recursal/Fanatic-Fandom huggingface dataset:
Generation Paradox Part 1

**Generation Paradox** **Part 1** is the thirteenth episode of the sixth season of Averyman

## Plot

Angel meets up with another stranger from the future who turns out to be a girl who's her niece and Avery's Daughter

## Characters

* Avery (Averyman & Life of Retirement)
* Meggy (Averyman & Life of Retirement)
* Angel
* Tess (first appearance ever since Life of Retirement's release)
* Buttercup
* Overy (first appearance ever since Life of Retirement's release)
* Mean Pearson

## Quotes

Angel: Who are you

Tess: The names Tess young lady.

Angel: Hi Tess

Tess: Auntie Angel, is that you. boy, you look so young.

## Trivia

* This is the first episode to have a crossover with another show
* The episode was made to celebrate life of retirement's release
Averyman Moving on:The Musical Theme song

***Leave it all to me*** is a song from Averyman Moving on: The Musical, it's the theme song exclusively from the movie and an actual song from the movie. It's a tribute to iCarly's Theme song and Meggy's favourite song alongside Timmy's

## Lyrics

### Meggy

I know, you see

Somehow the world will change for me

And be so wonderful

### Meggy

Live life, breathe air

I know somehow we're gonna get there

And feel so wonderful

And it's all for real

I'm telling you just how I feel

### Meggy & Angel

So wake up the members of my nation

It's your time to be

There's no chance unless you take one

And it's time to see

The brighter side of every situation

Some things are meant to be

So give your best and leave the rest to me

### All Characters

Leave it all to me

Leave it all to me

Just leave it all to me

### Meggy

I know, you see

Somehow the world will change for me

And be so wonderful

Live life, breathe air

I know somehow we're gonna get there

And feel so wonderful

### Avery & Ash

I will make you change your mind

These things happen all the time

### Stella & Cassie

And it's all real

I'm telling you just how I feel

### All Characters

So wake up the members of my nation

It's your time to be

There's no chance unless you take one

And the time to see the brighter side of every situation

Some things are meant to be

So give me your best and leave the rest to me

Leave it all to me

Leave it all to me

Just leave it all to me

## Characters

* Avery
* Angel
* Meggy
* T.J
* Ash
* Cassie
* Stella
* Blah Blah Boy

## Trivia

* Although Blah Blah boy only says the word "blah" this is the only song he sings in English alongside the others
* The Theme song version is shorter in the movie while the actual extended version is sung by the other characters
List of Dora the Explorer characters

Characters
Main characters* **Dora** is a bilingual explorer of Spanish descent. She got voiced by Kathleen Herles (seasons 1-4), Caitlin Sanchez (seasons 5-6), and Fátima Ptacek (seasons 7-8).
* **Boots** is Dora's best friend, a monkey. He got voiced by Harrison Chad (seasons 1-4), Regan Mizrahi (seasons 5-6), and Koda Gursoy (season 7-8).
* **Backpack** is Dora's anthropomorphic backpack. She got voiced by Sasha Toro (seasons 1-4) and Alexandria Suarez (seasons 5-8).
* **Map** is a rolled-up map who provides directions for Dora and Boots. He got voiced by Marc Weiner.
* **Swiper** is a sneaky fox who often causes trouble for Dora and Boots. He got voiced by Marc Weiner.
* **Tico** is a Spanish-speaking squirrel. He got voiced by Muhammed Cunningham (season 1), Jose Zelaya (seasons 2-4), and Jean Carlos Celi (seasons 5-8).
* **Benny** is a fun-loving, lighthearted bull. He got voiced by Jake Burbage (seasons 1-4) and Matt Gumley (seasons 5-8).
* **Isa** is a friendly iguana who loves gardening. She got voiced by Ashley Fleming (seasons 1-4), Lenique Vincent (seasons 5-7), and Skai Jackson (season 8).
* The **Fiesta Trio** is a small marching band. They got voiced by Marc Weiner.
* **Big Red Chicken** is an oversized chicken and a good friend of Dora and Boots. He got voiced by Chris Gifford.
* The **Grumpy Old Troll** is a riddle-telling troll who lives under a bridge. He got voiced by Chris Gifford.

