuses on unleashing terrible forces, either mindlessly or as retribution.

Destruction Domain Spells
 3rd
 5th
 7th
 9th

Contents [show]

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor. While you wear medium or heavy armor, you have resistance to damage dealt by your own cleric spells.

### Destructive Spells

Starting at 1st level, you learn two wizard cantrips that deal damage, which don’t count against the number of cleric cantrips you know. They are cleric spells for you.

While you wear medium or heavy armor, you have resistance to damage dealt by your own cleric spells.

### Channel Divinity: Unstoppable Destruction

Starting at 2nd level, you can use your Channel Divinity to weaken creatures and objects, such that they are destroyed all the quicker.

As an action, you present your holy symbol and call upon your deity’s unstoppable power to render a creature or object within 30 feet that you can see brittle. The target gains vulnerability to all damage, which lasts until the next time the target is damaged.

### Channel Divinity: Retributive Shattering

Starting at 6th level, you can use your Channel Divinity to destroy objects used to offend you. You gain both of the following uses of Channel Divinity: Weapon Breaker. When you are damaged by a nonmagical weapon, you can invoke your deity’s wrath as a reaction if you have your holy symbol displayed. After dealing damage, the weapon takes a permanent and cumulative ?2 penalty to damage rolls. If this penalty drops to ?6, the weapon is destroyed. Casting a mending spell on the weapon removes this penalty.

Armor Breaker. When you miss a creature wearing armor with an attack, you can invoke your deity’s wrath by holding forth your holy symbol as a bonus action on the same turn. The armor takes a permanent and cumulative –1 penalty to the Armor Class it offers. If the armor’s AC drops to 10, the armor is destroyed. Casting a mending spell on the armor removes this penalty.

### Destructive Strike

Starting at 8th level, once on each of your turns when you hit a creature or object with a weapon or spell attack, you can cause the attack to deal an extra 1d6 force damage to the target. When you reach 14th level, the extra damage increases to 2d6.

### Irresistible Devastation

Starting at 17th level, whenever a creature succeeds on its saving throw against your spell of 5th level or lower to reduce the damage it takes, add half your cleric level to the damage after reducing the total, to a maximum of what the total would have been if the saving throw had failed.
Spell

A **spell** was a power or ability that performed Magic, and was cast by direct or indirect usage of The Divine Symphony.

## Description

There were several types of spells in the Two Worlds, though many of their definitions changed throughout the span of time. Creatures that had innate supernatural abilities, even those that were related to the Weave, were not spells. Generally, magic users manipulated the Harmony directly to cast Arcane spells, whilst priests sing songs of Melody to deities to cast Divine spells.

Spells, however, could be cast by using magic items, such wands, and could be copied onto scrolls or into spellbooks.

Someone who could cast a spell of any kind was known as a spellcaster.

For a List of spells
Stone Dwarves

Stone dwarves are the most common stock of dwarves in Aroura, and from which most tales and legends pertain to. The Stone Dwarves are Proud like most dwarves, and as hard and stubborn as the metal they forge, but just like their metal they were not always this way. Before the Second Era the Stones dwarves were very neighborly helping the Elves and gnomes build great cities across the Lands of Aurora They also had a Great Appreciation for magic. That was until the Dal came. For it was the Dwarves who built the great Shrines to the Dalvine across the land, and when witnessing the Dal's weakness as a people, the Stone Dwarves Gained a great distrust for not just the Gods who as they feel used them, but for the magic they brought to the world.

Stone Dwarves are rather slow to warm up to anyone, and this shows in their relations with other races, Among other types of Dwarves they feel a little shame at calling Ice dwarves Kin, feeling their pursuits to be folly, and that they should be plundering away inside of a mountain.

Bog dwarves are distrusted by the stone dwarves for their actions during the first great dirge war. The Stone dwarves are tolerant of the Gnomes, although they feel they are a little to eccentric for dwarven taste, but appreciate their craftsmanship. The Dwarves Find the halflings a curiosity, to them they admire their commitment to their community, but not their love of luxury and relaxation, all that time waiting about when work could be done. Of the Elves the Dwarves have an uneasy relationship. With the elves strong faith in the Dalvine, the dwarves see them as a waist of talent. Dwarves see the humans as nothing short of Failed prodigy, a race that has squabbled its power just as short as it gained it. The Dwarves see the Dalkin as even more failed, those who were left behind and fell apart. Although these views have dwindled with the younger race of the dwarves, who have heard tales of the humans in their battles against the dalkin. Wishing that they could have seen such decisive victory against their longtime enemies, their cousins the Duegar.

