recursal/Fanatic-Fandom huggingface dataset:
Wizard - Portalist

Wizards who pursue the path of the Portalist focus on the intricate art of manipulating portals and the fabric of space itself. They possess a deep understanding of dimensional magic, allowing them to open gateways, teleport with ease, and harness the powers of portals to their advantage. Portalists are masters of traversing great distances, manipulating the flow of magical energy, and controlling the battlefield with their portal-based abilities.

Dimensional Affinity

At 2nd level, you gain the ability to sense and manipulate the dimensional fabric. You have advantage on Intelligence (Arcana) checks made to understand or interact with portals, extradimensional spaces, and teleportation magic. Additionally, you can cast the Misty Step spell once without expending a spell slot. You regain the ability to do so after finishing a short or long rest.

Portal Manipulation

Also at 2nd level, you gain the ability to create and manipulate portals. As an action, you can create a portal at a point you can see within 30 feet of you. The portal is a circular opening that is 5 feet in diameter. You or a willing creature can enter the portal, and the portal remains open for 1 minute. The destination of the portal is determined by you, and it must be a location you have seen before or one you can visualize clearly. Once you use this feature, you can't use it again until you finish a short or long rest.

Portal Jump

Starting at 6th level, your mastery of portals allows you to perform incredible jumps through space. Your jump distance is doubled, and you can use your reaction to reduce fall damage by an amount equal to five times your wizard level. Additionally, you have advantage on saving throws against being magically teleported against your will.

Gatekeeper

At 10th level, you gain the ability to manipulate the size and shape of portals you create. As an action, you can create a portal that is up to 10 feet in diameter. Additionally, the portal can now be used by multiple creatures simultaneously, allowing you and up to five willing creatures to enter or exit the portal as part of the same action. This feature does not expend your use of Portal Manipulation, but you can still only use Portal Manipulation once per rest.

Reality Warper

Starting at 14th level, your command over portals and dimensional magic reaches its pinnacle. You gain the ability to manipulate reality itself. Once per long rest, you can cast the \*Wish\* spell without needing a material component. Additionally, when you cast a spell of 6th level or higher, you can choose to have it affect all creatures within a 30-foot radius of your chosen point of origin, even if they are not within the spell's normal range.
Monk - Way of the Serene Mind

Monks who follow the Way of the Serene Mind seek to attain inner peace and enlightenment through mental discipline. They harness the power of their minds to manipulate psychic energy, allowing them to defend themselves, control the battlefield, and aid their allies. Monks of the Way of the Serene Mind are masters of mental clarity and mental fortitude.

Psychic Focus

At 3rd level, when you choose the Way of the Serene Mind, you gain the ability to focus your mental energies to enhance your physical and mental abilities. As a bonus action, you can enter a state of psychic focus, gaining one of the following benefits of your choice:

- Psychic Resilience: You gain advantage on saving throws against being charmed or frightened.

- Psychic Precision: You gain a +2 bonus to attack rolls with unarmed strikes and monk weapons.

- Psychic Insight: You gain proficiency in the Insight skill, or if you are already proficient, you double your proficiency bonus when making Insight checks.

You can change your psychic focus benefit as a bonus action on subsequent turns. You remain in this psychic focus until you are incapacitated or choose to end it as a bonus action.

Mental Strike

Also at 3rd level, you gain the ability to infuse your unarmed strikes with psychic energy. Whenever you hit a creature with an unarmed strike, you can choose to expend one ki point to deal an additional 1d6 psychic damage. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 17th level.

Psychic Deflection

Starting at 6th level, your focused mind grants you enhanced defensive abilities. While you are not wearing armor or wielding a shield, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier.

Psychic Step

At 11th level, you gain the ability to manipulate your own presence in the minds of others, making it harder for them to perceive or target you. As a bonus action, you can spend 2 ki points to become invisible until the start of your next turn or until you make an attack or cast a spell. Additionally, while you are invisible, you have advantage on Dexterity (Stealth) checks.

Psychic Mastery

Starting at 17th level, you reach the pinnacle of mental discipline, gaining mastery over your psychic powers. You can spend 3 ki points to cast the \*dominate person\* spell without requiring concentration. Additionally, when you use your Flurry of Blows feature, you can replace one of the unarmed strikes with a psychic strike. The target of the psychic strike must make an Intelligence saving throw against your monk spell save DC. On a failed save, the target takes psychic damage equal to your Martial Arts die + your Wisdom modifier, and it is stunned until the end of its next turn. On a successful save, the target takes half damage and is not stunned.
Main (disambiguation)

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See also (disambiguation)

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Lime Loses A Tooth

"Lime Loses a Tooth" is the first episode of "Mini Crewmate Adventures" made on August 10th, 2021 by SierraAnimates.