Recurring characters* **Diego** is Dora's cousin. He got voiced by Felipe Dieppa (seasons 3-4), Jake Austin (season 5), Brandon Zambrano (season 6), and Jacob Medrano (seasons 7-8).
* **Señor Tucán** is a Spanish-speaking toucan. He got voiced by Leslie Valdes.
* The **Explorer Stars** are anthropomorphic stars that travel with Dora and Boots.
Avery (Human World)

Avery is a character from the human world from the third movie "Journey to the Other World"

## Character

This version of Avery appears as a student of South California High School. When Meggy runs into him in the school hallway, he helps her up and asks, "Whoa. You okay?" Later, Meggy accidentally spills a beverage on him at Marco's Smoothies, and he jokes they need to stop bumping into each other. Cassie reveals to Meggy that he is Jade's ex-boyfriend.

## Friends

* Meggy (her side crush)
* Cassie
* Ash
* Todd
* Stella
* Principal Woods

## Trivia

* The Real Avery found the power cap in the main series world, however Human Avery is this world didn't find the power cap since his world is considered a normal typical high school.
Tess Nala Jones

***Tess Nala Jones*** is one of the starring character in Averyman's spin-off: Life of Retirement.

## Character

**Tess** is a fiery sporty girl who will achieve at anything, she's seen to be one of the natural girls in her school and very serious about fighting crime in a nod to Original Series Ben & Ash Ketchum/XY. She also trains to get stronger and stronger each battle.

## Powers & Abilities

* Fire Bomb
* Fire Blast
* Rock Smash
* Rock Throw
* Power up Punch

## Weaknesses & Fears

Her fear of Clowns causes her to get distracted by her fighting, but as time went on she toned it down a bit and became a little bit fun and her sensei who's Meggy's Grandpa told her not to merge her powers but instead she tried it out and she didn't get hurt.
Sierra

Sierra is one of the minor protagonists in the show that is named after Sierra from ***Total Drama*** & Jude from ***6Teen*** and was introduced in Series 14.

## Character

Like Cassie, Sierra is one of the OMG party cheerleader type of girl, and Ash is her favourite student and crush. Being a party thrower, she sometimes uses Internet slang acronyms such as "LOL" or "OMG" when she converses with the others. She quite evidently spends a lot of her time with Meggy & Cassie throughout series 14. however in series 15 she started becoming mature and decided to have a crush on Jackson and mostly hung with Zoey

## Relationships

### Avery

She doesn't have any interactions with Avery at all

### Meggy

Meggy was one of her friends in series 14 but stopped hanging with her.

### Ash

Her No.1 crush in the show, but he gets squished every time he got hugged by her

### Zoey

Zoey was fine with her having Jackson as her boyfriend but she decided that Jackson smelt like dog so she started with Zoey

## Friends

* Meggy
* Avery
* Ash
* Jackson
* Zoey

## Frenemies

* Stella
* Todd

## Enemies

* Timmy Turner
* Mean Pearson
* Meggy (Sometimes)
Timmy Turner

Timmy Turner is a main protagonists in Fairly Odd Parents, unlike in Averyman he is a villain // anti hero who wants to get Avery's autograph and wants be his biggest fan.

## Timmy Turner

### Relatives

Cosmo Wanda

Timantha (twin Sister)

## Character

Timmy has an obsession of thinking his friends are Avery's friends and he loves being silly alongside his friends Chloe & Ivan, once he came to clover's party he called her Trixie which triggered her.

## Powers

* Pink Powers
* Mud

## Enemies

* Avery (on his side)
* Meggy (on her side)
* Kacy

## Frenemies

* Blah Blah Boy
* Devel

## Friends

* Devel
* Mean Pearson
Averyman

Averyman is an an animated fan fiction series created by Rainboy Productions Official, featuring fighting crime, sibling rivalry and more.

## Show Format

the series is about a teenage boy named Avery who has a power cap which he has access to every power in the entire universe.