**Stone Dwarf Traits**

* *Ability Score Increase:* Your Wisdom score increases by 1.
* *Dwarven Toughness:* Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
* *Combat Training:* You have proficiency with the Battle Axe, Hand Axe, Light Hammer, and Warhammer.
Lore Books

This type of literature expands upon your knowledge of the kingdom. Lore Books can either be read for pleasure or in order to find out more information about the world you play in. They are known to fetch a pretty penny at the market. Most of these books have been written by the scribes over by the Monastery.

A Gift from the Gods

Arrowshot Woman

Dame Marcelle

Facets of Darkness

House of Water

Man of the Woods

On Witchly Interrogation

The Firmament

The Gray North

The Holy Fire

My Brother, the Blade

Prayers before the Sept Camp

Widow of Wald

Winter and Eve

Wooden Traditions
Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

#### **Ammunition**

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way.

#### **Finesse**

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

#### **Heavy**

Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

#### **Light**

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

#### **Loading**

Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

#### **Range**

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

#### **Reach**

This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it**\**

#### **Special**

A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section).

#### **Thrown**

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

#### **Two-Handed**

This weapon requires two hands when you attack with it.

#### **Versatile**

This weapon can be used with one or two hands. A damage value in parentheses appears with the property--the damage when the weapon is used with two hands to make a melee attack.
Half Dalkin/Elf

With only interaction between the Elves and the Dalkin spanning a few Decades this paring is rare but indeed different enough from the Half Dal that they are in their own right a sub-race. Half Dalkin have a strong bond to nature one spanning from both their heritages. Brought up in a Dalkin society They are more savage and simple then those brought up in Sylvan Lands. And while many nobles will not claim it most of these half Dalkin are bastards of noble bloodline. Half Dalkin are easily mistaken for Drow because of their grey skin tone, however they also have their Dalkin bioluminescence. Their hair is usually that of thier elvish parent as well as the pointed ears are sylvian. One thing that stands out is their eyes, Half Elf half Dalkin Have Pale blue eyes that Glow depending on the intensity of their emotions.

#### **Half Dalkin Traits**

* *Ability Score Increase:* Half Dalkin Are more focused than Half Dal, Increase one ability score other than Charisma to Increase by 2.
* *Speed:* Your base walking speed is 30 feet.
* *Waste Resistance:* Half Dalkin Gain Advantage against Decease and are Immune To Waste Sickness
* *Of Two Worlds:* Half Dal Are beings of Both Harmony and Rhythm, Because of this they can tap into each with great ease. Select one Psionic Talent, and One Cantrip. After a Short rest Select one of these to be able to cast/manifest at will until your Short Rest.
* *Languages:* Half Dal also know Dalkin as a bonus language.
Sand Orcs

In the Deserts in the Southern elven empire a breed of Orcs long ago began to intermingle with elemental beings, giving them strange magics that they use over the standard orc warfare. Like Savage orcs they live in loose tribes and clans, and prefer to raid then try to grow food in the harsh environments of the Great Sands. however that is where most of their societal differences end, where the strongest physically are not the ones in charge but hose with the most magical power are. Sand orcs Have very little interaction with other races beyond their Raids into small villages, however they have strong alliances with the Air and fire elemental. In recent years they have grown fond of the Dalkin, because of their ability to withstand the harsh environments of the deserts.

Sand orcs skin is that of a deep red, and their tusk and other teeth are naturally black. They usually where clothing to shield this eyes from the sun, large turbans or even strange wide brimmed hats. While many are known for riding camels into battle in recently they have begun trading with desert dwelling Dalkin refugees for their Horners.

## Sand Orc Traits

* Ability Score Increase: Increase your Intelligence score by 1
* Natural Riders: Sand orcs gain Proficiency in Animal Handling.
* Fire Blood: Though both their elemental Bloodlines and their Natural exposure to heat, Sand Orcs never suffer exhaustion from extreme heat.
* A touch of the Planes: Sand orcs Are natural magicians, Their other worldly heritage allows each one to use the Harmony with ease. Select one of the following Spells Flame Blade, Levitate or Pass Without Trace You can cast the this spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.