I don’t know how in my dreams my brain can write a perfectly flowing song with a random voice I barely remember but when I’m awake I can barely even write functioning rhymes.

Game Changer & Make Some Noise
YOU ARE THE REASON
macklin celebrini has autism
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almost home
Monterey Bay Aquarium
"I'm Dorothy Gale from Kansas"

titsay
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Aqua Utopia|海の底で記憶を紡ぐ
taylor price

Kiana Khansmith
Interview Vampire Daily
he wasn't even looking at me and he found me
Game of Thrones Daily
art blog(derogatory)

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Discoholic 🪩
🩵 avery cochrane 🩵
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@thedinkyandstinkyfritzworkshop
I don’t know how in my dreams my brain can write a perfectly flowing song with a random voice I barely remember but when I’m awake I can barely even write functioning rhymes.
Dragon Facts #1
To dragons there is a strong difference between a Mate & a Soul Mate.
To dragons a mate must be of the same species so they can produce an offspring. Several dragon species don’t get attached to creatures they may seem as competition so they only meet with mates temporarily until the offspring no longer needs their assistance. Other species may welcome the mate as part of the territory and share their resources/horde with the mate for a certain amount of time or for life. A mate to dragons is simple seen as a potential partner to produce offspring. Any other beliefs are dependent on the species.
A soul mate on the other hand is a creature the dragon is so closely bonded to that they don’t wish to ever part with the creature. This sense of bonding could be any form of love or understanding. A pair of siblings, friends, or lovers are considered soul mates to dragon kind. Soul mates do not need to be of the same species or even be a dragon. Even a pet could be considered a soul mate if the dragon loved it enough.
To dragons a mate simply a temporary relationship that is part of nature but a soul mate is a creature the dragon simply can’t live without.
8 New Dragon Species!
Draconic Snapping Turtle:
Large wingless dragon that have the appearance of gargantuan snapping turtles with thick plated shells & tails. They are typically adorned in moss to blend in with the bed of lakes, rivers, and ponds that they dwell in. They are patient and forceful hunters that lurk near the bottom of freshwater sources. They use their fire breath weapon to keep their territory warm enough to their liking and to boil alive any trespassing creature or prey to prevent escape.
They are solitary creatures that live to hunt and defend their territory. Draconic Snapping Turtles are fairly neutral and will let trespassers explore their territory as long as they present an offering and don’t anger the dragon. They are one of the few dragon species that court for life. This is due to the fact they don’t like to leave their territory and hate trespassers. Once a male reaches age he will go on a journey to find a mate and move into her territory for life.
Despite the two being different species Draconic Snapping Turtles can become soul mates with Draegators. The pair cannot produce offspring but will share their territory and horde. Both of these dragons prefer to items such as skulls, weaponry, and armory of fallen foes in underwater tunnels and caves they dig.
Draegator:
Gigantic wingless dragon that look similar to alligators covered in thick plates and chain spikes. They live in rivers, lakes, & swamps. Unlike alligator they are extremely agile and fast, this is due to their extra set of legs and longer bodies. They prefer to swim right below the surface of water and pull down any creature that swims through their territory.
Dracegators are solitary creatures that only enjoy fighting off intruders. If a trespasser is too weak to satisfy the dragon’s need for battle the dragon will allow their foe to leave unless they haven’t hunted in a while and need to feast. If the creature puts up a worthy fight the dragon may give the creature one of the weakest items from its horde if the creature vows to return and fight again when stronger.
Draegators only mate when in season and do not allow others draegators to stay in their territory outside of mating purposes. However, draegators will allow any creature it declares its soul mate to stay in its territory.
Dragoon Angler:
Medium sized wingless dragons with 4 tentacles that are apprehensive, long skinny forearms with hooks, serpentine body, stubby eel head with needle-like angle fangs, and bumpy warts are the entire body that are luminescent. This creature lives in the twilight zone of the ocean and deeper on the sea bed, open ocean, and underwater volcanoes. They are silent stalkers of the depths that use their hypnotic patterns and acid breath weapon to lure and take down their prey.
These dragons enjoy inflicting fear and pain in their prey more than anything. They greatly enjoy feeling more powerful and fierce than other creatures. They are purely savage and use inedible gore from their best kills for their horde: skulls, spines, & other types of bones. They find either caves or stone formations to put their horde in.