# Synopsis

Lime greets Red, who wants to go outside, he responds that he wants to and he loves being active, they then go outside, and find a ball (which is a bowl) and then Lime gets hit in the mouth, realizing he lost a tooth, he starts crying saying that the tooth fairy is going to make him broke, and the others tell him its not going to happen, they then say that they should talk about it while they get home, they also mention the 4 parents, 2 moms, 2 dads. They then greet Lime and say whats wrong, one of them threatens that if he does not tell, he will be grounded, he then tells them he lost a tooth. they then say the tooth fairy is gonna come, he then mentions that shes gonna make him broke, the parents once again disbelieve this,
A page about your topic

Mini Crewmate Adventures is a webseries constructed by the channel https://www.youtube.com/channel/UCOD0NCC4Sn6UAAFhONGPSrA with the first episode being made on August 10th, 2021 being titled "Lime Loses A Tooth", along with the help of https://www.youtube.com/@NutalaGaming, her older brother sometimes. The series is about the 14 mini crewmates and their misadventures.
Foo (disambiguation)

Disambiguation page for Foo (disambiguation)The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
For (disambiguation)

Disambiguation page for For (disambiguation)The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
I. Sorlog Deranyl

I. Sorlog Deranyl király volt Norgard utolsó uralkodója, miután a Ruhendarion dinasztia elleni küzdelemben alul maradt.

Apja I. Harald Deranyl norgardi király volt, anyja pedig Costana Huyard norgardi királyné volt. Volt egy öccse, akit Serlonnak hívtak. Korán meghalt, majd az ő fiát, Sandor herceget magához vette és fiaival együtt nevelte fel.

## Megjelenése

Sorlog igazi norgardi külseje tette őt veszedelmessé, és félelmetessé. Fehér haja és világoskék szemei egy igazi zord férfivá tették őt.

Leírások alapján komor, szigorú, makacs és nehezn megbocsáltó férfi volt. Ellenségei arrogánsnak is nevezték. Nem volt túlságosan hívő, de mindig is elítélte az Elnémuló Szél Hite követőit. Ostobáknak és őrülteknek tartotta Yahzel követőit, ezért az ellenszenve a délebbi királyságok felé komolyan ismert tény volt.

## Történelem

### A Ruhendarionok előtt

R.e.24-ben lépett trónra mindössze 15 évesen, azok után hogy apja egy vadászbalesetben meghalt. I. Harald király egy erős, keménykezű uralkodó volt, és ezt a példát a fia, Sorlog király is követte.

Az ő uralkodásának ideje alatt Norgardon kétszer annyi aranyat és ezüstöt termeltek ki mint nagyapjának, III. Sandor király ideje alatt. Ennek következtében megerősítette a főváros, Anedomyr falait. A fegyverkezés ebben az időben indult meg a legerőteljesebben a négy királyságban, miután a Fő Yarg és a többi Yargok figyelmeztetni kezdték a világot a közelgő nagy háborúról, ami érinteni fogja a világot. Sokan azt gondolták hogy ez az aerendyli királyságok közt fog játszódni, de senki sem tette meg az első lépést.

Uralkodásáról nincs túl sok információ, de utolsó évei főképp a Ruhendarion hatalomra kerülést követően lett hangsúlyos. (lásd: I. Roneor Ruhendarion)

## Norgard ismert Deranyl királyai

* I. Salron Deranyl (az első Deranyl király a Deranyl krónikák szerint)
* II. Tomas Deranyl
* I. Sandor Deranyl
* II. Sogan Deranyl
* II. Serion Deranyl
* I. Dohren Deranyl
* II. Salron Deranyl
* I. Soman Deranyl
* I. Devon Deranyl
* III. Sandor Deranyl
* I. Harald Deranyl
* I. Sorlog deranyl

## Halál

I. Sorlog Deranyl király R.u.4-ben halt meg, Anedomyr városának ostroma közben. I. Roneor Ruhendarion emberei brutálisan kivégezték fiaival együtt, majd őt a család egyetlen túlélője, Lord Sandor Deranyl követte a ház fejeként és Anedomyr Uraként. Halála után Norgard független királysága megszűnt és ezzel Aerendyl egyesült a Ruhendarion uralom alatt.
Ruhendarion-ház

### Címer

Négy felé tagolt pajzs, melynek bal-felső és jobb-alsó sarkában piros alapon egy-egy ágaskodó arany oroszlán van. A jobb-felső és bal-alsó tagolásban arany alapon vörös liliom van.Középen egy fekete pajzs alapon az aerendyli királyi korona és a Yahzelt szimbolizáló karika található.

### Címek

Deragor Ura *(korábban)*Esgard választott örököse *(korábban)*

A királyi hadsereg főparancsnoka *(korábban)*

Fő Ruhendarion *(csak a család feje)*

Aerendyl népének és a ruhendarionok királya, Yahzel választott vére, a Hit és a Nép Őre. *(uralkodó)*

Deragor hercege *(trónörökös)*

### Alapító

Lord Ranhar Ruhendarion - R.e.75 *(Deragor Urai)*I. Roneor Ruhendarion - R.u.1 *(Dinasztia)*

A Deragori Ruhendarion-ház egy nemesi család és faj, melynek ősei a misztikus Mityniából származnak. Ők uralják Aerendylt, és uralmuknak kezdete szabta meg az idő számítását is.

