Races Aracknians (V 1.0) The Result of Humanoids being Permanently Fusing with Spiders the Aracknians Fled into the far Reaches of the World, Even in their Seclusion they Thrived with a few of their Number leaving to explore the Ever-Changing world they came from. Despite most races looking down on them as Freaks of Nature the Aracknians as a Wise and Understanding Race, because of this they respect their Neighbors and leave them be, save for the Ocasional Aracknian Traveler looking to find their Place in the world or looking for Trade. Naming Aracknians use the Same Naming Conventions as the humanoids they descended from. Apperance The Aracknians have Two Humanoid Arms and Legs they also have Four Spider Legs that are Kept compacted against their Arms and Legs Until in use While Climbing. The Aracknian's have both an Endoskeleton and an Exoskeleton that may be a multitude of Colors but each Aracknian won't have more than three Colors and Covers most of their Body Most Notibly their Spider Legs. Aracknians are Known for having 4-6 Eyes taking up their Forehead with two Located in the same places as most Humanoid's Eyes, These eyes have a Scilera, Irises, and pupils like Most Humaniods though the Pupil and Iris can be hard to tell apart. Their Eyes are Most often Black but may be Brown or Orange. Like Humans the Aracknians have Verying Skintones and Hair Colors. An Aracknian's Spinnerettes are found in Each Human Arm and Leg though they are not able to make as Much Webbing as their Normal Spider Companions. Culture While most Aracknians only really find Security amougst each other and in Lolth the few that leave to Explore often find Fear in the faces of those they come accross due to their Disturbing shapes. Aracknian Clothing generally is comprised of simple Cloth Garments made in a way to allow use of all of their Spinnerettes. Aracknian Traits Ability Score Increase. Your Dexterity Score Increases by 1 and your Wisdom Score Increases by 2. Age. Simalierly to Humans the Aracknians reach their Teenage Years areound 10 Years of Age and rarely live Past 70 years of age. Alignment. Due to their Reclusive Nature most Aracknians have a Neutral Bend to them. Size. Aracknians tend to stand between 4-6 Ft tall with Males being Shorter than Females and range between 100-200 Pounds, your Size is Medium. Speed. You have a Walking Speed of 30Ft. 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. Websense. While in contact with a web, You know the exact location of any other creature in contact with the same web. Spider Climb. You Can climb difficult surfaces, including Upside Down on Ceilings, without needing to make an ability check, Additionally you have a Climbing Speed of 30Ft. Webbing. You have Three Web Charges Per Short Rest. You can use One Charge to Create a 50Ft Strand that can be used as a Rope, you Decide if it is Sticky when you Create it. Sticky Webbing may be Used as a Grappling Hook. Additionally You can Expend all Uses at once to Make a Ranged Weapon Attack against a Creature 30Ft away or 60Ft away with Disadvantage. On a Hit the Creature becomes Restrained, the Restrained Creature can use an Action to make a Strength(Athletics) Check Versus 8+ Your Dexterity Modifier + Your Proficency Bonus, On a Success it Breaks free of the Webbing. The webbing can also be attacked and destroyed(AC 10, Hp 5, vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage), Unless Destroyed by Fire the Restrained Creature is not harmed by the attack. Languages. You can Speak, Read, and Write Common. Choco (V1.0) Naming and Appearence The Choco have adopted the human naming Scheme of naming Chocobo often having "Choco" in their names, all choco are given Uni-sex Names. Choco are most known for their dark skin and colorful feathers that covers their heads and most of their bodies, their feathers are often kept to make various accesories by the choco themselves or sold to others. These Accesories are regularly worn by the Choco to mimic the hairstyles of other races. Like the Chocobo the Choco have dull colored eyes, Small wings, and short tail feathers, their eyes are often dark shades of brown, orange, and blue. Choco Traits Ability Score Increase. Your Dexerity Score increases by 2. Age. Many Choco Live to be around 30-70 Years of Age. Alignment. The Majority of Choco are freindly and have a Nuetral Bend to them. Size. Choco weigh between 120Lbs and 190Lbs. Your Size is medium. Speed. You have a Base Walking Speed of 30Ft. Talons. Your Talons act as Natural Weapons Dealing 1d4+ your Strength Modifier as Slashing Damage. Subrace. Like their Chocobo Bretheren the Chocos' various traits are categorized with their feather color.