Dragoon Anglers don’t necessarily hate other creatures but more see them as play them to inflict their violent hobbies and desires onto. These thoughts do not exclude their own species. However, they do recognize their own species and play fight - which is still violent but not deadly or scary - instead of torturing each other like they do with other species. If a Dragoon Angler finds a playmate it thought was very fun they will court for about a decade then leave to find a new play mate. When they find a play mate the pair will hunt together and share any finding, but they still live separately. If a playmate dies the mate will find the killer and bring the copse back to the horde as a trophy - despite how hungry the dragon will not eat the killer of its playmate.
Dune Wraith:
Massive wingless dragons with a flat and long body covered in gigantic flat plates on the back with a smooth underbelly. They use their flat bodies to burrow under the sand and ambush prey. They use their sonic breath weapon and sand controlling abilities to create controlled sandstorms.
Dune wraiths are calm and regal dragons that are amused by humanoids and other small creatures. They enjoy forging castles and fortresses out of sandstone and making luscious gardens and oasis. They find enjoyment in building and amusing mortals by helping them with inconvenient things. Dune wraiths like to keep trinkets given or left behind by small creatures like humanoids: pictures, pet collars, wedding/promise rings, lockets, recipe books, & other items of sentimental value.
Dune wraiths will court until their offspring are mature. Dune wraith only keep soul mates in their fortresses outside of mating. Dune wraiths typically don’t become soul mates with their own species since they find other dune wraiths bland to live with. Often dune wraiths will allow humanoids and weaker dragon species to live in their creations as long as they honor the dragon.
Koi Dragon:
Tiny dragons that have catfish shaped bodies and whiskers and koi fish colors. They also have fins similar to koi fish and 2 sets of small wings that flap violently like a bug’s wings. They have the ability to control small amount of water and ice breath weapon.
Koi dragons are calm and curious dragons that love decorating their territory with their horde and seeing new creatures and objects. They are peaceful creatures that do everything they can to protect the creatures in their territory. Koi dragons become very sad if the creatures in their territory are killed or harmed by outsiders. If the dragon loses a creature or part of the terrain to an outsider they will become depressed. Koi dragons are quite gullible and become sad if they find someone has tried to take advantage of them.
They stay in small groups of either familial and friendly bonds. They also like to keep very pretty flowers, berries, stones, & feathers as loot. They like to take this loot and put it in small displays across their territory. When these dragons mate one of the mates will join their new group and raise offspring among the group. For koi dragons it is seem as the responsibility of the whole group to raise the offspring.
Makodar:
A giant dragon with a long agile body, smooth leathery skin, and large spiked dorsal fins. They live in the ocean in: shores, coral reef, kelp forests, & sea beds. They are able to control large amounts of water and use their sonic breath weapon.
Makodar feel as though they are the king/queen of their territory and any who enter should either obey to their demands willingly or be slaughtered for disrespect. Makodar hate having any competition in their territory and will chase out or kill younger dragons, strong humanoids, or strong creatures to prevent being usurped as the mot powerful creature in their territory. They prefer have artifacts of great power or value to flaunt their power. Makodar will bend powerful weapons and armor into jewelry to display their power. Any items the dragon cannot turn into jewelry it will make into a bed that it will rest upon.
Since Makodar hate competition they will in a area outside of both dragon’s territories. The stronger dragon will raise the offspring, but once the offspring is strong enough to hunter they will be chased out of the territory to avoid becoming competition. Makodar are hesitant to have a soul mate, but will only have a soul mate on the grounds the mate is weaker and obedience to them.
Nonokor:
Medium skinny dragons with long necks and tail cover in quills that live in the harsh deserts. They can expand their neck to cause the quills to stick out - the quills on their tail will also stick out when they do this. If they stick out their quills they can choose to shoot them out into nearby creatures - they need to take a long rest to regrow the quills. They have fire breath weapon.
Nonokor are very playful and mischievous creatures that live in small groups of either siblings or friends. The group always make sure to ensure that every member eats or drinks despite how little it may be. If the pack catches more than they need they will go to groups or nearby creatures and give them the food. Sometime when packs cross they will engage in play sessions and will even do this with humanoid groups if the humanoids are non-hostile.