Az első ruhendarionok nagyjából R.e.100-ban érkeztek Aerendyl földjére, miután egy hajóval érkeztek Mityniából. R.e.75-ben kerültek hatalomra Deragorban, miután Lord Jonas Gunreas (ismertebb nevén Jonas a Felfedező) halála után Lord Ranhar Ruhendarion lett Deragor Ura.

I. Roneor a norgardi háborúja után kinevezte hivatalosan Deragort Aerendyl fővárosának, majd egy óriási palotát építetett az eredeti deragori vár helyére, melyet még a Gunreas-ház építetett. A palotára végül a Bronz Palota név ragadt rá, ugyanis bronzból volt a palota főtornya és a palota teteje. A Bronz Palota legnagyobb termében, a főteremben volt az aerendyli trón, mely rézből, aranyból, ezüstből és bronzból lett kovácsolva. A trón két aranyból készült oroszlán formáját alkották, ahogy egymás mellet ülnek és a király a két oroszlán közé, a hátukra tud ülni.

A Ruhendarion-ház közel 5 évszázadig uralkodott.
A Main Character

**Red**

### Relatives

Old Orange (Sibling) New Orange (Sibling) Yellow (Sibling) New Yellow (Sibling) Green (Sibling) Old Lime (Sibling) New Lime (Sibling) Blue (Sibling) New Blue (Sibling) Old Cyan (Sibling) New New Cyan (Sibling) Purple (Sibling) Old Pink (Sibling) New Pink (Sibling) Rose (Sibling) Brown (Sibling) Old Grey (Sibling) New Grey (Sibling) Black (Sibling) Old White (Sibling) New White (Sibling) Layla (Mother) Camryn (Dad) Cousins

## Appearances

### Debut

Lime Loses A Tooth (S1E1)

Red is quite the silly one, he has a club as a minor for some reason...

## Old Orange

### Relatives

Red (Sibling) New Orange (Sibling) Yellow (Sibling) New Yellow (Sibling) Green (Sibling) Old Lime (Sibling) New Lime (Sibling) Blue (Sibling) New Blue (Sibling) Old Cyan (Sibling) New New Cyan (Sibling) Purple (Sibling) Old Pink (Sibling) New Pink (Sibling) Rose (Sibling) Brown (Sibling) Old Grey (Sibling) New Grey (Sibling) Black (Sibling) Old White (Sibling) New White (Sibling) Layla (Mother) Camryn (Dad) Cousins

## Physical description

### Gender

Transgender Male (Connected with New Orange)

## Appearances

### Debut

The Activity Book ( From TPOT confirmed1?1??1?1?) (S1E2)

**Old Orange**

Old Orange is also a mini crewmate. he does not have much screentime in the show, only appearing in 2 episodes from Season 1. he goes by He/Him and is Trans.

## New Orange

### Relatives

Red (Sibling) Old Orange (Sibling) Yellow (Sibling) New Yellow (Sibling) Green (Sibling) Old Lime (Sibling) New Lime (Sibling) Blue (Sibling) New Blue (Sibling) Old Cyan (Sibling) New New Cyan (Sibling) Purple (Sibling) Old Pink (Sibling) New Pink (Sibling) Rose (Sibling) Brown (Sibling) Old Grey (Sibling) New Grey (Sibling) Black (Sibling) Old White (Sibling) New White (Sibling) Layla (Mother) Camryn (Dad) Cousins

## Physical description

### Gender

Transgender Female (Connected with Old Orange)

## Appearances

### Debut

Red's Rap Battle (S1E4)

**New Orange**

New Orange is one of the minis from the new batch, she goes by She/Her and is also Trans.
Sorcerer - Aquaborn

Sorcerers with the Aquaborn origin have a deep affinity for water and the aquatic realm. They draw power from the depths of the ocean and the fluidity of water itself. Aquaborn sorcerers are skilled in manipulating water, summoning aquatic creatures, and harnessing the forces of the sea.

Fluid Manipulation

At 1st level, when you choose the Aquaborn subclass, you gain the ability to manipulate and shape water with ease. You have proficiency in the Water Weaver's Tools, which allows you to channel and control water-based magic. Additionally, you can use your action to create minor water-based effects, such as a small sphere of floating water or a brief fountain that shoots water into the air.

Aquatic Adaptation

Also at 1st level, you gain the ability to adapt to aquatic environments. You can breathe both air and water, and you gain a swim speed equal to your walking speed. Additionally, you have advantage on Constitution saving throws made to resist the effects of extreme cold or extreme heat.

Water Whip

Starting at 6th level, you gain the ability to form a whip-like tendril of water. As an action, you can create a water whip that extends from your hand and makes a melee spell attack against a creature within 10 feet of you. On a hit, the target takes bludgeoning damage equal to your sorcerer level plus your Charisma modifier. Additionally, if the target is a creature or object that is holding, wearing, or carrying anything flammable, the water whip douses the flames.