Yellow Choco The most Common color of Choco and Chocobo, they are fast runners and are often described as "Aborable". Ability Score Increase. Your Charisma Score increases by 1. Air-Slip Feathers. Your Aerodynamic feathers reduce air friction making it easier to move quickly, your walking speed is 35Ft anad you add your Charisma Modifier to Initative Rolls (Minimum of +). Tackle. Whenever you use your Action to Dash and travel at least 15Ft in a Straight line you can use your bonus action to make a Melee Weapon attackk adding +5 to the Damage Roll on a hit. Red Choco The Rarest of Known colors for the Choco and Chocobo, these birds are the only breed capable of flight and are quite Intelegent. Ability Score Increase. Your Intelegence Score Increases by 1. Air-Catch Feathers. Your Feathers are much larger than other breeds allowing you to fly, though it is slower than walking. You have a Flight Speed of 20Ft. Wing Buffer. As an ACtion you can Flap your wings in an attempt to give yourself space by creating a burst of air, any creatures within 5Ft og you must make a Strength save or be pushed 5Ft away from you. the Save Dc for this Trait is 8 + your Strength or Dexterity Modifier + your Proficency Bonus. Blue Choco A Fairly Common Breed of Chocobo and Choco that are Known for their Webbed Feet (and hands) that allow them to swim more easily. Ability Score Increase. your Wisdom Score Increases by 1. Webbed Talons. Your hands and feet are webbed giving you Swimming Speed equal to your Walking Speed. Hold Breath. You can hold your Breath up to 10 Minutes at a time. Rip Tide. As an Aciton you create a current that lingers on a target slowing their movement, the target must make a Strength Saving throw or have its speed Reduced by half for the Turn. the Save Dc for this trait is 8 + your Strength or Dexterity Modifier + Your Proficency Bonus. Green Choco The Second Most Common Breed of Chocobo and Choco, best Known for their more muscular bodies and sharp talons that help them climb. Ability Score Increase. Your Constitution Score Increases by 1. Earth Talons. Your Sharp Talons can grip many surfaces granting you a climbing speed equal to your walking speed, Additionaly your Talons deal 1d6 + your Strength Modifier aas Slashing Damage. Jumper. Whenever you make a Running Jump the Distance increases by your Dexterity Modifier, it is not reduced be a Negative modifier. Gels (V1.0) Naming and Appearence Primarily being of one color Gels tend to take the shape of, and are named by, the Humanoids they Live With. The Gels as a whole Do not have Gender or Age Diffrences. Gel Traits Ability Score Increase. Your Constitution Score Increases by 1 Age. Gels live an undetrmined number of Years and useually end when something or Someone Slays them. Alignment. The Vast Majority of Gels are Nuetral Good. Size. Your Gelatinous Body is lighter than most Humanoids, Often Averageing around 40-90 Pounds. Your Size is Medium. Speed. Your Speed is 30 Feet Gelatinous Form. You Can Pass through Occupied Spaces Unhindered as long as you aren't Wearing any armor, However you cannot Equip Heavy Armor. Gel Sense. Unlike Most Oozes you are Capable of Sight but you cannot Discern Colors, You also have Blindsight of 10 Feet Languages. The Gels Communicate by Vibrating Parts of Their body that Comprise the Various sounds that make up the Languages they Know. You can Speak, Read, and Write Common. Subrace. Due to the Conditions that cause Gels to have Varing Traits and Colors they are Sperated into the Six Diffrent Colors they Primarily Appear as: Green, Brown, Red, Blue, Yellow, and White. Green Gels Primarily Found in High Altitudes Green gels are Frequently known as "Wind Gels", they are the fastest of the Gel Subraces. Ability Score Increase. Your Dexterity Score Increases by 1 Fluid Body. Your Speed is 35 Feet and you have Resistance to Thunder Damage. Brown Gels Often Found in Mountians and Forests Brown Gels are often known as "Earth Gels" and are More Durable than other Gels. Ability Score Increase. Your Strength Score Increases by 1 Solid Body. You have Natural Armor of 12 + Your Dexterity Modifier and you are Resistant to Poison Damage. Red Gels Found in Deserts and and other Areas of Intense Heat, Red Gels are frequently known as "Burst Gels" and "Fire Gels". Ability Score Increase. Your Intelegence Score Increases by 2. Burst Body. You can Treat Standing High Jumps and Standing Long Jumps as though you had a Running Start, You also are Resistant to Fire Damage. Blue Gels Frequently Found in Swamps and Near Large Bodies of Water Blue Gels are frequently known as "Water Gels" or "Aqua Gels".

Ability Score Increase. Your Wisdom Score Increases by 1 Aquatic Body. You have a Swimming Speed of 25 Feet, You can Breathe in water, and you have Resistance to Acid Damage Yellow Gels Found Primarily in areas where Rain Storms frequently Occur, Yellow Gels are Often known as "Lightning gels" and "Spasm Gels". Ability Score Increase. Your Charisma Score Increases by 1 Spastic Body. You can take the Dodge action as a Bonus action and you have Resistance to Lightning Damage. White Gels Found in Areas of Intense Cold they are Frequently called "Ice Gels" or "Clear Gels". Ability Score Increase. Your Constitution Score increases by 1 Clear Body. You can attempt to Hide while Standing Still and you have Resistance to Cold Damage. Geminites (V2.0) Warriors made up of Hardened Light sent by their Goddess Geoanna to Assist with Wars in the Material Plane, they are known for thier durability in combat. Appearence and Naming Geminites take the color(s) and name of their Gemstone core. Despite not being able to Reproduce Male and Female Gemenites do have Diffrences, Males usualy have Darker Shades of Color while Females have Lighter Shades of Color. Due to their body shape being the same Other Races often Confuse Male Geminites as Female. Geminite Bodies have Varying Heights, as short as 4 feet to as tall as 7 feet. Some Adopt Nicknames from their Allies to help Distinguish themselves from others of the same or Similar Gemstone. Geminite Clothing is Part of their bodies and can be changed quickly as needed. Their Cores are often Visable as part of their Physical Body, Dispite this it cannot be damaged while a Geminite's Form is Active. Culture Many Geminites were Made by Geoanna Herself, though most are now made by other Geminites trained to do so by Geoanna. Those made By Geoanna take great pride in this and Frequntly use this as a sign of status, even while in other Planes. Geminite Traits Ability Score Increase. Your Constitution Score increases by 2, and one other ability Score of your choice increases by 1. Age. Due to being Hardlight Constructs geminites can live Thousands of Years as long as their Core is not Destroyed. Alignment. Though every Geminite tends to vary due to Personal Experiances or Make, they all have a Neutral Bend to them. Size. Your Hardlight body is fairly Light, thus your Core is where most of your weight comes from your Core, leading to most Geminites rarely Excced 20 Pounds. Your Size is Medium. Speed. Your Speed is 30 Feet. Hardlight Body. Due to your Physcial Body not having much Weight Creatures have advantage on checks to Shove or Grapple you. Gem Core. As a Geminite, you have a crystalline core that projects the Hardlight that is most of your body. As an action while you aren't incapacitated, you can retreat inside of this core, where you cannot take any actions aside from leaving the core as an action, but your body is safe from harm. When you fail three death saving throws or are instantly killed by an effect or attack, you instead retreat into your core, where you must stay for 24 hours to regain your strength. After 24 hours, you can leave your body as normal, with half of your Hit Points. Your core has Hit Points Equal to Half of your Character's Hitpoint Maximum, as well as an Armor Class of 10 + your Dexterity Modifier. When your core hits 0 HP, it shatters, and you die. While you aren't currently inside your core, your core regains 1d4+Constitution Modifer After you complete a Short or Long Rest and is protected from harm by the Hardlight body. Additionally, if your body receives magical healing (such as the cure wounds spell), half of the hit points go to the core instead of your body, until your core has regained its full hit points. Your core's hitpoints cannot be reduced by anything less than a Wish spell, and you can't be granted advantage or disadvantage on saving throws from an outside source. While within your core, you make Strength and Dexterity saving throws with disadvantage, but other saving throws as normal. Your crystalline core is not unbreakable, and will crack under enough stress, weakening its ability to project your Hardlight body. Whenever the core takes damage, you must make a Constitution saving throw of 10 or half the damage taken, whichever is higher. On a failed save, the core cracks, giving you a level of exhaustion to represent the increased strain on the core to project the Hardlight Body. If your core cracks three times without repair, it will shatter, killing you. The core will repair one Crack whe nyou Complete a Long Rest. In addition, if the core receives magical healing, you can chose to instead repair a crack instead of regaining hit points. When a crack is repaired, the level of exhaustion caused by it is removed, even if you haven't taken a long rest. Geminite Weapon. You have a Single Hardlight Weapon that you can Construct from your Core as a Free action, you can Summon this Weapon a number of times Equal to your Constitution Modifier, you regain expended summons after Short or Long Rests. You are Proficent with this Weapon and it takes the same Colors as you. Ranged Weapons created in this Manner must have the Appropriate Ammunition supplied to use it. Others can use this Weapon but they do not gain your Proficency with it. The Weapon Disappears when you enter your Core for any Reason. Languages. You can Speak, Read, and Write Common. Subrace. Geminites are Broken up by the type of gem their core is made from, Crystalin or Stone