Nonokors have flings during mating season and keep the offspring safe at the lair until they can join the hunt. Often these dragons will guard the lair and play with dune wraiths or act as the steeds for catfolk. Since these dragons love company so much it is difficult for them to deal with loss and death.
Zephrok:
Massive dragon with long slender bodies, a feather crown, & feathery wings. They live among the clouds overlooking the weather and skies. They are able to control clouds and summon lighting alongside their radiant breath weapon.
Zephrok are very regal and are very stern - they are especially stern about creatures needing permission to enter their territory. They are fairly neutral and will give creatures the option of leaving, but will force any creature out of it’s lair by violence if the creature will not abide. The dragon will allow uninvited guests if they have business the dragon is interested in. Zephroks like hearing about worldly affairs, creatures/people of significance, new technology, and impressive media (books, games, art, etc). However, once this business is done they will press for the creature(s) to leave. These dragons like to keep objects such as books, maps, games, art, music, jewelry, hats, mirrors, or clocks as treasure. They are very interested in things people make, but won’t accept every item since each zephrok has it’s own taste.
Zephrok will court in a professional manner. They will court until the offspring are old enough to leave the lair. Zephroks will give permission for creatures to enter their territory for a short amount of time if they calmly wait outside and ask for permission. Zephroks will keep soul mate of any creature. Despite how distant a zephrok may seem it will defend its soul mate to the death.
I can’t even process the sheer amount of madness that went in my Town if Salem beinge today....
It first started when some people were spoofing my name as normal: in most games there’s 1 to 2 spoofs, I go as Jack the Ripper casually. I just like the name.
However, I kept getting joined in the same servers as the people who kept doing the name spoofs and it just gradually became where half of the town was some form of Jack - it was the “Jack Uprising” we were calling it. It was fun for about 3 rounds. But people just never stopped the Jack theme, and people kept pushing at me to claim and kept inspecting me early game because I was the “True Jack”. I kept getting mislynched. Got framed twice in a row on N1 and didn’t get a proper trial - they just executed me without a second thought.
The second time I got framed I was transported with the actual person framed and transporter didn’t clear me - they just stayed silent the whole time.
Then on the second to last game I was playing mafia. I mentioned that the Jacks were starting to stress me out and I kind wanted to leave. I tried to make it a point though that I already started the game and I was still committed to it. However, my Godfather for some reason thinks that me implying that I wanted leave means they can throw me under the bus without letting me know about this plan or asking if I’m okay with it. He says he’s sheriff and he found me as suspicious. I am of course immediately pissed off that my Godfather is throwing me under the bus for a throwaway statement.
If you’re gonna pull that crap make sure you plan it with your teammates. Don’t just use them to clear your name without at very least their awareness. That’s just messed up. There are times where helping push or fake evidence against your teammate can help give you time, but don’t just incriminate them without going through this.
If you piss off your teammates in the mafia - they still know who you are & what you are. They can have a vendetta if you don’t communicate this.
Anyway that’s your TOS lesson of the day. Mafia is a cruel business where incriminating your friends is the only way to success, but if you don’t plan it and instead stab them in the back because it is easier and more convenient don’t be surprised when the retaliate.
Shorter version: Actually make a plan instead of risking having a vengeful teammate who knows your secrets.
Complete character sheet set for Frisk’s Workshop!
It’s not complete yet but I just wanted to share the Erlking since I think it’s one of the much cooler Fey creatures.
Racial Fun Facts
Goblins have no bodily features that separate how they appear from other sexes. However, females prefer to cut the tuffs of fur that grow along the cheeks.
Dwarves as well lack separating features from their sexes and both sexes dress similarly. The best way to tell the difference is pattern baldness in males and that most females like to wear their hair up in ponytails or buns.
Starve-Born Ghouls don’t have to chew due to their saliva being mixed with digestive acids. This causes most foods to melt into a smoothie-like consistency within seconds.
Despite what rumors will say Entopians actually really like other humanoids and cultures but are limited to dense forested environments to fulfill their basic needs.
Scalehides are basically the Amish of this universe and don’t believe in the use of technology. They believe in modesty and a desire for a simple life.
Gorgons on the other hand would be a spacefaring civilization if they could and have some of the best technology ever found.
While Hobbits are typically charismatic and endearing they are basically an entire race of tiny adrenaline junkies that are lucky Darwinism hasn’t taken them out yet.