Calm Waters

At 14th level, you gain the ability to calm tumultuous waters and create a tranquil environment. As an action, you can create a 30-foot radius sphere of calm water centered on yourself. Within this area, the water becomes still and serene. Any creature that starts its turn within the area regains hit points equal to your sorcerer level. Additionally, any hostile creature that enters the area for the first time on a turn or starts its turn there must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, it is charmed by you for 1 minute or until it takes damage. The effect ends early if you or your companions attack the charmed creature.

Master of the Tides

Starting at 18th level, you have achieved mastery over the element of water. You gain the following benefits:

- Your sorcerer spells ignore resistance to cold damage.

- When you cast a spell that deals cold damage, you can roll an additional damage die and add it to the total.

- You have advantage on saving throws against spells and effects that would knock you prone or move you against your will.
Druid - Circle of Tides

Druids who follow the Circle of Tides are attuned to the ebb and flow of the ocean, drawing their power from the ever-changing tides. They possess a deep connection to the seas, rivers, and bodies of water, wielding water-based magic and utilizing their abilities to protect marine life, navigate aquatic environments, and command the forces of water.

Bonus Proficiencies

When you choose the Circle of Tides at 2nd level, you gain proficiency with the Medicine skill. Additionally, you gain proficiency with water vehicles and the ability to breathe underwater.

Tidal Surge

At 2nd level, you gain the ability to harness the power of water and create a surge of healing energy. As an action, you can choose a creature you can see within 30 feet of you and restore hit points to that creature equal to 2d6 + your druid level. Once you use this feature, you can't use it again until you finish a short or long rest.

Tide's Resilience

Starting at 6th level, your connection to the tides grants you increased resilience. You gain resistance to cold damage and advantage on saving throws against being restrained. Additionally, you have a swimming speed equal to your normal walking speed.

Ebb and Flow

At 10th level, you can tap into the natural ebb and flow of water to enhance your healing abilities. Whenever you cast a spell that restores hit points, you can maximize the number of hit points restored by the spell.

Soothing Waters

Starting at 14th level, you can unleash a wave of soothing waters, creating a restorative aura around you. As an action, you can choose a number of creatures equal to your Wisdom modifier within 30 feet of you. Each chosen creature regains hit points equal to your druid level + your Wisdom modifier, and any disease or condition affecting them is cured. Once you use this feature, you can't use it again until you finish a long rest.
Further (disambiguation)

Disambiguation page for Further (disambiguation)The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
Snow Elf

Snow Elves, towering above their elven counterparts, possess a regal and graceful appearance. Their hair is characterized by light shades, and their captivating eyes come in hues of lavender, silver, blue, or brown. Among all elven types, they are the least inclined towards religious practices and favor modest garments that reflect their simple yet elegant lifestyle. Their unique light coloring helps them blend harmoniously into their snowy surroundings, and they are renowned as the only elven race that can reach an impressive height of 6 feet.

These elves are naturally drawn to living in regions near the poles, where their physical attributes and adaptability to colder climates serve them well.

While Snow Elves may not match the physical strength of Raven Elves, the cunning of Winged Elves, the adaptability of Sea Elves, or the swift invisibility of Fae Elves, they excel in battles of intellect and strategy. With their brilliant minds, they possess an innate talent for creating and tinkering, constantly devising new plans and solutions. Rather than dwelling in dreams like Fae Elves, Snow Elves bring their visions to life through innovative inventions and meticulous planning. They prefer to engage in trade, exchanging valuable materials like minerals for financial gain, and often strive to remain neutral in times of war, always opting for calculated strategies over brute force.

The culture of Snow Elves is a testament to their advanced civilization, where they have made significant progress in various fields of knowledge. They boast exceptional expertise in medicine, mathematics, and literature, and their accomplishments in alchemy have earned them global recognition. Their dedication to knowledge and innovation has positioned them as pioneers in many fields, although their natural magical abilities may not be as prominent as those of other elven races.

As a Snow Elf, your abilities are enhanced by the following traits:

* Ability Score Increase: Your intelligence (INT) score increases by 1, reflecting your natural intellectual prowess and analytical mind.
* Knowledge: You are proficient in either medicine, history, or investigation, reflecting your deep understanding of the world and its complexities. Additionally, you are skilled in using the tinkerer's kit, allowing you to craft intricate inventions and devices.
* Resilience: Due to your affinity for cold climates, you are resistant to cold damage, making you well-suited to endure the harshest of winter conditions.
Cleric - Luck domain

Clerics who follow the Luck Domain are blessed with the ability to shape fate itself. They harness the powers of fortune and chance, bringing luck to their allies and misfortune to their enemies. These clerics understand that luck is not a random occurrence but a force that can be influenced and manipulated. They use their divine gifts to tilt the scales of chance in their favor, ensuring that fortune smiles upon those who follow their guidance. Examples of deities they might worship may be Tymora, Avandra and Olidammara .