Crystaline Crystaline Gemintes have Cores that are often Tranlucent or Transparent and only have one color. These Geminites are capable of channeling elemental energies through their Weapons. Ability Score Increase. Your Intelegence, Wisdom, or Charisma Increases by 1. Energy Channel. Your Geminite weapon acts as a channel for the Paired Elements you control, whenever you use your Geminite Weapon to make an attack you can expend a use of this trait to add 1d6 of either the appropriate damage types to the attack, only one may be used per attack. You have a number of uses of this Trait equal to Half your Constitution Score, expended uses are regained after a long rest. Crystaline Elements Element Pair Damage Types Fire and Water Fire or Acid Ice and Wind Cold or Thunder Earth and Lightning Poison or Lightning Stone Stone Geminites have Cores that are Fully Opaque and sometimes have many colors, they are capable of storing minerals that have been applied to their weapons. Ability Score Increase. Your Strength or Dexterity Score increases by 1. Material Weapon. Your Geminite Weapon can be Modified with minerals such as Silver, Mytril, and Adamantine. It will take on the traits of the applied material whenever it is summoned until the material is removed. Ranged Geminite Weapons will have a number of Energy Shots equal to half your Constitution Score that take one the Traits of any material applied to the weapon itself, expended shots are regained after a Long Rest. Geoanna The Diety that Created the Geminites. Was known for her Ability to Manipulate Light into a Physical Form and was the Original Creator of Hardlight Constructs.Now Resides in Ysgard with her Army of Hardlight Constructs and Geminites. Alignment: CN Domain(s): Light, War Symbol: A Square comprised of Four Triangles colored with to match the Elemental Planes. Preffered Weapon: Rapier Geoanna is Often Depicted as a Human with a Diamond in her Forehead leading armies into battle with Rapier in hand. Based on/ Inspiredby the Gems from Steven Universe Lunacii (V1.0) A group of Foxes that live on Various Sattelites adn are named after the Moon they originated from. Culture Monarchy The Lunacii are lead by an ever-changing Monarchy, determined by the citizens combating the monarch and others to find the most magicly adept. This leads to the monarchy changing every two weeks as each monarch is given 14 Full days to rule before they may be challenged. Rarely does a Monarch hold their seat for more than a few months, these few are held in high regard and are spoke about for generations. Female Lunacii are often the most magicly adept leading to most Monarchs being Queens. Relations Most see other races as Inferier due to their inate magical abilities, looking down on anyone, even those of their own kind, who are unable or choose not to pursue magical strength. Even going so far as to banish them if they do not leave of their own accord and do not allow them to challenge the monarch. Monks and Warlocks are allowed to stay but are considered to be treading a fine line between martial adeptivaty and casting. Religion Lunacians primarily worship their diety of magic Eaveon and various dieties of Twilight, all of which they call "Astrals". They believe their Larger ears allow them to hear the Astrals easier so they may be the first to do the Astral's Biddings. Appearence Biology The Lunacians' eyes and fur are shades of warm colors, most often shades of Brown, Orange, and Red, though their fur color may change with seasons. Their Ears often stand 5-7 Inches high and are fairly flexible though they cannot move their ears as freely as the Tabaxi. The number of tails a Lunacii have is mainly dependant on the spells they are able to cast, growing a new tail for each slot level they can cast. Warlocks are the excpetion to this rule as their magic is not their own. A Lunacii's New tails take a full 6 Days to grow, regardless of if it is a tail being grown as a sign of power or a tail regrowing after its removal. Non-Magical Tail Growth Martial Lunacii and Warlocks still grow Tails after a long period (11th Level) and Lunacii Monks grow up to three tails, a Second at 8th Level, and a third at 15th. Fashion Since the Luncian Monarch changes so frequently the Majority of the Lunacii are considered of Royal Descent, this is reflected by their regal outfits that show the colors of the Sattelite they live, both Daylight and Night Time colors. Some Lunacii have Longer Fur which they may style in a Simalier Fashion to other races, Current Monarchs have far more complex hair styles than their Subjects.