## Cast of Characters

* Roger Craig Smith as Avery
* Rob Paulson as T.J
* Tara Strong as Meggy/Angel
* Seth Green as Ash
* Eric Bauza as Todd/Mean Pearson
* Grey Griffin as Cassie

## Main Characters

* Avery Jones
* T.J
* Meggy Nala
* Ash Grayson
* Angel Yusuf Jones
* Kacy Williams (Replaced T.J)

## Major Characters

* Todd Torner
* Cassie Cooper
* Clover Richmond
* Stella Blundell
* Blah Blah Boy
* The Robinson Twins (Nya & Tya)
* Buttercup
* Angelinda
* Joanna & Beck (Mom & Dad)

## Semi Major Characters

* Zoey Morgan
* Molly Baker
* Sierra Lizowski
* Victor Vincent
* Jackson Watterson
* Zach Hoopmans
* Ashley
* Mr. O
* Principal Woods

## Molly's Alternate Personalities

* Kelly Baker
* Mikey Baker
* Oldy Baker
* Katy Baker
* Lindsay Baker
* Bridgette Baker
* Maria Baker
* Nelly Baker
* Sissy Baker

## Villains

* Mean Pearson
* Devel Yusuf Jones (Angel evil clone, not sister)
* Tutor Ted
* Metal Avery
* Averall (Opposite Avery clone, who's smarter)
* Ember Mclain
* Debbie Nala
* Robo-Meggy
* Stan the Bounty Hunter No.1
* Dan the Bounty Hunter No.2
* Joseph the Hunter No.3
* Silicon Valley
* Timmy Turner

## Visitors (Crossover Characters & Guest Appearance)

### Crossover Characters

* Tess Nala Jones
* JoJo Bluebunny
* Sam Prestionite
* Coiny the Coin
* Marine the Marine Crab
* Billy The Circle Kid
* Johnson The Square boy
* Marisa The Triangle Gal
* Clark The Tall Guy

### Guest Celebrities

* Twin Tube Taylor
* Twin Tube Kai
* Ella-Marshall Pinder
* Ariana Grande
* Rihanna
* Justin Bieber
* Billie Ellish
* Kreekcraft
* KonekoKitten

## See Also

* Spiritual Stella
* Billy The Circle Kid

## Trivia

* The show is a reboot to Nicktoons "Danny Phantom"
* Avery's Overall design was originally going to have cyan hair and pink skin from the pilots and Series 1, But it was changed to the Tanned skin & blue hair from Series 2-Current
* Kacy Williams a new main character from the seventeenth season replaces T.J in the show.
* Clover last appearance was in series 13 & she didn't return until series 17
T.J Watterson

T.J is one of the main protagonists in the series

## Character

T.J is is the resident genius in Avery's class, and one of his best friends. TJ comes from an upper middle class, Jamaican American background. He is a straight "A" student in school, a quality both his parents have achieved as well. He has an older sister who has been away for many years of his life but came home in series 9. His secret lab is the greatest lab in Bumpertown. He plays with video games and reads comic books like his other friends, in spite of his superior intellect. His relationship with Ash is stable despite having obvious contrasts. He disguises his lab with a "cloak" button on his room wall. When pressed, it converts his lab into a typical bedroom-like room.

## Powers

* Capcom Solider Gun
* Octopus Form

## Weakness

* His Lab being destroyed
* Knowing that his fear of "memes"
* His powers malfunctioning

## Friends

* Avery
* Ash
* Meggy
* Emma
* Jake
* Todd

## Frenemies

* Blah Blah Boy
* Ash

## Enemies

* Mean Pearson
* Silicon
Zoey

Zoey is one of the minor protagonists in the show that was introduced in Series 14.

## Character

Like the Zoey from Total Drama she is an optimistic, kind-hearted girl who is easy to get along with but doesn't have many friends until she joined Bumpertown High School. She considers herself vastly different from the people she knows in her neighbourhood and joined Bumpertown to meet friends who share her love of being vegan and having parents as vets and doctors. On many occasions, Zoey is shown to be apologetic and overly concerned with how others perceive her. Her trusting nature and need for approval can lead her to be easily fooled by people with bad intentions.

## Relationships

### Avery

She's kinda okay and gets along with him quite well

### Meggy

She is fine with Meggy, Although their are times were she can be a bit off key with Meggy being a powerhouse

### Ash

Her and Ash are fine, although her self esteem can get on his nerves

### Molly

Her and Molly can be frenemies at times, for etc. fighting over a guy that's Sierra's boyfriend

### Sierra

One of her best of friends who is always their for her when her and Molly fought over her boyfriend.

## Friends

* Meggy
* Avery
* Savanna
* Ash
* Jackson
* Sierra
* Molly

## Frenemies

* Molly
* Tutor Ted
* Sierra

## Enemies

* Mean Pearson
* Animal Hunters
Stealthy

You know how best to hide. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.