Bonus Proficiencies

When you choose the Luck Domain at 1st level, you gain proficiency with the Insight skill. Additionally, you gain proficiency with the Gambler's Kit, which includes various tools and items associated with games of chance and fortune.

Channel Divinity: Twist of Fate

Starting at 2nd level, you can use your Channel Divinity to manipulate the ebb and flow of luck. As an action, you can force a creature within 30 feet of you to reroll an attack roll, ability check, or saving throw. The creature must use the new result. Once you use this feature, you can't use it again until you finish a short or long rest.

Blessing of Fortune

At 6th level, you can grant a blessing of fortune to a creature. As a bonus action, you can choose a willing creature you can see within 30 feet of you. The creature gains advantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Potent Spellcasting

Starting at 8th level, you can also add your Wisdom modifier to the damage you deal with any Cleric Cantrip

Fateful Intervention

At 17th level, you can intervene in the fates of others, ensuring their success at crucial moments. When a creature within 30 feet of you makes an attack roll, ability check, or saving throw and the roll is a natural 1, you can use your reaction to allow the creature to reroll the die and use the new result. Once you use this feature, you can't use it again until you finish a long rest.

Luck Domain Spells

Here are examples of domain spells that a Luck Domain cleric might have access to:

1st level: Bane, Bless

3rd level: Enhance Ability, Aid

5th level: Bestow Curse, Beacon of Hope

7th level: Freedom of Movement, Polymorph

9th level: Holy Aura, Scrying
About (disambiguation)

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Paladin - Oath of Illumination

Paladins who follow the Oath of the Undying Field are guardians of the balance between life and death. They recognize the importance of death as a natural part of existence and strive to protect the living from the threats of undeath. These paladins serve as beacons of light and hope in the face of darkness, guiding the souls of the departed to their final rest and defending the world against the forces that seek to disrupt the natural order.

Channel Divinity: Radiant Burst

Starting at 3rd level, you can use your Channel Divinity to unleash a burst of radiant energy. As an action, you can present your holy symbol and channel your divine energy. Each creature of your choice within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes radiant damage equal to 2d10 + your Paladin level, and it is blinded until the end of its next turn. On a successful save, a creature takes half damage and isn't blinded.

Aura of Illumination

At 7th level, you emanate an aura of radiant light that bolsters your allies' resolve. While you're conscious, friendly creatures within 10 feet of you have advantage on saving throws against being charmed or frightened. Additionally, any magical darkness created by a spell of 2nd level or lower can't obscure vision within the aura, and you have advantage on saving throws against spells that create darkness or dim light.

Radiant Blades

Starting at 15th level, your weapon strikes become infused with radiant energy. When you hit a creature with a melee weapon attack, you can expend 1 spell slot to deal additional radiant damage equal to 2d8 + the level of the spell slot. Additionally, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Luminous Presence

At 20th level, you can manifest your inner radiance, transforming into a brilliant being of pure light. As an action, you undergo a transformation for 1 minute. During this time, you gain the following benefits:

- Your movement speed increases by 30 feet.

- You emit bright light in a 30-foot radius and dim light for an additional 30 feet.

- At the start of each of your turns, you and each creature of your choice within 10 feet of you regain hit points equal to 1d8 + your Charisma modifier.

- Once during each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 3d8 radiant damage.
Sorcerer - Astral Weaver

Sorcerers who follow the path of the Astral Weaver possess a profound connection to the astral plane and the essence of raw magic. They have the ability to manipulate the astral energy that flows through the multiverse, allowing them to shape and weave it to their desired effects. Astral Weavers are masters of space and time, bending reality and traversing through the astral plane to achieve their goals.

Astral Connection

At 1st level, when you choose the Astral Weaver subclass, you establish a deep connection to the astral plane. You gain the ability to perceive the astral plane and communicate with astral entities. Additionally, you gain the Astral Traveler's Guide, a book that provides you with knowledge about the planes, creatures, and portals related to the astral realm. You can use your action to consult the guide and gain advantage on Intelligence (Arcana) checks related to the astral plane and its denizens.

Astral Threads

Also at 1st level, you gain the ability to manipulate the astral threads that connect all things in the multiverse. When you cast a spell of 1st level or higher that deals damage, you can spend 1 sorcery point to empower it with astral energy. The spell's damage type changes to force, and if the spell requires a saving throw, the target has disadvantage on the saving throw. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.

Astral Step

At 6th level, you gain the ability to momentarily shift your form partially into the astral plane, allowing you to teleport through space. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. Once you use this feature, you can't use it again until you finish a short or long rest.

Cosmic Resilience

Starting at 14th level, your connection to the astral plane grants you enhanced resilience. You have resistance to force damage. Additionally, when you are reduced to 0 hit points but not killed outright, you can choose to expend a number of sorcery points up to your sorcerer level. For each sorcery point expended in this way, you regain hit points equal to your Charisma modifier + the number rolled on a d6.

Astral Mastery

At 18th level, you have reached the pinnacle of astral manipulation. You gain the following benefits:

- Your sorcerer spells ignore resistance to force damage.