Naming Lunacians name their Children after Magical Terms, Spells, and Various Minerals and Alloys, often changing them to end with "Ees", "En" and "Ah" sounds. Example Names Aeris, Aurous, Blizzis, Curaza, Dian, Flarien, Mana, Mythra, Silvea, Thundra Example Family Names Adamantis, Arcanian, Ferrian, Hydreria, Oricalcous, Palladian, Titania Lunacii Traits Ability Score Increase. Your Intelegence, Wisdom, and Charisma increase by 1. Age. Lunacii reach Maturity around 24 years of age and often live into their 140s. Alignment. Due to their Views on other Races and the way they determine their Monarch most Lunacii lean towards Chaotic Alignments. Size. You Weigh around 90-170Lbs and Stand between 4Ft and 5Ft 6in. Your Size is Medium. Speed. Your Base Walking Speed is 30Ft. Darkvison. 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, onIy shades of gray. Lunar Nature. Like the Moon the Lunacii originated they only show the side of themselves they want you to see. You have Proficency with the Deception Skill. Blinking. Starting at Third Level in response to being attacked you can use your reaction to Warp out of the way to a Point withing 50Ft of you that you can see. You can use this trait once per Long Rest. Phaseing. At 5th Level you channel energy though yourself while dodgeing making it harder to hit you, Whenever you take the Dodge Action you gain the Benifits of Half Cover. Attacks that Ignore the effects of Half Cover or can see through Illusions ignore the effects of this trait. Langauges. You can Speak, Read, adn Write Common and Lunacii. Lunacii The Lunacii Language is a Derrivative of Celestial rarely used outside of Lunacian Settlements. It's Written form resembles Celestial. Machina (V1.0) Machina Names The Machina often take the name of their Same Gendered Parent with a slight change to their other Parent's name as their Surname. Male Names: Dyligris, Egil, Eiz, Ezak, Kazat, Mexit, Shilx, Nirunis Female Names: Exa, Kazame, Malodo, Meza, Qofaria, Vanea, Viza, Vexa Surname Examples: Kameza, Kavanea, Lekazat, Vamalodo, Vemeza, Viez Machina Traits Ability Score Increase. Your Constitution Score Increases by 2 and you Charisma increases by 1. Age. Most Machina Reach Adulthood at around 300 Years of Age often Living into their 2,000s. Alignment. the Machina lean towards Lawful Neutral and often Prefer to be Diplomatic in Situations if possible. Size. Due to their partially mechanical bodies your weight ranges around 210- 325 Pounds. Your Size is Medium Speed. Your Base Movement Speed is 30Ft. Bio-Mechanical Body. Your Natural Armor is 12 + your Dexterity Modifier (stacks with Unarmored Defense), you don't need to eat however you do need to Drink. You also have Disadvantage on Ability checks related to Swimming. Overdrive. At 3rd Level you can cast the Booster Spell as a Second Level spell once per day. Tool Proficency: you have proficency in one Artisan's tool of your choice. Languages. You can Speak and Write Common and Mechanical Booster 2nd Level Evocation Sorcerer, Wizard Casting Time: Bonus Action Range: Self Componants: S Duration: Concentration, up to 1 Minute You push one part of your body past its normal limits, at a cost: Brain: Add +1 damage to any spells that require attack rolls and deal damage, as well as adding to your Spell Save DC's. Arms: You gain Climbing and Swimming Speed of 20Ft Speed, If you already have Climbing or Swimming Speed add 10Ft. Legs: Increase your walking speed by 10ft. In addition, you can cover a number of feet equal to your strength score with a standing long jump or 1.5x it with a running start of 10ft. With a running start of 10ft, you can also leap a number of feet into the air equal to 6 + your Strength modifier, rounded down. With a standing start, you can jump half that distance upwards. At the Begining of your Turn you must make a Constituion saving against DC 8 + Half your Character Level(rounded down). Biological creatures such as animals and humans take 2d6 slashing damage on a failed save and half the damage on a successful save. Hybrid Machine/Humans (Machina, cyborgs) take 2d6 slashing damage on a failed save, and no damage on a successful save. Machines (Gearforged, Constructs, automatons) take 1d6 slashing damage on a failed save and no damage on a successful save. If cast using a higher level spell slot, add 1 to the benefit to Brain for every two levels of the spell slot above 2nd; add 10ft for every two levels of the spell slot over 2nd for the Arms benefit; add 5ft of walking speed, +2ft high jump height, and +2ft long jump distance for every two levels of the spell slot above 2nd.