* You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

* If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
Blah Blah Boy (Human World)

Blah Blah Boy is a major protagonists in the third movie "Journey to the World"

## Character

Compared to the real series world, Blah Blah Boy speaks English in this world and his name is this universe is Anthony. he is still friends with Todd but Cassie and Stella had a fall out in this timeline.

## Friends

* Cassie
* Todd
* Kacy
Generation Paradox Part 2

**Generation Paradox Part 2** is the Fourteenth episode of the sixth season of Averyman

## Plot

After Tess, Overy & the future kids met up with their past version of Avery, Angel & their parents, they need to work together to stop the ripping fabric of time before everything and themselves disappears forever.

## Character

### Averyman

* Avery
* Meggy
* Angel
* Buttercup
* Cassie
* Stella
* Todd
* Blah Blah Boy

### Life of Retirement

* Future Avery
* Future Meggy
* Future Angel
* Tess
* Overy
* Lucina
* Carrie
* Alex
* Taylor
* Traque
* Future Cassie
* Future Stella
* Future Todd
* Future Blah Blah Boy

## Quotes

Cassie: If your Cassie show me your green hair bows with pigtails

Future Cassie: Well I grew too old for pigtails and decided to get straighter hair

Cassie: (gasp) She is me.

## Trivia

* Although Avery mentions that he's gonna die in the future Meggy convinces that he will not.
* Future Cassie doesn't were pigtails like her teen self
RainToons+

RainToons+ is an channel that launched on 12th February 2020 including Averyman, Billy The Circle Kid etc.

## Shows

* Averyman (27th September 2018-ongoing)
* Billy The Circle Kid (12th April 2019-ongoing)
* Spiritual Stella (20th May 2021-ongoing)
* Sallie and Sam (5th January 2020-ongoing)
* JoJo Bluebunny (2nd September-ongoing)
* Life of Retirement (25th May 2019-Cancelled)
* Free 4 All (Scrapped)
And then there was five Avery Ash Sierra Zoey & Meggy

***And then there was five, Avery Ash Sierra Zoey & Meggy*** is the fifth episode of seventeenth season of **Averyman**.

## Plot

Avery & Meggy ask Sierra, Zoey and Ash to help them make their project shine. but what could possibly go wrong.

## Characters

* Avery
* Ash
* Sierra
* Zoey
* Meggy
* Blah Blah Boy
* Cassie
* Principal Woods

## Quotes

**Zoey:** Okay, it's simple we start building a sculpture.

**Meggy:** No! we all build our own sculptures

**Ash:** That idea was Zoey's idea, you know that?

**Meggy:** Fine, We'll use the idea Zoey & I came up with?

**Avery:** Sure thing, I love that idea, Go! Team GO!

**Everyone except Meggy**: Go! Team GO!

**Meggy**: Yeah Yeah Yeah, can we get this over with
Avery

Avery is one of the main protagonists in the series

## Character

Avery is a hyperactive, cheerful type of hero who saves the day when there's trouble, with his unique abilities to save the day, he is friends with T.J Meggy Angel Ash Buttercup Cassie Clover Todd Stella Blah Blah Boy Zoey Molly Sierra Zach Jackson Victor and Series seventeen, Kacy.

## Powers

* Fire
* Ice
* Water
* Grass
* Earth
* Flight

## Weakness

* When their is too much wind in the air he will fall down
* when his power becomes too overheated and out of control

## Friends

* T.J
* Meggy (Girlfriend)
* Angel
* Buttercup
* Ash
* Clover (formerly)
* Cassie
* Stella
* Todd
* Blah Blah Boy
* Kacy
* Zoey
* Victor

## Frenemies

* Ash (sometimes)
* Sierra (on her side)
* Clover (at times)

## Enemies

* Mean Pearson
* Averall
* Metal Avery

## *See Also*

* ***Adult Avery-in Life of Retirement***
* The ***Human Counterpart Version*** of this Character
"Let's be Friends"

***Let's be friends*** is a song from Averyman Moving on: The Musical, sung by Meggy and Angel

## Lyrics

### (Meggy)

Let's be friends

Yea! I wanna be your friend

We'll be together till the end

Oh-Oh, Oh-oh, Oh-Oh, Oh-oh!

### (Meggy)

I wanna know, How do you do?

Do you need a friend that's true?

Oh-Oh, Oh-oh, Oh-Oh, Oh-oh!