- When you cast a spell that deals force damage, you can roll one additional damage die and add it to the total.

- You can cast the Astral Projection spell once per long rest without expending a spell slot.
Bard - College of poetry

Bards who follow the College of Poetry are masters of language and verse. They understand the profound impact of words and the magical power they hold. Through their poetic prowess, they can inspire allies, manipulate emotions, and even shape reality itself.

Melodic Speech

When you join the College of Poetry at 3rd level, you gain proficiency in the Persuasion skill if you don't already have it. Additionally, you can use your performance of poetry and oratory to affect others on a deep level. When making a Charisma (Persuasion) check, you can choose to use your Melodic Speech. If you do so, roll a Bardic Inspiration die and add the result to your check. Additionally, if the roll is odd, the target of your persuasion gains disadvantage on its next saving throw before the end of its next turn.

Enchanting Verses

At 3rd level, your poetic words carry a touch of enchantment, allowing you to influence the thoughts and emotions of others. As an action, you can expend a use of your Bardic Inspiration feature to choose a number of creatures equal to your Charisma modifier within 30 feet of you. Each chosen creature must make a Wisdom saving throw against your bard spell save DC. On a failed save, the creature is charmed by you for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Reality Shaper

At 6th level, your mastery of language and poetic expression grants you the ability to shape reality with your words. Whenever you use your Bardic Inspiration feature, you can choose to create a Reality Shaping effect. When a creature uses your Bardic Inspiration die, it can choose to add the roll to an attack roll, ability check, or saving throw made before the start of your next turn. Additionally, if the roll is even, the creature can roll a d4 and add the result to the total.

Epic Narration

Starting at 14th level, your poetic storytelling reaches its pinnacle, enabling you to create epic tales that shape the outcomes of battles and events. As an action, you can use your Epic Narration ability to describe a momentous event or scene, affecting the world around you. Depending on the situation, this can have a variety of effects, such as inspiring allies with advantage on ability checks or saving throws, granting disadvantage to enemies, or creating temporary magical effects within a limited area. The specifics of each Epic Narration should be determined in collaboration with your Dungeon Master, allowing for creative and impactful storytelling moments.

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

Wizards who specialize in the Lorekeeper tradition have dedicated themselves to the acquisition, study, and preservation of knowledge. They possess a deep understanding of lore, history, and the arcane secrets hidden within ancient texts. Lorekeepers excel at research, experimentation, and the acquisition of new spells and magical knowledge.

Bonus Proficiencies

At 2nd level, you gain proficiency in two additional skills of your choice from the following list: History, Investigation, Nature, Religion, or Arcana.

Font of Knowledge

Also at 2nd level, your extensive studies and thirst for knowledge have granted you an exceptional memory and a vast array of information. You can add your Intelligence modifier to any ability check that doesn't already include your proficiency bonus. Additionally, you can choose to expend a spell slot when making an ability check related to a specific piece of knowledge or information, gaining advantage on the check.

Mystic Codex

Starting at 6th level, you gain the ability to create a mystic codex, a magical book infused with ancient and esoteric knowledge. This codex is a spellbook that holds additional spells of your choice. These spells can be of 1st level or higher, and you must have the spell slots and levels required to cast them. You can add spells to your mystic codex during a long rest by spending time studying and transcribing new spells into it.

Archivist's Insight

At 10th level, your connection to knowledge and secrets grants you an uncanny ability to analyze and understand the world around you. You gain proficiency in one Intelligence-based skill of your choice. Additionally, you have advantage on saving throws against being charmed or frightened.

Living Tome

Starting at 14th level, your mystic codex becomes a conduit of immense power. As an action, you can unleash the power of the living tome, gaining temporary hit points equal to your wizard level + your Intelligence modifier. For the next minute, whenever you cast a spell from your mystic codex, you can choose to maximize the damage of that spell. Once you use this feature, you can't use it again until you finish a long rest.
Mount Spokane

Mount Spokane

## Description

**Mount Spokane** [elevation 5,887 feet (1,794 m)]—previously known as **Mount Baldy** until 1912 due to its pronounced bald spot—is a mountain in the northwest United States, located northeast of Spokane, Washington. Its summit is the highest point in Spokane County, and it is one of the tallest peaks in the Inland Northwest. Mount Spokane is surrounded by Mount Spokane State Park, Washington's largest at 13,919 acres (56.3 km2).

## Trivia

1. ↑ https://en.wikipedia.org/wiki/Mount\_Spokane
Rogue - Wayfarer

Rogues who follow the path of the Wayfarer are seasoned travelers and merchants. They possess a keen eye for opportunities, a talent for navigating diverse landscapes, and a shrewd understanding of trade and negotiation. Wayfarers are adaptable and resourceful, making their way through the world with a combination of street smarts and business savvy. They are masters of bartering, gathering information, and utilizing their wide network of contacts to their advantage.

Traveler's Insight

At 3rd level, when you choose the Wayfarer subclass, you gain a keen sense for navigating different terrains and cultures. You gain proficiency in the Survival skill and one additional language of your choice. Additionally, you have advantage on Wisdom (Insight) checks made to gather information or discern a person's true intentions.