Humans aren’t really warmongers they just don’t know when to stop with politics and scientific findings which just lead them to going over the edge about every century.
The markings across a Nephilim typically either translates into something about their angel parent.
Nearly every Lisoph is somewhat Scitzofrenic due to their Eldritch bloodline and it is more than likely them just hearing some Lower Eldritch Deity speaking from across the universe. If they don’t hear these voices then they are seen as more mortal than Eldritch.
Due to elven culture being focused around refinement and pride, elves refuse to eat low quality food such as fast food. However, elves really love the way fast food tastes but are too proud to admit it, so it is not uncommon to find hidden fast food restaurants in elven cities.
Most cambions are actually raised by their demon or devil parents - while the hellish parent has nothing to gain, an offspring that has died early is seen as a massive failure on the parent in devil/demon culture. While the majority of cambions live in the mortal world their hellish parents do try to be a part of their lives and work with their mortal parents. Demons and devils typically don’t make the effort to try to conver their child to their side and simply just try to allow their child to grow. The hellish parent believes that only fate will make their child join Hell’s army and nothing else.
Mechs can only feel emotions if they are programmed to or have some sort of software to allow such a thing. There are also viruses that can force mechs to only feel a certain emotion and act in certain patterns. Mechs by original design cannot feel but can be programmed to do so but that is a rare choice for programmers.
Magic Mechanics
Spell-Slots: A limited number of times a spellcaster can cast certain spell levels. The higher the level the spell the less spell-slots a caster will have for the level. Spell-slots will recharge during shot & long rests.
Used by: Harbinger, Mage, Shaman, & Oracle Balladeer.
Unstable Casting: Spellcasting without having any limits to the amount of times one can use magic. On the other hand the spells the caster uses aren’t completely stable and every spell cast will be tested for instability with percentile die. If the spell becomes unstable a random magic effect will happen.
Used by: Magician
Runes: Runes are magical spells engraved into physical objects. The magic will stay at bay until the caster activates it, yet, once the magic is activated it will consume the physical mass to fuel itself. Runes can be crafted by any material but the more rare the material used, the higher level in magi the spell will be cast in.
Used by: Runecaster
Circle Magic: Creating a drawn glyph in the ground around the caster and using physical ingredients to fuel the magic. Casters that use circle magic have no talent or ability in magic in their own fingers so they instead use the glyph as a cage for any magic in the area or a gate for any magic from the Fey Wild and use the ingredients to cause a desired magical reaction.
Used by: Witch
Potion Crafting: Potion crafting requires no skill for any magical abilities but instead understanding the magical effects of your ingredients. Potions are a way of creating consumable magic that can be infused into any type of food or drink by isolating magic effects from certain ingredients.
Used by: Witch
Pact Abilities: Powers a mortal gains from swearing a pact to an all powerful supernatural being. The mortal gains no ability to use invented magical spells or create any magic objects. Instead they gain supernatural powers directly from their lord. Any powers the pact maker receives is based off of their lord’s abilities.
Used by: Cultist
Abyssal Channeling: Can channel abyssal energy from the void. Abyssal energy deals damage to Spirit HP and cancels magic. Any magic or Spirit HP absorbed by abyssal energy is sent to he void and eventually drained into the abyss. Abyssal channeling small portals or links to the Purgatory plane.
Used by: Void Magnus
This is a character I drew for one of my players but I realized I never uploaded any images of the redesign for the Raariph.
A drawing of my friend’s character, Patches, a Ghoul Cultist with the Eldritch Devotion path.
I have a more detailed one I want to draw digitally- I have the model on paper.
The shape of the character is extremely simplified since I mostly wanted to play around with the colors.
Character Sheet for Fritz Workshop
Pyronamic
Starting and controlling fires is your specialty. You duty is to burn everything in sight.
requires practice to stabilize them.
Hit Points
Hit Points at First Level: 12 Body HP, 4 Spirit HP, 4 Mind HP
Hit Points at Higher Levels: 1d12 Body HP per level & 1d4 Mind HP per level.
Adeptness
Armor: Heavy.
Weapons: Simple Melee Weapons, Simple Ranged Melee, Martial Ranged Weapons, Flamethrower, & Molotov Cocktails.
Magical: None.
