recursal/Fanatic-Fandom huggingface dataset:
Deadlands

#### ***Before the Calamity:***

Before the Destruction of the Crystal Forests (Deadlands) it was a Vast Forest of Crystal Trees these fruits they bear were used in powering many different Devices and Technology but with the minor Invasion by the Ouros Dynasty on wanting this Vast Resource of power it sparked a War against the Crystal Empire whom seen themselves as the Protectors of the Forests with the invasion they felt they were intruding and over harvesting the Forests as it was Limited.

#### ***The Crystal Wars***

This was Started a few hundred years before the Calamity during the War the Ouros Dynasty had Fallen and Rose as the Scalect Dominion still continuing the War at near the end just before the Calamity the Scalect Dominion and the Nomdraceous Empire started losing the war due to the Azvarian Massacre then the Crystal Forests Ignited and Devastated Nerakov.

#### ***After the Calamity:***

After the War ended with the Calamity the Crystal Empire disappeared supposedly The Scalect Dominion and the Nomdraceous Empire worked on Rebuiding the Vast losses all sides got from this strange explosion of Magic. A lot of the Villages and Tribes that were living in the Crystal Forests Unfortunately died but a lot of Scavengers and newer Tribals moved in and started forming new Camps and small Villages the Crystal Empire still keeps up with the Villages sending help when they need it as they are still under the protection of them being in the Former Crystal Forests.

### ***Geography:***

After the Calamity the Forests turned into a Crystal Sand Desert that Caused a lot of New Fauna and Mirages that caused many to go mad some over time became more resistant to the Effects of the Mirages some people still Visit and Roam the Deadlands in search of either new home away from the Scalect Dominion and the Nomdraceous Empire,
Notable NPCs

These are some of the NPC's The Players have bumped into through their Various Journies

### ***Past Heroes:***

* Jade Aurion: Azvarian Paladin/Sorc.
* Keto Jevash: Human?, was a Paladin lost his power
* Fiore Silvrbreez: Fayre, Druid
* Maastil Baahrin: Albino Dragonborn Wizard

### ***Notable Friends:***

* Professor Zeraiah: Yuan-ti Doctor/Scientist
* Dr. Zeraiah (Clones): Yuan-ti Doctor/Scientist
* Clarence: Half Orc, Merchant
* Pwomp: Akwaddle Merchant
* Dr. Scarlia: Yuan-ti Doctor/ Scientist
* Captain Runia: Akwaddle, Boat Captain
* The Lost Fate: Fatetorn, Wizard
* Sir. Elder Calente: Void Reaver, Businessman
* Shiri Household
* Morami, Akwaddle, Maid
* Von'Lugarth Household
* Basilus Famlila
* Nevera Aurion, Half Azvarian, Warlock
* Vicara, Aasimar Scientist
* Asano Mati, Tiefling, Samurai
* Mekura Taralen, Drow Bard {Deceased}
* Arliete Arian: Elf, Wizard
* Silaria, White Dragonborn, Warlock
* Allune's Pirates
* Wet Scale

### ***Neutral NPC's:***

* Vonaliara, Half Elf Empresses of the Crystal Empire
* Zamar, Drow, Spore Druid
* Feratrex, High Elf, Dualist
* Lorne, Crystal Elf Ranger
* Ash'leha Dawnlock, Human, Samurai
* Xerxis Tiefling Pirate
* Asseryl, Dragon
* The Order Members
* Deathkiller Guild Members
* Delmirev Marius: Gem Dragonborn, Monk
* Voxyll, Unknown, Wizard
* The Dream Dragon, Anakrian
* The Dream Dragon, Dremaura
* Aspect of Sensibility
* Aspect of Guidance
* Xarkarian, The Great Old One
* Matharius, The Deep Old One

### ***"Evil" NPC's:***

* Stephano: Human, Warlock
* Maelstrom Lietenants {Mostly Deceased}
* Obsidian Hunters Members
* Xerian, The Void Reaper: Akwaddle/Aberration