Merchant's Tongue

Also at 3rd level, you have honed your skills in bargaining, negotiating, and gathering information through social interactions. You gain proficiency in the Persuasion skill, and when you make a Charisma (Persuasion) check to gather information or negotiate prices, you can roll an additional d4 and add the result to the check.

Wayfarer's Resilience

Starting at 9th level, your extensive travels and experiences have made you resilient to the challenges of the road. You gain proficiency in the Constitution saving throw. Additionally, you have advantage on saving throws against exhaustion, and you can ignore difficult terrain caused by non-magical natural environments.

Trade Secrets

At 13th level, your vast knowledge of goods, trade routes, and marketplaces grants you an advantage in acquiring valuable items. Whenever you make an ability check to appraise the value of an item or negotiate a trade, you can roll an additional d4 and add the result to the check. Additionally, you have advantage on Intelligence (Investigation) checks made to determine the authenticity or quality of an item.

Master of Commerce

Starting at 17th level, your expertise in the realm of trade and commerce reaches its pinnacle. You gain the following benefits:

- You have advantage on saving throws against being charmed or frightened.

- When you make a Charisma (Persuasion) check, you can treat a roll of 9 or lower on the d20 as a 10.

- You can cast the spell Geas once per long rest without expending a spell slot. The target of the spell must be a creature with whom you have an established business or trade relationship, and they have disadvantage on the saving throw against the spell
2022 Skits

2022 Skits compilation video (Link to YouTube)

### Series included

Quite Confusing, Unusual Events, Drive-Thru Ordering, Therapy, Florida Man, Family Reunion, Why, John?

This page contains all the **skits** that Jaden Williams made over **2022**.

There are 62 skits in total in all of the 2022 skits, with the first released on January 1, 2022, and the last released on December 20, 2022. The compilation was then released on December 31, 2022.

## Series included

There were also many series in the span of 2022. Many of them were created except the 2021-produced series, *Why, John?* and *Quite Confusing.* Only one skit of *Why, John?* was created in this year and two skits of *Quite Confusing* were also created.

### Series continuations

* *Why, John?* (1 skit in 2022)
* *Quite Confusing* (2 skits in 2022)

### Series created in 2022

* *Unusual Events* (9 skits, first created on February 22, 2022)
* *Drive-Thru Ordering*
* *Therapy*
* *Florida Man*
* *Family Reunion*

## Skit overview

 Mid 2022
 Late 2022
 Skits in total: 63
Barbarian - Path of the savage

Barbarians who follow the Path of the Savage embrace their inner beast, allowing their primal instincts to take over. They become a force of untamed fury and raw power, unleashing devastating attacks and terrifying their enemies.

Feral Instinct

Starting when you choose this path at 3rd level, you gain heightened senses and an instinctive ability to sense danger. You have advantage on initiative rolls, and you can't be surprised as long as you are not incapacitated.

Additionally, while you are raging, you can use a bonus action to enter a Feral State. While in this state, you gain the following benefits:

- Your movement speed increases by 10 feet.

- You have advantage on Strength (Athletics) checks made to push, pull, or grapple creatures.

- You have advantage on saving throws against being charmed or frightened.

This state lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Savage Strikes

At 6th level, your attacks become even more savage and devastating. While you are raging, your melee weapon attacks score a critical hit on a roll of 19 or 20.

Additionally, when you score a critical hit with a melee weapon attack, you can choose to inflict a Savage Wound on your target. The target must make a Constitution saving throw against 8 + P.B + Con or suffer an ongoing 1d4 damage plus your Constitution modifier at the start of each of its turns. The damage lasts until the target receives magical healing or spends an action to staunch the bleeding.

Primal Resilience

Starting at 10th level, your connection to your primal nature grants you enhanced resilience. While you are raging, you have resistance to all damage except psychic damage. Additionally, at the start of your turn, you can end one effect on yourself that is causing you to be charmed or frightened.

Rampage

At 14th level, your savage instincts reach their peak, allowing you to unleash a deadly rampage on the battlefield. Whenever you reduce a creature to 0 hit points, you can use a bonus action to make another melee weapon attack against a different creature within your reach. This ability can be used a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Monk - Way of Harmony

Monks who follow the Way of Harmony seek to achieve inner peace and perfect balance. They harness their inner energies and achieve unity between body, mind, and spirit. Through disciplined training and meditation, they become attuned to the natural flow of the world, allowing them to manipulate the energies around them. Monks of the Way of Harmony are masters of harmony and serenity.

Healing Hands

At 3rd level, when you choose the Way of Harmony, you gain the ability to harness your ki to heal wounds. As an action, you can touch a creature and spend 1 ki point to restore a number of hit points equal to your Martial Arts die + your Wisdom modifier. Additionally, when you use the Dodge action on your turn, you regain hit points equal to your Wisdom modifier at the start of your next turn.