Meyneth Worshiped by the Machina, Meyneth is Believed to be the original Creator of the Machina. She is aften refered to as "Lady Meyneth" by the Machina themselves. Alignment: Lawful Neutral Domains: Clockwork, Nature Symbol: a Semi Circle of Green and Grey connected to one another Via Brass lines. Prefered Weapon(s): Dual Shortswords Meyneth is often Dipicted as a Dark Elf or Machina with Long Silver Hair and Mechanical Wings of a simialer Build to Machina Energy Weapons. Based on/ Inspired by the Machina from Xenoblade Chronicles Mechanical Spoken as a Series of Whistles and Clicks at diffrent Pitches often Spoken by Constructs and other Sentient Machines. It's Writen form is based on Elvish Writing. Saiyans (V1.0) Originaly a Subrace of Barbaric Humans the Saiyans traveled the Material plane Conquering worlds as they went, As time passed the became more interested in the technology they encountered and slowly became more Reasonable. While the Saiyans are far calmer in Demeanor their instincts still lead them to be a strong ally in battle. Naming and Appearence Saiyans are often have names derived from Vegetables and are primarily Unisex. Example Names Cafla, Cabba,Cuaka, Kale, Onyn, Potatta, Torrac Known for their Monkey tails Saiyans are a Warrior Race found through out the Multi-Verse. While all Saiyans have Tails most wrap them around their waists like belts, others will sometimes hide them under their clothing. A Saiyan's tail has the same color Fur as their hair. Females often tend to be flat-chested and are on the Shorter end of the Height Range, Males are taller on the Upper end of the height range. The saiyans have the same skin tone range as humans, though they rarely have Brown or Dark skin. Their hair has a Spikey look and ranges from a few inches long to upwards of 4 Feet long, primarily Black or brown in color, though in rare cases saiyans may have dark red hair. The Vast Majority of Saiyans have varying eye colors though they are always dark shades. Saiyan Traits Ability Score Increase. Your Strength, Dexterity, and Wisdom Scores increase by 1. Age. Young Saiyans often are quite short until they reach around the age of 15 where they have a noticable growth spurt normally causing them to grow a full foot each year before reaching their full height before adulthood at around 18 years of age. Saiyans tend to live around a Century. Alignment. Like Humans the Saiyans do not lean toward a given alignment, though there are far fewer activly hostile Saiyans than there once was. Size. Most Saiyans stand around 5-7 Feet Tall and have the same Weight range as Humans, Your Size is Medium. Speed. You have a Base Walking Speed of 30 Feet. Monkey-Like Agility. You have proficency with the Acrobatics Skill. Instinctual Dodge. At 3rd Level your Instincts Sharpen. As a Reaction on your Turn when you are Targeted by an attack, but before you know if the attack was Successful, you can take the Dodge action. Warrior Nature. At 5th Level your warrior Heritage begins to show forth. Whenever you make a damage roll for a Melee weapon attack, you can add 1 to the roll. In addition your Walking speed increases by 5Ft while in combat. During the Second Turn of Combat, as the adrenaline pumps further into your veins, you can raise these bonuses by 1 and 5Ft respectivly. Languages. You can Speak, Read, and Write Common. Racial Feat: Super Saiyan Prerequisite: A Saiyan or Half Saiyan of 12th Level or Higher. After Years of Training you have unleashed more of your latent power. When you take this Feat you gain +3 to Melee Attack Damage Rolls and +10Ft of Movement to all of your Speeds, You can take this Feat Repeatedly gaining the Same Benifits. Your Hair and Tail Fur turn a Yellow color in Battle.

Classes Driver Origin The concept of the Driver Class was created by the Machina to harness the ether they thrive off of. Their efferts Culminated in concentrating ether and useing it to create an altenative to spells, though weak are able to be used far more regularly than most spells. Driver Level Base Ether Points Proficiency Bonus Features Arts Known 1st 1 +2 Ether, Arts 2 2nd 1 +2 Driver Archetype Feature 2 3rd 2 +2 Soul Voice 2 4th 2 +2 Ability Score Improvement 2 5th 3 +3 Driver Archetype Feature, Extra Attack 2 6th 3 +3 Auto-Attack 3 7th 4 +3 3 8th 4 +3 Ability Score Improvement, Art Combo 3 9th 5 +4 Driver Archetype Feature 3 10th 5 +4 Improved Arts 3 11th 6 +4 4 12th 6 +4 Ability Score Improvement 4 13th 7 +5 Talent Art 4 14th 7 +5 4 15th 8 +5 Driver Archetype Feature 4 16th 8 +5 Ability Score Improvement 4 17th 9 +6 4 18th 9 +6 4 19th 10 +6 Ability Score Improvement 4 20th 10 +6 Overdrive 4 Class Features As a Driver you gain the following Class Features Hit Points Hit Dice: 1d8 per Driver Level Hit Points at 1st Level: 8 + your Constitution Modifier Hitpoints at Higher Levels: 1d8(or 5) + your Constitution Modifier per Driver Level Proficencies Armor: Light Armor, Medium Armor Weapons: Simple Weapons, Martial Weapons Tools: None Saving Throws: Constitution, Wisdom Skills: Choose two skills from Animal Handling, Athletics, Arcana, Medicine, Nature, and Survival Equipment You start with the following Equipment, In addition to your Equipment granted by your Background: (a)Two Simle Melee weapons or (b) Two Martial Melee Weapons

(a)Shortbow and 20 Arrows or (b) Ome Martial Ranged Weapon and 20 of the Appropriate Ammunition

(a)Leather Armor or (b)Chain Shirt

(a)Dungeoner Pack or (b)Explorers Pack

Starting Gold 3d4X10 Ether As Battle Progresses you absorb a Substance from around you which you channel to power your Arts. Your Maximum Ether Points is Equal to Half your Driver Level(Rounded Up) + Your Wisdom Modifier. the number you have is affected by the Following: Gaining Ether Points: Hitting with a Weapon Attack, +1

Being Healed by another Source, +1

Hitting with an Oppertunity Attack, +1

Being Assisted by an ally useing the Help action on an Attack, +1 Loseing Ether Points: Expending them with an Art or an Archetype Feature, Varies

Getting hit by an Attack, -1

Not Dealing Damage or Useing Ether for one Round, -1 Any Unused Ether Points are lost 1 Minute after battle ends. Arts Your Primary use of Ether, All Arts have Various Effects when used but are weak. The Number of Arts you can have at a given time is determined by your level (See Class Table). Wisdom is used when setting the Saving Throw DC for your Arts Art Save DC = 8 + your Proficency Bonus + your Wisdom Modifier At 5th Level you can Expend an additional Ether Point to use an art as a Teir 2 Art, and at 9th Level you can Further add an addtional Ether Point to use them as a Teir 3 Art. Talent Arts can also be stregthened by spending 2 Ether Points per tier. You can change your Arts and Talent Arts after a Long Rest.