### ***Spirit Guides:***

* Friend: Elemental Rabbit- Delmirev Rhogar IV's Buddy
* Sneaku: Pale Snake -
* Snuff: Boa Snake- Altus' Familiar
* Greebly: Pigeon - Swumi's Familiar
* Verim: Void Cat - Swumi's Familiar
* Zhelok: Demogorgon Dog - Belliath's Familiar (Not a Proper Spirit Guide)
* Squabble: Salamander- Frosts Familiar
* Bartrus: Raven - Adella Dewitt/Additt's Familiar
* Indu: Runed Crow - Umbra's Familiar
* Foxeil - Dremaura's Trusted
* Phinx - Dremaura's Trusted
* Big Bad - Dremaura's Trust

### ***The Deceased:***

* Silenia Aurion
* Tyrius Aurion
* Yrian Arian
* Lord Danny
* Agthur, Void Warden
Pronyma of the Wildlands

### ***Before the Calamity:***

Before the Calamity hit Pronyma gathered druids clerics and other mages within the Wildlands to set up a protection as she was warned by the Crystal Elves beforehand of what is to come

### ***Aftermath:***

After the Calamity and everything settled finally Pronyma reached out to her other God/Goddess' for help on the Prime Material Realm but most refused. Filled with Hatred she vowed to get them to listen to her plea, so she set out to gather Champions and to seek out the other Minor God/Goddess'. Her current champions are Charles Von Lu'Garth, and Trick
Oath of Devotion

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

### ***Tenets of Devotion***

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

#### **Honesty**

Don't lie or cheat. Let your word be your promise.

#### **Courage**

Never fear to act, though caution is wise.

#### **Compassion**

Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

#### **Honor**

Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

#### **Duty**

Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

### ***Oath Spells***

You gain oath spells at the paladin levels listed.

 5th
 9th
 13th
 17th

### ***Channel Divinity***

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

#### **Sacred Weapon**

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

#### **Turn the Unholy**

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

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

### ***Aura of Devotion***

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

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

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

### ***Purity of Spirit***

Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

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

### ***Holy Nimbus***

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

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

### ***Divination Savant***

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

### ***Portent***

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

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

### ***Expert Divination***

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

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

### ***The Third Eye***

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

#### ***Darkvision***

You gain darkvision out to a range of 60 feet.

#### **Ethereal Sight**

You can see into the Ethereal Plane within 60 feet of you.

#### **See Invisibility**

You can see invisible creatures and objects within 10 feet of you that are within line of sight.

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

### ***Greater Portent***

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
Scout

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

### ***Skirmisher***

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

### ***Survivalist***

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

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

### ***Superior Mobility***

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

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

### ***Ambush Master***

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

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

### ***Sudden Strike***

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
Vyara's Ascent

## Players

Soul as Culdrex

Pass as Prince Rha'Khand

Nyan as Tsua

Princeoverkill as Nos

Dreadnaught as Nix

Soviet as Druuko

## Goals:

Gather powerful magical items for the Goddess The Minor Pillar of Death Vyara

## Enemies:

* Pronyma's Knights
* Maastil Baahrin
* The Good Guys

## Antagonists:

-Culdrex / Culvanus Dreximus

-Prince Rha'Khand Ghe'sard-Arian

-Tsua Que

-Nostradomus

-Druuko the Poisoner

-Nix
Way of Kensei

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

### ***Path of the Kensei***

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:

#### **Kensei Weapons**

Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above.

#### **Agile Parry**

If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

#### **Kensei's Shot**

You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

#### **Way of the Brush**

You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

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

### ***One with the Blade***

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

#### **Magic Kensei Weapons**

Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

#### **Deft Strike**

When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

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

### ***Sharpen the Blade***

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

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

### ***Unerring Accuracy***

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
The Fiend

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

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

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### ***Dark One's Blessing***

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

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

### ***Dark One's Own Luck***

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

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

### ***Fiendish Resilience***

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

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

### ***Hurl Through Hell***

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

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

### ***Domain Spells***

You gain domain spells at the cleric levels listed on the Fate Domain Spells table. See the Divine Domain class feature for how domain spells work.

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

### ***Bonus Proficiency***

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

### ***Disciple of Life***

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

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

### ***Channel Divinity: Preserve Life***

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

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

### ***Blessed Healer***

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

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

### ***Divine Strike***

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

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

### ***Supreme Healing***

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Peace Domain

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

### ***Domain Spells***

You gain domain spells at the cleric levels listed on the Fate Domain Spells table. See the Divine Domain class feature for how domain spells work.