Aura of Serenity

Also at 3rd level, your serene presence grants you and your allies calming protection. While you are conscious, friendly creatures within 10 feet of you gain advantage on saving throws against being charmed or frightened. Additionally, as an action, you can spend 1 ki point to end one of the following conditions affecting you or an ally within 10 feet of you: blinded, deafened, paralyzed, or poisoned.

Shared Harmony

Starting at 6th level, you learn to share your inner harmony with others. As an action, you can spend 3 ki points to create a field of healing energy around you. Each friendly creature within 30 feet of you regains hit points equal to your Martial Arts die + your Wisdom modifier. Additionally, creatures affected by this feature have advantage on Wisdom saving throws until the end of your next turn.

Harmonic Defense

At 11th level, your mastery of balance and harmony enhances your defensive capabilities. While you aren't wearing armor or using a shield, your AC increases by 1. Additionally, when you use your Deflect Missiles feature, you can choose to catch the missile and spend 1 ki point to regain hit points equal to your monk level + your Wisdom modifier.

Unity of Spirit

Starting at 17th level, you can tap into the collective spirit and strength of your allies. As an action, you can spend 5 ki points to grant all friendly creatures within 30 feet of you temporary hit points equal to twice your monk level + your Wisdom modifier. Additionally, for the next minute, whenever a friendly creature within 30 feet of you makes a saving throw, they can add your Wisdom modifier to the result.
Warlock - The Reaper

Warlock - the Reaper

Warlocks who forge a pact with the Reaper gain a connection to the realm of death itself. They serve as emissaries of the underworld, wielding the power to manipulate life force, commune with spirits, and bring about the end of mortal existence. Warlocks bound to the Reaper are tasked with maintaining the balance between life and death, ushering souls to their final resting place or using their power to extinguish life when necessary.

Expanded Spell List

The following spells are added to the Warlock spell list for you.

1st level: False Life, Inflict Wounds

2nd level: Blindness/Deafness, Gentle Repose

3rd level: Animate Dead, Vampiric Touch

4th level: Death Ward, Blight

5th level: Raise Dead, Negative Energy Flood

Harvest's Touch

Starting at 1st level, your touch is imbued with the power of death. When you hit a creature with a melee spell attack, you can add your Charisma modifier to the damage roll. Additionally, you gain temporary hit points equal to your warlock level whenever a creature you can see within 30 feet of you is reduced to 0 hit points.

Soul Siphon

Also at 1st level, you gain the ability to siphon the life force from your enemies. When you reduce a hostile creature to 0 hit points, you regain hit points equal to your warlock level + your Charisma modifier.

Dark Pact

Starting at 6th level, your connection to the realm of death grants you the ability to make a dark pact. As an action, you can make a pact with a dying creature you can see within 5 feet of you. The creature must make a Charisma saving throw against your warlock spell save DC. On a failed save, the creature dies and its soul becomes bound to you. Until the end of your next long rest, you gain advantage on one ability check, attack roll, or saving throw of your choice. Once you use this feature, you can't use it again until you finish a long rest.

Soul Tether

At 10th level, your connection to souls becomes stronger. When you hit a creature with a spell of 1st level or higher that deals necrotic damage, you can choose to spend 1 sorcery point to attempt to tether its soul. The target must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target is frightened of you until the end of its next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Harbinger of Death

Starting at 14th level, you become a true harbinger of death. You gain the following benefits:

- You have resistance to necrotic damage.

- When you hit a creature with a spell attack that deals necrotic damage, it must make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature is instantly killed if its hit points are equal to or less than your warlock level. Creatures immune to critical hits are also immune to this effect.

- Once per long rest, you can cast the spell Finger of Death without expending a spell slot.
6. Reunion: The Chapter of Iris

## Credits

### Cast

Kirtland Cutter IV
Zach Stenzel

 Nicholas "Hue" Hubert-Bartholomew Olsen III
David Beaman

 Oliver Haf
Nathan Augustyn

 Roman Winters
David Sturges

## Episode Guide

### Previous

5. The Church of The Archfaith: The Chapter of Iris

### Next

7. The Deck of Many Things (Part 1): The Chapter of Iris

# Featured Characters

## Players

* Oliver Haf
* Kirtland Cutter IV
* Roman Winters
* Nicholas "Hue" Hubert-Bartholomew Olsen III
I. Laorel Ruhendarion

I. Laorel Ruhendarion király volt Aerendyl Királyság negyedik uralkodója, akit R.u.29-ban a Fő Yarg felkente Yahzel törvényei szerint, fivére halálát követően. Húsz esztendősen került hatalomra, de már előtte tanulta az uralkodás megfelelő módját.

Atyja I. Mareon Ruhendarion király, anyja Lady Ana Argull volt. Bátyja és királyi elődje egyben I. Raleon Ruhendarion király volt, aki mindössze három év uralkodás után hunyt el, így kerülve az Aerendyli trónra. Ő volt az első herceg aki a Rengard hercege címet birtokolta, ami hagyományként mindig a másodszülött fiú gyermekre szállt tovább.