Tools: Fire Starter. Choose one from 30 ft Chains with Lock, Bolt Cutter, 10 Flares, or Crowbar.
Recovery Stats: Agility, Presence.
Skills: Choose two from Vitality, Barter, Bluff, Brawn, Detection, Dexterity, The Almighty, The Corrupt, and The Apathetic.
Fire Walker
At first level you have incredible resistance toward handling fire. You have 1d10 resistance to fire. If you already have fire resistance then the resistance is stacked.
Starting at tenth level you are completely immune to fire damage.
Quick Coating
At second level if you can coat a creature with flammable material secretly with a bonus action. Once you light the doused creature by exposing it to any fire within its space the creature will burst into flames for 1d8 damage and have lasting fire damage for 3 rounds. It costs a stamina point for every creature you douse.
You must use a least 3 ounces of flammable material. The creature will not notice you doing this or be alarmed by the action.
Burning Trail
At third level you go down a pathway.
Pyre: Has a connection to fire so deep that while amongst the flames they feel invulnerable.
Flame Blade: A master of combat and pyrotechnics.
Explosive Reaction
At fifth level instead of setting your coated target alight you can instantly make the material explode instead. The explosion deals 2d12 explosive damage. You must announce whether you wish to detonate or burn your target before you light the material on fire.
Pyrotechnics
At seventh level you learn to perform an interesting trick. This ability costs a stamina point. Choose one of the following.
Blast’n Snap: You snap your fingers and a massive burst of fire and force emits from your fingertips. Any creatures around you take an Endurance Recovery Roll equal to 15. If they fail they get pushed back 5 ft and take 2d6 burning damage.
Dragon Breath: You blow out a cone of fire for 20 ft in front of you. All creatures within the cone take 1d8 fire damage.
Burning Bile: You spit out a indescribable collection of burning bile at any creature within 35 ft. The bile does 1d4 burning damage for 4 rounds.
Fiery Touch: Your hands or feet are covered in flames as you attack a foe. The flames deal 1d6 extra burning damage on top of you unarmed attack.
Too Hot!
At tenth level you can ignite yourself in flames. Any creature that tries to touch you takes 1d10 fire damage. This skill takes 2 stamina points.
Through the Fire
At fourteenth level you can burn through any non-fireproof material. You firmly plant your feet on the ground and sear through any defence. When using this on an enemy they take 1d6 extra damage and lose 1 Defensive Stand. It takes 10 seconds to burn through organic material and 30 seconds to heat metal to extreme temperatures. Enemies wearing metal armor take 1d6 fire damage for the next 10 minutes while in their armor. The damage only becomes cancelled when he armor is cooled. This costs 2 stamina points.
Burning Pinch
At seventeenth level you knock your comrade back to their senses. When under the effects such as being charmed, frightened, or under an illusion you can walk over and snap them out of it. You light the tips of your fingers on fire and pinch any bare flesh. The fire deals 1d4 damage but takes away a negative effect. This costs 2 stamina points.
Fire Bearer
At twentieth level you can deal massive damage by igniting yourself and running into the fray. At this point your body is so stained by explosive materials that you can catch alight. After 1 minute you release a massive explosion that does (1d8)5 damage to all creatures within a 20ft radius. All surviving creatures have lasting burn 1d12 damage for 10 minutes.
Sharp Shooter
A hawk-eyed master of of the trigger and bullet that either jumps into the fray with a firearm or hides in the shadows with their target lines with their scope.
Hit Points
Hit Points at First Level: 6 Body HP, 4 Spirit HP, 6 Mind HP.
Hit Points at Higher Levels: 1d8 Body HP per level & 1d6 Mind HP per level.
Adeptness
Armor: Light.
Weapons: All Ranged Weapons, Simple Projectile Weapons, Simple Melee Weapons, Net, & Apache Revolver.
Magical: None.
Tools: Choose one from Decoy, Game Set, Trap, or Multi Tool.
Recovery Stats: Charm, Agility.
Skills: Choose two from Mystery, Dodge, Evasion, Detection, Dexterity, Vibrance, (T) Law, and Stamina
Grimly Aim
Beginning at first level when undetected you can add extra damage when attacking. You will start at 1d4 level 1. After every level your Grimly Aim damage increases by 1d4.