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

### ***Implement of Peace***

When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

### ***Emboldening Bond***

Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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

### ***Channel Divinity: Balm of Peace***

Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

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

### ***Protective Bond***

Beginning at 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

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

### ***Potent Spellcasting***

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

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

### ***Expansive Bond***

At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.
Fathomless

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

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

The Fathomless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

 2nd
 3rd
 4th
 5th

### ***Tentacle of the Deep***

At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack .

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### ***Gift of the Sea***

Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.

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

### ***Oceanic Soul***

At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

### ***Guardian Coil***

At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

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

### ***Grasping Tentacles***

Starting at 10th level, you learn the spell Evard's Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

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

### ***Fathomless Plunge***

When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

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

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

### ***Touch of Death***

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

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

### ***Hour of Reaping***

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

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

### ***Mastery of Death***

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

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

### ***Touch of the Long Death***

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
Fizzle

* Mortal Form
* God Form

The Early Life of this Kenku is vague he was a Alchemist who learned he could make his potions better by infusing his magic with it and upon making a advanced potion he Blew up everything in his place and died.

after many many years of being dead he was brought back by the God Ameryous and told to do his bidding so he followed the other he's a kind soul

## ***Weapons of Choice:***

* His Alchemy
* His Various Spells
* a Small self defense dagger

## ***Powers and Abilities:***

### ***Feats and Boons:***

**Warcaster (Level 4):** *You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:*

*You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.*

*You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.*

*When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.*

### ***Wizard Class Features:***

**Level 1:**

* *Arcane Recovery:* You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
* *Ritual Casting:* You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

**Level 3:**

* *Cantrip Formulas:* You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

### ***Wizard Subclass Features:***

**Level 2:**

* *Skilled Alchemist:* Beginning at 2nd Level, you gain proficiency with alchemical supplies if you did not already have it and your Proficiency Bonus with alchemical supplies is doubled. You also halve the cost of alchemical items you create, enabling you to fashion most basic items in a single day. Finally, you gain proficiency with alchemical Weapons, and you add your Proficiency Bonus to their Damage Rolls when you use them as Weapons.
Runorix Rules

## Welcome to my Second Setting

Runorix Is a newer setting set on one of my other live worlds it does have connections to the Main Worlds and has several hints throughout the campaigns

This is where I am gonna give the main stuff you would need to start a character in this setting. The main place you would more than likely been born or live currently.

Runorix is Different than Nerakov in a few different ways here is some of them that are important to know:

1. This Land is Plagued by a Infection started by Vyara the Hive Queen
2. The Living is slowly losing the war against Vyara's Aberrant Infected Hive children
3. Zeraiah's Land is where 70% of the living population exist the rest exist in small outposts or other places
4. Acid Damage in Increased by a Hit Dice
5. Infection Levels are up to 15 but it only takes up to 10 for you to become a danger to your fellow friends
6. There is not a lot of Animals Most of this Planet has just infected creatures and the living, the living do have small farms and other hydroponics
7. This Setting is Low Magic (minimum 1 Full caster per Party this doesn't include multiclass)
Scalect Dominion

## King Arindel

Queen AriaelAcadiavile:Queen Ventra

Queen Amadalia

Basilus: Slavery Family of Scalect Dominion

Von Shadra: Teachers of the College of Magic

### ***General/Current History***

After the war ended abruptly the Scalect Dominion started Rebuilding what they lost with their Close Ally of the Nomdraceous Empire. They were known for the Creation of the Azvarian Race and one of the leaders in Science for a long time until the Lead Scientist went AWOL and disappeared with his Clones. There are still Remnant Scientists mostly of the Scale-kin or the many other Denizins of the Scalect Dominion.

The other Attraction is the Elven Capital which Houses many Gith and Elves alike within their City many monk Monasteries and Magic Schools.
Divine Soul

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

### ***Divine Magic***

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

 Evil
 Law
 Chaos
 Neutrality

### ***Favored by the Gods***

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

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

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

### ***Empowered Healing***

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

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

### ***Angelic Form***

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

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

### ***Unearthly Recovery***

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

### Relations

Az'arian (friend/party member)Tide (friend/ party member) Calliope (girlfriend/ party member)

## Stats

### Early Life:

at a young age, Alteria was seen as a prodigy child as she had seemed to learn quickly but she wasn’t as strong others for age which had led to her parents worrying if this may lead to her being bullied but Alteria had always dismissed their concern. Due to her monotone behavior, people thought she saw herself as better which led to others tricking her into going to the fey wild.