Useing Offensive arts do not build Ether Points unless they have an effect that states otherwise. Driver Archytype When you reach 2nd Level you choose your Speciality as a Driver: Striker, Commando, or Enforcer. You gain additional Features at 5th, 9th, and 15th Level. Soul Voice At 3rd Level you begin to use your ether to aid yourself and others in combat, Whenever you use the Help action to aid an ally in combat you can spend 2 ether points to give yourself and your ally Temporary Hitpoints equl to half your Driver Level. Alternativly you can use your Reaction when an ally aids you to spend 2 ether points to give you and your ally Temporary Hitpoints. Additionaly when you reach 9th Level you can use the Help action as a Bonus Action. These Temporary Hit Points are lost when Battle Ends. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Auto-Attack By Reaching 6th Level you have begun to read the Ether found around you aiding you in determining when a creature drops its gaurd, you now make Oppertunity Attacks with Advantage. Art Combo Begining at 8th level you have learned how to quickly use an Art and follow it with another attack. After useing your Action to use an Art you can use your Bonus Action to make a Weapon Attack. Improved Arts At 10th Level your mastery of ether use has made Normal Arts far easier allowing you to Temporarily use them with minute amounts of Ether. You can now use up to Three Normal Arts without Expending Ether per Long Rest. At 14th Level you can use Teir 2 Arts without Expending Ether, and at 18th Level you can use teir 3 Arts without Expending Ether. Once you reach 16th level you can use a teir 1 Talent Art without expending ether once per long rest. Talent Art At 13th Level normal seeming to be less potent leading to your discovery of Talent Arts. While far more effective than normal Arts you can only have one at any Given time and require more ether to use. Many are stronger variants of Normal Arts and Others are signifacantly diffrent, such as Aura Arts. Overdrive At 20th Level you have reached the peak of ether collection allowing more ether to be gathered in less time. Whenever you gain Ether Points you gain an addditonal Ether Point. Driver Archetypes Drivers fall into one of three Archetypes, the Striker, the Commando, and the Enforcer. Striker A style of Driver focused on balanceing Offense and Deffense and primarily useing Melee Arts and Attacks. 2nd Fighting Style At 2nd Level, you adopt a particular style of fighting as your speciality. Choose one of the fllowing options. You can't take a Fighting Style option more than once, even if you later get to choose again. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Dueling When you are weilding a Melee Weapon in one hand and no other weapons, you gain a +2 bonus to Damage Rolls with that weapon. Weapon Gaurd While Weilding one weapon in your hands you gain +1 to your Ac. You cannot be wielding a shield to get this benifit. 5th Trauma Tension Whenever a creature misses you with an attack or you land a Critical Hit you gain a +1 bonus to your attack rolls and saving throws. Starting at 11th Level each Occurence of this feature stacks with a maximum of +2 at 11th level and +3 at 17th level. The bonus gianed from this Feature is lost at the end of your next turn.

9th Stance Change By using ether to enhance your combat prowess you have found that by taking various stances and manipulating ether it will affect your evasivness and attack. As a Bonus Action you can change your stance and add your Stance Bonus to your Damage rolls or Ac while taking a penelty to the other. Your stance bonus begins as +1 and increases to +2 at 13th Level and agian to +3 at 17th Level. Offensive Stance You add your Stance Bonus to your Damage rolls but your Ac is Reduced by 1. Neutral Stance You do not add your Stance Bonus to Ac or Damage Rolls but do not take a Penelty to either. Defensive Stance Yuo add your Stance Bonus to your Ac but your Damage rolls are Reduced by 1. 15th Samurai Soul By channeling Ether through your Melee weapons you increase their reach and cause damage to nearby targets. As and Action you can spend 3 Ether points to give your weapons an additonal 5Ft of Reach and creatures of your choice within 5Ft of a target you hit with a melee attack take damage equal to your Strength or Dexterity modifier, whichever was used to make the attack. This damage matches the Damage type of the weapon used to make the attack. Commando The Commando style of Driver focuses on Offense and often use Ranged Arts and attacks. 2nd Fighting Style At 2nd Level, you adopt a particular style of fighting as your speciality. Choose one of the fllowing options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 Bonus to Attack Rolls you make with Ranged Weapons. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Backgound Noise By exploting and enemy's blindside you can cause more damage with a weapon. Whenever you attack a creature from behind with a Weapon Attack, you deal an additional point of Damage. The bonus damage delt increases to 2 at 6th level, 3 at 10th level, 4 at 14th level, and 5 at 18th level. 5th Long Shot Your experiance with using Ranged weaponry allows you to more accuratly aim over further disatances, any Ranged Weapon you use has its normal Range increased to be Half of its Maximum Range. This does not effect Thrown Weapons. 9th Sliding Slinger In order to keep yourself from getting surounded you have found a quick evasive manuver helps you traverse the battlefeild and escape Hostiles. You can move up to 10Ft Before or After Making a Weapon Attack, this movement does not provoke opertunity attacks. 15th Thirsty Edge Ether is found in everything, incrulding your targets. You have learned how to absorb it in mass when you injure your target and use it to keep yourself in peak condition. When you make a Weapon Attack you can Expend 4 Ether points to restore Hitpoints to yourself equal to the damage you deal with Weapon Attacks until the end of your Turn. Enforcer Enforcer Drivers Focus on the Defense of themself and the Defense of Allies primarily using Support Arts. 2nd Bonus Proficency You have Proficency with Sheilds Fighting Style At 2nd Level, you adopt a particular style of fighting as your speciality. Choose one of the fllowing options. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense While wearing armor, you gain a +1 bonus to Ac. Protection When a creature you can see attacks a target other than you that is within 5 feet of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Healing Touch The Ether you channel into Arts is particularly effective at aiding those at Death's Door. When you use a Support Art that restores hitpoints on an Unconcious Creature, it must be making death saves or have been stablized but does not have any hitpoints, the hitpoints restored are increased by 1d6. The number of Die added is increased to 2d6 at 8th Level and 3d6 at 14th Level.