Dash Breaker
Beginning at second level when you are trying to escape a foe on your tail or keeping an enemy from running away you can take a quick shot at their feet to hold them in place (this does not work on creatures without feet). Your target takes an Agility Recovery Roll that is equal to 10 + your Agility modifier + your Adept modifier to attempt to dodge the bullet. If they succeed they successfully dodge the bullet. If they fail then a stunned for two rounds until your starts. This skill can be used as a reaction during combat.
Pulling the Trigger
Beginning at third level you go down a pathway.
Gunslinger: An agile gunman dodging any projectiles and weapons as they fire their weapon without any regard.
Sniper: A focused shooter that ensures they get the perfect shot to take their foes o their grave in one shot.
Bullet Burner: A toughened gunman that doesn’t bet an eye to damage while tearing through their foes.
Quick Reload
Beginning at fifth level you can reload your weapon as a bonus action. Also when searching for loot and you roll above a ten you are guaranteed to find 1d6 + detection modifier rounds of ammunition.
Two Birds With One Stone
Beginning at sixth level if two creatures a directly in a line you can shoot both of them using one bullet. The attack rolls must succeed to actually hit but the projectile goes through the line either way. This skill costs 3 stamina points.
Second Shot
Beginning at seventh level you can take a second shot during your attack action. Also as long as the target is within range you can choose to shoot a different creature for each shot you make. However, you still have to roll to hit your target each to you shoot.
Improved Aim
Beginning at tenth level you can add 20 feet to your weapon’s range. This can either used to improve how close to yourself you can shoot or how far away you can shoot.
Every five levels you get to add 20 more feet to your weapon’s range.
Spray
Beginning at fourteenth level your weapon rapidly fires in a straight horizontal line up to 20 ft within your weapon’s range. All creatures in that line take individually rolled damage. This skill costs a stamina point.
Defense Breaker
Beginning at seventeenth level you can damage your target’s armor or shields. This skill also depletes natural defense. You make an attack roll equal to the target base defense: if wearing armor or shields it will weaken their armor’s defense - if not wearing armor or shields it will weaken their natural defense. When your shot hits their defense decrease by the total damage your weapon deals and will stay that way until repaired or healed. This skill costs stamina points to use.
Dead Eye
Beginning at twentieth level you can make a a fatal strike through your opponent's vital organs to deal devastating damage. You must roll to hit the creature after you decide to make the shot. When your mark is true your damage is equal to your attack roll and added modifier multiplied by five. This skill does not work with Rapid Fire. However, it does work with Grimly Aim, Focused Scope, or both at the same time. This skill costs 6 stamina points to use.
Assassin
A stealthy blade master from the darkest corner of the nights to swiftly deliver justice.
Hit Points
Hit Points at First Level: 6 Body HP, 4 Spirit HP, 4 Mind HP.
Hit Points at Higher Levels: 1d6 Body HP per level. 1d4 Mind HP per level.
Adeptness
Armor: Light.
Weapons: All Projectile Weapons, Versatile Melee Weapons, Versatile Ranged Weapons, Cane Sword, & Apache Revolver.
Magical: None.
Tools: Choose one from Poisoner’s Kit, Diguiser’s Briefcase, and Forger’s Tools.
Recovery Stats: Agility, Brilliance.
Skills: Choose three from Detection, Wisdom, (T) Law, Dodge, Will, Evasion, Bluff, Acrobatics, (T) Life Sciences, Mystery, and The Apathetic.
Deathly Strike
Beginning at first level when undetected you can add extra damage when attacking. You will start at 1d6. After every two levels your Deathly Strike damage increase by 1d6.
Meld
Beginning at second level can disappear when in crowds or darkness. If in a crowd or darkness creatures have disadvantage seeing you.
Deadly Techniques
Beginning at third level you choose a pathway.
Masquerader: A master of illusions and disguises that uses the faces of their foes to get close to their enemies.
Infiltrator: An expertise with taboo concoctions to subdue or distort their foes.
Burst of Blades
Beginning at fifth level you can expend a stamina point to make a flurry of stabs into your foe. During the entirety of your round in combat you make five consecutive stabs into a single target. If you do this undetected only the first strike will have your Deathly Strike bonus. Each strike has its own attack roll.