She was lost in the fey wild for years and had started to explore it with nothing but the clothes on her back and her very skeptical faith in the pillars. After 8 years of being stuck in the fey wild and the help of an unknown entity she returned home with her gifts that she received. Her parents were very hesitant to send her off to study to become a cleric, but something convinced them that they should trust their daughter with this. A smile from their daughter.

### Weapons of Choice:

* Fluid x bow
* kanabo of stunning
* spell: beacon of hope
The Choirs

* Magnus Angelorum Arch Archon 5th Layer
* Risen Devil
* Fallen Prince
* The Sibyl
* The Fallen Sibyl
* The Seraph
* Anakrian
* Dremaura
* Acolyte of the Stars
* The Tomb Watcher
* Astral Nun
* Fateless Guide

The Choirs represent the many Celestials and their different ranks in the hierarchy of the Grand Scheme of Law.

* Magnus Angelorum Arch Archon of the 5th Layer (Fiend/Celestial)
* The Risen Devil (Celestial/Fiend)
* The Fallen Prince (Fiend/Celestial)
* The Sibyl (The Sibyl/Celestial)
* The Fallen Sibyl (Fiend/The Sibyl)
* The Seraph (Celestial)
* Dream Dragon Anakrian (Dragon/Celestial)
* Dream Dragon Dremaura (Dragon/Celestial)
* The Acolyte of the Stars (Great Old Ones/Celestial)
* The Tomb Watcher (Undead/Celestial)
* The Astral Nun (Celestial/Great Old One)
* The Fateless Guide (Celestial/Hunter in the Darkness)
The Council

* Witch of the Void
* The Mother Fox
* Emerald Wolf
* Sapphire Watcher
* Queen of Courts
* Butterfly Witch
* Silver Serpent
* Dawning Light
* The Crimson Witch
* Ghost of the Feywilds

In the depth of the Feywild lies The Council, a collective of Fey who wish to keep the 'delicate' balance of life that is over abundant in their realm, while trying to have a good time.

* Witch of the Void (Archfey)
* The Mother Fox (Archfey)
* The Emerald Wolf (Hunters in Darkness, Archfey)
* The Sapphire Watcher (Archfey)
* Queen of Courts (Archfey)
* Butterfly Witch (Archfey, Hunters in Darkness, Light Eater)
* The Silver Serpent (Archfey, Hunters in Darkness)
* Dawning Light (Archfey)
* The Crimson Witch (Archfey, Hunters in Darkness, Undying)
* Ghost of the Feywilds (Archfey, Undead, Undying)
Phoenix-Born

## Statistics

### Age

Phoenixc-Born are considered adults at 30 and can live up to 200 years, although they start to lose their vibrancy at 150. but when they die they birth a newborn from their ashes

### Alignment

Tend to lean towards Neutrality or Lawfulness

## Racial Traits

### Trait 1

Living Warmth. You give off a comforting heat at all times. You are resistant to fire damage.

### Trait 2

Embodiment of Fire: If you get hit by an attack that causes fire damage, you can use your reaction to gain immunity to it. Afterwards you gain temporary hit points equal to half the nullified damage. You can't use this trait again until you finish a long rest.

### Trait 3

Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of the color of your eyes.

### Trait 4

Ashen Constitution: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

### Trait 5

Pyre Claws. You inflict fire damage instead of bludgeoning damage with your unarmed strikes.

This breed of birdkin no one truly knows where they come from but they are found in the ashlands or in the Nomdraceous Empire
Krux'ians

## Racial Traits

### Trait 1

Alpha Hunter Senses. You have advantage in Wisdom (Perception, Survival, and Insight) checks. During combat you can use this trait a number of times equal to your proficiency bonus

### Trait 2

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

### Trait 3

Natural Weapons: You have fangs and sharp claws, which are natural weapons. You can use them to make unarmed strikes and you gain a bite attack, if you hit with these deal Slashing(Claws) or Piercing (Fangs) equal to 1d6 + your strength/dexterity Modifier. your unarmed strikes deal Slashing permanently

### Trait 4

Hunter's Instincts: You have proficiency in one of the following skills of your choice: Stealth, Intimidation, Perception, Insight, or Survival.