5th Buff Heal Your Healing Ether now Extends to other Support arts to a small degree. Whenever you use a Support art that grants a Positive Condition, such as Decoy or Evasion, the target(s) regain 1d4 Hitpoints. This increases to 1d6 at 8th Level and to 1d8 at 14th Level. 9th Geolibrium You have learned how to increase an Ally's healing to yourself as well as using it to buff yourself. Whenever you Regain hitpoints by another source addd your Wisdom Modifier to the hitpoints regained. Additionaly whenever you make a Saving Throw you can add your Wisdom Modifier to the roll, but you must do so before you know if you Succeed or Fail. You can use this Feature 4 times per Long rest. 15th Ether Gaurd The most effective way to prevent Ether loss from being damaged yourself, is to make it harder to damage you. As an action you can Expend 1-3 Ether points increasing your Ac by the amount you spent until the start of your next turn. During this Time you will not lose Ether Points from taking damage. Subclasses Primal Paths Bard Colleges Divine Domains Druid Circles Martial Archetypes Monistic Traditions Way of the Crystaline Ki(V.1.1) A Defensive Focused Tradition known for Creating Crystalline Structure from their Ki for use Protecting a Monk and their Allies. 3rd Level Crystal Block At 3rd Level you can Use a Bonus Action to form a thin layer of Crystal around parts of your body Granting you 2 Temporary Hit Points. The Temporary Hitpoints you gain from this Feature increases to 3 at 5th Level, 4 at 10th Level, and to 5 at 15th Level. At 11th Level you can use this Feature to Grant other Creatures within 30 Feet Tempory Hitpoints. 6th Level Crystal Caltrops For 1 Ki Point you can Create Caltrops made of crystal as an bonus action. These function as regular caltrops, except that they deal magical damage for the purpose of bypassing nonmagical protection. The Damage of these caltrops is equal to 1/4 your Monk level Rounded Down. 11th Level Crystal Wall At 11th level, you gain the ability to expel and crystalize your Ki into walls as an action, which form on the edge of a 5x5 foot square, up to thirty feet away from you. These walls provide cover, although they are translucent and so do not protect you from spells that require line of sight or light-based attacks. The walls vary in size and cover provided; you can only channel a limited amount of ki into this at once. This is represented by Wall Points, and you gain 2 Wall Points at 11th level, increasing to 4 at 17th level. Walls providing half cover cost 1 Wall point, walls providing three-quarters cover cost 2 Wall Points, and walls granting full cover cost 4 Wall Points. These Wall Points refresh at the end of your turn. Creating crystal walls costs 5 Ki points. 17th Level Crystal Armor At 17th Level you can Form a Thick, but Temporary, Shell of Crystal Around you Hardening your Blows and Protecting you. As a Free Action you can Expend 7 Ki Points to Double your Wisdom Modifier for the Purpose of Calculating your Unarmored Defense for one Turn, and you can add your Strength and Dexterity to your Unarmed Strikes. However your Speed is Decreased by 20 Feet, and you can only use this Feature Once per Long Rest. Way of the Waxing Moon(V.1.2) A Good speed is both a a Good Defense and Offense is what the way of The Waxing Moon Monks will tell you. They are known for using their speed to Counter their Opponents and making themselves harder to hit. 3rd Level Rapid Counter At 3rd Level you have trained to counter an opponent when they attack you. Whenever a Creature you can see misses a Melee attack agianst you, You can use a Ki point to use your Reaction to make an unarmed strike aginast them, you may also spend an additional Ki Point to make two unarmed strikes. 6th Level Moon Glow At 6th Level you are becoming more used to countering Creatures,and have thus learned Defensive measures for countering those you can't see.

At will you can Start or Stop shedding Dim light for 15 Feet, any hidden Creatures in this light have Disadvanage on Stealth Checks. Additionaly you can expend 2 Ki points as a bonus action to give yourself or another creature within your reach Blindsight of 10Ft for 10 Minutes. 11th Level Reactive Speed At 11th Level you can spend a ki point when you use your Rapid Counter and Deflect Missiles Features without expending your reaction, though you still need to be able to take a reaction to use them and you can only use them once agianst each creature once per turn. 17th Level Ultra Instinct At 17th Level your speed in combat has reahed the point where you can easily dodge most attacks. You can expend 5 Ki points to increase your Ac by 3 for 1 Minute. While useing this Feature your Rapid Counter, Reactive Speed, and Patient Defense Features no longer use Ki. Sacred Oaths Ranger Archetypes Roguish Archetypes Sorcerous Origins Otherworldly Patrons Arcane Traditions