One With the Shadows
Beginning at seventh level you can quickly leap into the darkness or behind something for cover and disappear from all eyes. When in combat you can hide as a bonus action. To properly hide you you go to a place you are concealed. This can be behind an object or in an object. The range you run can hide is double your speed. Once hidden creatures will consider you absent from the fight and will not go after you until the see you. This skill costs a stamina point.
Backstab
Beginning at tenth level when you can deal bonus damage to your attack as a bonus action. After you’ve made your attack, if you have a bonus action, you will instantly hit your target and deal double damage. However for this to work your prior attack roll had to actually hit your target. This skill costs 2 stamina points.
Cold Hearted
At twelfth level you become a cold blooded killer and your foes see the cruelty in your eyes. Whenever you kill a creature all foes that can see you take a Charm Recovery Roll equal to 10 + Adeptness Modifier + Presence Modifier. If they fail the creatures become frightened any cannot come within 20 ft of you are attempt to interact with you for 1 round. If the creature is forced to interact with you they take 1d4 Sanity Damage.
Deadly Skill
At seventeenth level you have a percentage range that allows you to get a critical hit. You roll a percentile die twice and all of the numbers between those numbers will When you roll an attack you will roll for your chance of critical damage. When you make a critical success your percentile do three times as much damage.
Rugged Cut
At twentieth level you inflict major injuries onto your foe. For 2 minutes you deal 1d12 bleeding damage. This skill costs 4 stamina points.
Magician
An advancer of magic, whether be the knowledge of it or the practice itself. Unlike other magical users you understand that magic isn’t a chaotic and infanthomable force beyond the power of nature. To you magic is a projection of one’s spirit and the potential of one’s soul and the power of the spirit.
Hit Points
Hit Points at First Level: 4 Body HP, 8 Mind HP, 12 Spirit HP
Hit Points at Higher Levels: 1d8 Mind HP per level. 1d12 Spirit HP per level.
Adeptness
Armor: None.
Weapons: Simple Melee Weapons & Simple Projectile Weapons.
Magical: Artifacts and Spellcasting.
Tools: Explorer’s Pack & Casting Focus.
Recovery Stats: Brilliance, Charm.
Skills: Choose two from The Unfathomable, (T) Magic, Mystery, History, Vibrance, Wisdom, Dexterity, Detection, Barter, Bluff, and Will.
Spell Forger
Beginning at first level at the start of each level your character will create a new spell based on the Magician’s Table. When making a spell you will roll the percentile dice. The number will represent your instability of magic. When using a spell you will roll your unstability dice. Every time you attempt to use a spell your stability will decrease by 1. Every time you successfully use a spell the stability goes down by the total of your Charm Modifier + your Adeptness Modifier.
These spells are part of your basic nature you can cast them at will. You have no spell slots.
Spellcasting DC = 5 + Charm Modifier +Adeptness Modifier
Spell Attack Modifier = Charm Modifier +Adeptness Modifier
Ritual Casting: To prevent burning a scroll or using component you can cast a spell as a ritual. The ritual takes 5 minutes preform.
Spellcasting focus: You may use a magical focus when casting spells. A spellcasting focus negates the need of any material components needed to cast a spell. You will use a Spellcasting Focus from any of the spellcasting focuses.
Practice Makes Perfect
Beginning at second level you can practice your magic during your spare time. You can spend one hour one practicing a spell of your choosing. After your practice your instability will decrease by a total equal to your Brilliance Modifier - minimum of 1 - + your Charm Modifier + your Adeptness Modifier.
Once a spell has reached perfection you can choose to learn how to cast it at higher levels - you must be equal to the level you want to improve it (example: must be level 4 to increase a level 3 spell to level 4). When making a spell more potent you risk instability. However you roll with advantage since you already know this spell. In this case with advantage you take the lesser number. (example: between 80% and 30% you would choose 30%).
You cannot improve a spell beyond LV 20. Once a spell reaches LV 20 it is perfect.
A Magician’s Tricks
Beginning at third level you new ways to learn hone your magical abilities. You will gain levels at third, fourth, nineth, fourteenth, and nineteenth levels. Choose from the following:
Theurgist: A caster with connections to eldritch horrors of the outer realm - granting them mysterious abilities. They study the complex science of eldritch creatures and create magical abilities from their powers.
Menagerist: A studier of magic that focuses on the supernatural power of other creatures. The caster learns to harness the power of monster of legend of lore.