### (Meggy)

'Cause everywhere you look around in Bumpertown you'll find

a smiling face, happy songs and friends that are so kind

A place that full of happiness and everything you need

Oh-Oh Oh-oh, Oh-Oh Oh-oh!

### (Meggy & Angel)

Best Friends is what were meant to be

Best Friends exactly what you need to make your day

They always know what to say

Hey! Hey! Hey! Hey!!!

### (Meggy & Angel)

Best Friends are never very far

Best Friends are bright and lucky stars that shine at night

They make everything alright

Cause their your Best Friends

### (The Main Five)

B-E-S-T Friends!

B-E-S-T - Weʼre Best Friends!

B-E-S-T Friends!

B-E-S-T - Weʼre Best Friends!

## Characters

* Avery
* Angel
* Meggy
* T.J
* Ash
T.J

T.J is one of the main protagonists in the series

## Character

T.J is is the resident genius in Avery's class, and one of his best friends. TJ comes from an upper middle class, Jamaican American background. He is a straight "A" student in school, a quality both his parents have achieved as well. He has an older sister who has been away for many years of his life but came home in series 9. His secret lab is the greatest lab in Bumpertown. He plays with video games and reads comic books like his other friends, in spite of his superior intellect. His relationship with Ash is stable despite having obvious contrasts. He disguises his lab with a "cloak" button on his room wall. When pressed, it converts his lab into a typical bedroom-like room.

## Powers

* Capcom Solider Gun
* Octopus Form

## Weakness

* His Lab being destroyed
* Knowing that his fear of "memes"
* His powers malfunctioning

## Friends

* Avery
* Ash
* Meggy
* Emma
* Jake
* Todd

## Frenemies

* Blah Blah Boy
* Ash

## Enemies

* Mean Pearson
* Silicon
Bountiful Luck

Prerequisite: Halfling

Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter. You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortune's favor!

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

When you use this ability, you can't use your Lucky racial trait before the end of your next turn
Optimistic Valentine

**Optimistic Valentine** is the 16th episode of the sixteenth season of Averyman

## Plot

Depressed on not having a Valentine, Zoey required Avery and Angel's help to find her one. After sending her profile on the internet, Zoey has received a message from a vegetarian boy named Josh who, just like Zoey, was also trying to find a Valentine as well. Josh has moved from Toronto to Bumpertown and surprisingly met Zoey, who wore more cool clothes thanks to Molly's help. After telling each other about themselves, Josh wanted to see Zoey's vegetarian room which is far less advanced than her own. Will Zoey tell him the truth of her true colors?

## Characters

* Avery
* Ash
* Angel
* Buttercup
* Todd
* Stella
* Cassie
* Molly
* Zoey
* Sierra
* Jackson
* Victor
* Josh (debut)

## Quotes

Angel: Okay, lets set up your profile.

Zoey: But I wanna type down...

Angel: No you can't type that Vegetarian stuff down, you have to be cool.
BumperTown

***Bumpertown*** is a Town that debuts in Averyman

## Description

Bumpertown is a small town which first debuted in series 1, although we have our heroes, villains & more.

## History

### 1926-1934

The Original Avery-Mann first came to bumpertown when it was just a deserted area, his father sent him to fulfil his mission to gather everyone to be united and be themselves

### 1938

He created the power cap to help the poor people who couldn't afford proper food and drinks, this indicates to what the place is like today.

### 1939

Avery-Mann tells the poor that a money stealing thief is in the town destroying the poor's food and money, leaving them only a single penny.

### 1940-1950

Although 10 years of helping the poor, Avery-Mann helped the people for many years and helped the people who have been kicked out of Bumpertown. and in the year 1951, it was his last mission on earth because he had created a power cap for someone to find it in the next couple of years and froze himself in the High School's freezer were he was never seen again.
Telepathic

*Prerequisite: Psionic Talent feature or Wild Talent feat*

You awaken the ability to mentally connect with others. You gain the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
* If your Psionic Talent die is available, you can cast the detect thoughts spell, requiring no components. When you start casting the spell, your Psionic Talent die decreases by one die size. Your spellcasting ability for the spell is the ability increased by this feat.
Ash

Ash is one of the main protagonists in the series

## Character

Like T.J, Ash is one of Avery's friend alongside Meggy however Ash first appeared in series 7 to be Avery's friend alongside T.J & Meggy

## Powers

Ash is surprisingly an all rounder which makes him balanced and I guess... Powerless

## Weakness

Due to him being powerless, It kinda makes it hard to tell if he's hurt or not.