### Trait 5

Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

### Wolf-Hybrids

These creatures were born by the High King as his Protectorate Children these beings are bread for combat and fighting they never back down from a fight they know they can win. but in saying that the fall of Acropolis was a grand loss most of the Krux'ians did stay and fight as long as they could but the city fell eventually. After the city fell they left for a long while they mostly spread out away from the infection with a sense of broken pride. but when it comes to the Aberrant Infected if they see them they won't let they Infected go anywhere.

### Mercenaries

Now a days these folk protect others as Mercs for Hire when people are going to dangerous places without trains, they are effective hunters of the infected and what ever fauna that still exist
Deadlands Dragonborn

## Statistics

### Age

oung dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 500.

### Alignment

Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

### Size

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

### Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

## Racial Traits

### Trait 1

Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

### Trait 2

Vengeful Assault: When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest.

### Trait 3

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

Unlike their Dragonborn Brethren from the NomDraceous Empire these Dragonborn are of the Metallic Dragons and usually are roaming the Deadlands or the Primordial Blessed Lands but you never know they are Aggressive and Arrogant but know when to back down

Draconic Ancestry
 Bronze
 Copper
 Gold
 Silver
Goblin

### Size

Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

### Alignment

. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.

## Racial Traits

### Trait 1

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

### Trait 2

Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

### Trait 3

Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.

These Nimble Folk come in various unique tribes

### Subraces (Tribes)

#### Razer Teeth:

* ***Worg Rider:*** Greenskins have an amicable relationship with worgs, whom they ride into battle. You have proficiency in the Animal Handling skill.
* **Iron Teeth:** Your unarmed strikes deal 1d8 piercing damage, and now are a Bite attackas your Razer Sharp teeth are Filed and sharped for war

#### Dusters:

* ***Naturally Stealthy:*** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
* ***Heat Acclimation:*** You have advantage on saving throws against effects that deal fire damage, as well as to resist the effects of extreme heat.

#### Hemo:

* ***Superior Darkvision:*** You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* ***Sunlight Sensitivity:*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight***.***
* ***Blood Drinker:*** You do not need to eat or sleep, but you can ingest food and drink if you wish, though this food is always bland and stale to you. If you go for longer then seven days without drinking blood, you suffer one level of exhaustion on the midnight of that day, which can only be removed by drinking blood. After consuming blood, you recover all levels of exhaustion. If you reach six levels of exhaustion due to this trait, you die. To drink blood, when you grapple a creature, as a bonus action, you may bite them, dealing 1d8 piercing damage and drinking their blood to fulfill your blood requirement for the day.

#### Ourak:

* ***Bog Swimmer:*** Ourak hit and run tactics usually include a good dose of swimming through less than cooperative waters. You have a swimming speed of 30 feet.
* ***Swamp Life.*** You have advantage on saving throws against poison and diseases, and you have resistance against poison damage. You have grown Gills that let you breathe underwater.
War

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

### ***Arcane Deflection***

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

### ***Tactical Wit***

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

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

### ***Power Surge***

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

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

### ***Durable Magic***

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

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

### ***Deflecting Shroud***

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your wizard level.
Forge Domain

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

### ***Domain Spells***

You gain domain spells at the cleric levels listed on the Fate Domain Spells table. See the Divine Domain class feature for how domain spells work.

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

### ***Bonus Proficiencies***

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

### ***Blessing of the Forge***

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

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

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

### ***Channel Divinity: Artisan's Blessing***

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

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

### ***Soul of the Forge***

Starting at 6th level, your mastery of the forge grants you special abilities:

* You gain resistance to fire damage.

* While wearing heavy armor, you gain a +1 bonus to AC.

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

### ***Divine Strike***

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

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

### ***Saint of Forge and Fire***

At 17th level, your blessed affinity with fire and metal becomes more powerful:

* You gain immunity to fire damage.

* While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.