Creationist: A caster with the ability to create faux life such as familiars. They focus on bringing sentience to objects or energy to follow a direct purpose.
Eyes of a Magician
Beginning at fifth level you can see hidden magical auras or detect any nearby magic within a 30 ft radius. Different categories of spells will have different auras.
Adjuration spells appear is colourful shards of glass separating and reconnecting. Divination spells appear as a pure white glow with small gold orbs floating around the aura. Evocation spells look like gleaming, silver chains hanging from the target. Necromancy spells appears as a purple mist with green sparks emitting from it. Transmutation looks like dark blue or bright red seals on a creature or object. Conjuration spells appear chains made of dark purple fire connecting to the caster. Enchantment spells look like a faint colorful glow and twinkling lights on the creature or object. Illusion spells look like a colorful fog encompassing a creature, area, or object.
No Magic Unknown
Beginning at seventh level you can perform a ritual to tap into the minds of other magic casters and unravel the mechanics of their magical powers. You must have the creature in front of you for 5 minutes. You look into a creature’s arsonal of magic. However, you will start to require spell slots since these spells have the of the function of other classes. Your magician spells do not need spell slots but every spell outside of the magician class requires spell slots. When using magic outside the magician’s arsonal they will requires spell slots. Your total spell slots are equal to Brilliance modifier + your adept modifier. This will be the total times you can cast spells outside the magician’s spell list.
Scroll Author
Beginning at tenth level you have the ability to copy your spells onto paper to make scrolls. These scrolls are considered magical artifacts and can be used by characters that are not adept with magical artifacts. These scrolls can contain either your own magician spells or spells you’ve learned from other classes. Each scroll requires you to copy magic from your grimoire for 10 minutes.
To activate these scrolls all you have to do is open them. Using these objects will be considered a bonus action while in combat.
Soul Cage
Beginning at fourteenth level you are so knowledgeable of the connection of the soul to magic ability that yiu are able to cancel one’s magic ability. You reach out your hand and magically connect your palm to the soul of a target within 50 ft. Your target is deprived from their magical abilities as you clench your fist. The effect lasts for up to 5 hours, but you can dispel the effect at will. This skill requires expending 3 stamina points.
Mind Palace
Beginning at seventeenth level you can turn your mind into its own pocket dimension with the power of your spirit. You and only you can enter your mind. You mind’s dimension is a resemblance of your personality and desires and it acts like a lucid dream - warping it to your desire. However you can bring non-sentient objects into your mind. These objects cannot be warped since they are not created from your mind. If you leave these objects in your mind they will stay there, untouched. Only things on your person can enter or leave.
Ethereal Form
Beginning at twentieth level your physical form can become pure energy. For 10 minutes your form is translucent and noncorporeal. You cannot be touched or interacted with by physical contact, but magic will stiff effect you. While in Ethereal Form you can freely travel between the physical plane, the feywild, and purgatory. You can also freely move through physical materials.
Racial Lore
Elves, Trolls, and Goblins are all creatures made from a collaboration between the Fey Wild Deities and the Cosmic Deities. Despite the intense difference in appearance and abilities they all share a bloodline. Elves, Trolls, and Goblin - while not fond of each other - are quite literally cousin species.
When in desperate times it is not uncommon for the creatures to rely on each other despite their bitter feelings. It is not uncommon for trolls and goblins to live among elves and vise versa. While they do become irritated with the cultural differences the species still see each other as close kin and find it cruel to leave their distance family struggling in harsh times.
The Elven Subraces
Elves are the love-child of the Fey Wild deities and the Cosmic deities. They exist in both the Fey Wild and the Cosmic plane. They have a strong amount of magical energy inside them which allows for their amazing supernatural feats and connections to the world.
Top Right - Ether Elf
Elves that have a supernatural connection with the sky and celestial bodies. They have a glowing complexion and a deep connection with celestial energy.
Top Left - Cavern Elf
Elves that borrowed deep underground to escape the wrath of the gods above and the force of their elven counterpart - Ether Elves. While most cavern elves are shady they are an earnest and hard working society.
Right Bottom - Frost
Elves that are isolated in the cold and frigid regions of the earth. They are a reclusive society but are still kindly.
Left Bottom - Wildern
Elves that live among the wild and unaltered regions of the earth. They have an intense love and respect for the ways of nature and the natural flow of the world.