## Friends

* Avery
* T.J
* Meggy
* Angel
* Buttercup
* Clover
* Cassie
* Stella
* Todd
* Blah Blah Boy

## Frenemies

* T.J
* Todd
* Avery

## Enemies

* Mean Pearson
* Silicon
* Timmy
A Key Event

## How Avery got his Powers.

Avery was sitting at home while watching his favourite show "honey were's my pants" until his mean cranky old neighbour angry Dan comes to threaten to spank him in his butt he tried to go in the closet but his parents told him not to go in there, then he took a look inside of it and when he touch the power cap his DNA go t all rearranged. when he woke up he realized he had fire powers and a water one. he was much more unique the the other guys.
Avery (Life Of Retirement)

**Avery** is one of the supporting character in Life of Retirement

## Character

When he's at work, Avery usually wears either a casual black jacket with light blue pants, or a long white sleeved shirt with a blue bow tie. When at home, he wears his trademark power cap similar to his usual clothing back when he was young.

## Family

* Meggy (Wife)
* Tess (older daughter)
* Tara (older daughter)
* Overy (younger son) (middle son after Cody and Elly are born)
* Cody (Baby son)
* Elly (Baby daughter)
Meggy

Meggy is one of the main protagonists in the series

## Character

Meggy is a chilled person who has been through a lot in the show, from being soft & weak to a powerhouse hero, she is mainly equipped with her shuriken and more, besides being a friend of Avery she became his girlfriend in series 4.

## Powers

* Power Shuriken
* Kung Fu Hurricane

## Weakness

* Getting distracted by other people by training
* Not getting a perfect shot by her shuriken

## Friends

* T.J
* Avery
* Angel
* Buttercup
* Ash
* Cassie (sometimes)
* Clover (One her side)
* Stella
* Zoey
* Jackson

## Frenemies

* Cassie
* Clover
* Zayn
* Debbie

## Enemies

* Devel
* Averall
* Metal Avery
Medic

You master the physician's arts, gaining the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.

* You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

* During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
Mage Slayer

You have practiced techniques in melee combat against spellcasters, gaining the following benefits.

* When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

* When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

* You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Survivalist

You master wilderness lore, gaining the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.

* You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

* You learn the Alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Averall

Averall is one of the major antagonists in the Series

## Character

Since all the devils are complete and utter opposites to their original human counterparts, Averall is the total alternative to everything that makes up the original Avery.

While Avery is amazingly cheerful yet kind, gullible and caring, Averall is the opposite of him and is very ruthless in his ambition to become more powerful so that he can cause even more bad luck among humans, an ambition shared by all his devil cohorts, of whom he is apparently the ringleader of. He uses his powers to destroy the city and wants to be the greatest villain, he uses his powers to not manipulate people but animals

## Powers

* Manipulation
* Demon fire
* Demon Ice

## Weakness

* None except for Avery and him getting hurt.

## Friends

* Devel
* Robo-Meggy (Girlfriend)
* Meggy (love interest)
* Timmy
Reya Mantlemorn

Reya Mantlemorn ist eine Soldatin der Hellriders und eine treue und gleißende Verfechterin ihrer Prinzipien.
Sie hat Dagonet Mournweaver und Filibert Puck-Süßwind mit zur Konferenz genommen.

Bei den Hellriders ist sie seit ihrem zwölften Lebensjahr.

Sie ist äußerst loyal den Hellriders gegenüber und kann als sehr rechtschaffend bezeichnet werden.
Infernal Constitution

Prerequisite: Tiefling

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

Increase your Constitution score by 1, up to a maximum of 20.

You have resistance to cold damage and poison damage.

You have advantage on saving throws against being poisoned.
Cloistered Scholar

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn's great institutes of learning , where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home – not to abandon it, but to quest for new lore to add to its storehouse of knowledge.

The most well known of Faerûn's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.

Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn.

###### Skill Proficiencies

History, plus your choice of one from among Arcana, Nature, and Religion

###### Equipment

The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp

### Feature: Library Access

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.

### Suggested Characteristics

Use the tables for the sage background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.

Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth – perhaps as a worthy goal in itself, or maybe as a means to a desirable end.
Eldritch Adept

*Prerequisite: Spellcasting or Pact Magic feature*

Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.
Squat Nimbleness

Prerequisite: Dwarf or a Small race

You are uncommonly nimble for your race. You gain the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20.

Increase your walking speed by 5 feet.

You gain proficiency in the Acrobatics or Athletics skill (your choice).

You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Dragon Hide

Prerequisite: Dragonborn

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.

Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Minotaurus

In the world of Krynn, the setting of the Dragonlance saga, minotaurs live in an honor‐based society where strength determines power in both the gladiatorial arenas and in daily life. At home on both land and sea, the minotaurs of Krynn are ferocious sea raiders who rank as the ablest and most dangerous sailors in the world. In the Forgotten Realms, minotaurs could come from other origins, such as a dark druidic ritual of bestial transformation.

## Minotaur Features

• **Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1.

• **Age.** Minotaurs mature and age at about the same rate as humans.

• **Alignment.** Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.

• **Size.** Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.

• **Speed.** Your base walking speed is 30 feet.

• **Horns.** Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.

• **Goring Rush.** Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

• **Hammering Horns.** Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

• **Imposing Presence.** You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

• **Languages.** You can speak, read, and write Common and Minotaur.
Burglar

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.

* You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
Tracker

You have spent time hunting creatures and honed your skills, gaining the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.
* You learn the Hunter’s Mark spell. You can cast it once without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell.
* You have advantage on Wisdom (Survival) checks to track creatures.
Firbolg

Firbolgs are fey-oriented half-giants. Their tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.

## Firbolg Features

• **Ability Score Increase.** Your Wisdom score increases by 2, and your Strength score increases by 1.

• **Age.** As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

• **Alignment.** As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.

• **Size.** Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

• **Speed.** Your base walking speed is 30 feet.

• **Firbolg Magic.** You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

• **Hidden Step.** As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

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

• **Speech of Beast and Leaf.** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

• **Languages.** You can speak, read, and write Common, Elvish, and Giant.
Prodigy

Prerequisite: Half-elf, half-orc or human

You have a knack for learning new things. You gain the following benefits:

You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.

Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus
Metabolic Control

*Prerequisite: Psionic Talent feature or Wild Talent feat*

You have refined psionic control over your body’s functions. You gain the following benefits:

* Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
* If your Psionic Talent die is available, you can take an action to channel your psionic power to nourish yourself for the next 24 hours, as if you consumed sufficient food and water for a day. When you take this action, your Psionic Talent die decreases by one die size.
* If your Psionic Talent die is available, you can meditate for 1 minute, at the end of which you gain the benefits of finishing a short rest, and your Psionic Talent die decreases by one die size. You can’t meditate in this way again until you finish a long rest.
Second Chance

Prerequisite: Halfling

Fortune favors you when someone tries to strike you. You gain the following benefits:

Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.

When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.
Perceptive

You hone your senses until they become razor sharp. You gain the following benefits:

* Increase your Wisdom score by 1, to a maximum of 20.

* You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

* Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
Kenku

Haunted by an ancient crime that robbed them of their wings, the flightless kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.

## Kenku Features

• **Ability Score Increase.** Your Dexterity score increases by 2, and your Wisdom score increases by 1.

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

• **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.

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

• **Speed.** Your base walking speed is 30 feet.

• **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.

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

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

• **Languages.** You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
Urban Bounty Hunter

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faenûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar – any place that's large enough to have a steady supply of potential quarries.

As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives – but on the other hand, you can take down much more formidable targets with the help of your companions.

###### Skill Proficiencies

Choose two from among Deception, Insight, Persuasion, and Stealth

###### Tool Proficiencies

Choose two from among one type of gaming set, one musical instrument, and thieves' tools

###### Equipment

A set of clothes appropriate to your duties and a pouch containing 20 gp

### Feature: Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

### Suggested Characteristics

Use the tables for the criminal background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.

For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
Shield Training

You’ve trained in the effective use of shields. You gain the following benefits:

* Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
* You gain proficiency with shields.
* In combat, you can don or doff a shield as the free object interaction on your turn.
* If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.
Haunted One

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.

###### Skill Proficiencies

Choose two of Arcana, Investigation, Religion, or Survival

###### Languages

Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)

###### Equipment

Monster hunter’s pack, one trinket of special significance

### Feature: Harrowing Event

Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.

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### Feature: Heart of Darkness

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

### Suggested Characteristics

You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.

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