Adventuring Gear Weapons Special Weapons Boomerangs. All Boomerangs return to the thrower if the attack misses. Weapons Name cost Damage Weight Properties Simple Melee Weapons Knuckle Claws 4Gp 1d4 Slashing 1Lb -- Martial Melee Weapons Boomerang 2Gp 1d6 Bludgeoning 1Lb Light, Thrown(20/60), Special Bladed Boomerang 5Gp 1d8 Slashing 2Lb Thrown(20/60), Special Cestus 16Gp 1d6 Bludgeoning or Peircing 3Lb Light Chakram 10Gp 1d6 Slashing 1Lb Light, Thrown(20/60) Naginata 18Gp 1d10 Slashing 8Lb Heavy, Reach, Two-Handed Ribbon 15Gp 1d8 Slashing 4Lb Finnesse, Reach Ammunition Ammunition Name Cost Weight Bullets(15) 1Gp 10oz Bullet Pouch 3Gp 5oz Fire Arrows(5) 250Gp 8oz Fire Bolts(5) 250Gp 12oz Sizz Shot(5) 250Gp 10oz Ice Arrows(5) 250Gp 8oz Ice Bolts(5) 250Gp 12oz Crack Shot(5) 250Gp 10oz Shock Arrows(5) 250Gp 8oz Shock Bolts(5) 250Gp 12oz Zap Shot(5) 250Gp 10oz Bomb Arrows(5) 600Gp 12oz Bomb Bolts(5) 600Gp 1Lb Boom Shot(5) 600Gp 13oz Ancient Arrows(5) 950Gp 8oz Ancient Bolts(5) 950Gp 12oz Ancient Shot(5) 950Gp 10oz Fire Arrows and Bolts. Deals an additional 1d4 Fire Damage on hit and causes Burn up to 1 minute. Reduces Normal and Maximum Range of Bows and Crossbows by 1/4 (20/80 SHortbow, Light Crossbow. 30/150 Longbow. 10/30 Hand Crossbow. 25/100 Heavy Crossbow.) Sizz Shot. Causes Burn up to 5 Rounds on a hit. Ice Arrows and Bolts. Deals additional 2d6 Cold damage on hit, Con Save Dc 15 or be frozen for 1 Minute. Reduces normal and Maximum range of Bows and Crossbows by 1/4(20/80 SHortbow, Light Crossbow. 30/150 Longbow. 10/30 Hand Crossbow. 25/100 Heavy Crossbow.) Crack Shot. Deals an additional 1d6 Cold damage on hit, Con Save Dc 15 or be frozen up to 5 Rounds. Shock Arrows and Bolts. Additional 1d6 lightning damage on hit or additional 2d6 if the target is submerged in water or in rain. Con Save Dc 15 or be paralyzed for 2 Rounds. Reduces Normal and Maximum Range of Bows and Crossbows by 1/4 (20/80 SHortbow, Light Crossbow. 30/150 Longbow. 10/30 Hand Crossbow. 25/100 Heavy Crossbow.) Zap Shot. Deals an Additional 1d4 lightning Damage or 2d4 if the target is submerged in water or in rain. Con Save Dc 15 or be paralyzed for 1 Round. Bomb Arrows and Bolts. Deals 8d6 Fire Damage on hit, Creatures within 10Ft radius of Impact must make a Dc 15 Dex save or take 4d6 Fire damage. If used in Rain or underwater target with only take 1 Peircing damage on a hit. Halves the normal and Maximum range of Bows and Crossbows. Boom Shot. Deals 4d6 Fire Damage on Hit Creatures within 10Ft radius of Impact must make a Dc 15 Dex save or take 2d6 Fire damage. If used in Rain or underwater target with only take 1 Peircing damage on a hit. Ancient Arrows and Bolts. Deals an Additional 8d6 Force Damage on Hit, Creatures within 10Ft of impact must make a Dc 15 Dex save or take 4d6 Force Damage. Constructs take an extra 2d6 Force Damage. Reduces Normal and Maximum Range of Bows and Crossbows by 1/4 (20/80 SHortbow, Light Crossbow. 30/150 Longbow. 10/30 Hand Crossbow. 25/100 Heavy Crossbow.) Ancient Shot. Deals an Additional 4d6 Force Damage on Hit, Creatures within 10Ft of impact must make a Dc 15 Dex save or take 2d6 Force Damage. Constructs take an extra 1d6 Force Damage.

Magic Items Technological Items Ether Weapons Ether Weapons have Limited Charges depending on Rarity, Bypass Non-Magical Resistances, and Shed 5 Feet of Dim Light while active. They use the next Damage Die up from the Weapons Normal Damage, Weapons that Deal 1d12 Damage instead do 2d6. Energy Weapons that have the Reload Property will instead have the Charge Property. these weapons can still only be used once per turn but do not need to be Manually Reloaded. Charges are Consumed each time an Energy Weapon is Used to make an Attack. Ether Charges Rarity Charges Uncommon 20 Charges Rare 30 Charges Very Rare 40 Charges Legendary 50 Charges Expent Charges are Reagained Through the Use of a Charger, Chargers have a Number of Slots and take diffrent Times depending on Rarity. Weapons and Batteries are Attached to a Slot in the Charger, the number of Slots being used doesn not Affect Charge times. Charger Stats Rarity Charge Times Slots Uncommon 1 Charge 30 Min. 1 Slot Rare 1 Charge 20 Min. 2 Slots Very Rare 1 Charge 15 Min. 3 Slots Legendary 1 Charge 5 Min. 4 Slots Battieries can be used to Temporarily Increase a Weapons Charges, they come in two Types, One-Use and Rechargable. One-Use Batteries have more Charges and take half the Time and Cost to Make but cannot Regain Charges unless Salvaged to make a New Battery. Rechargable Batteries Have Less Charges but can be Recharged with a Charger. One Use Batteries Rarity Charges Uncommon 5 Charges Rare 10 Charges Very Rare 30 Charges Legendary 50 Charges Rechargable Batteries Rarity Charges Uncommon 3 Charges Rare 7 Charges Very Rare 15 Charges Legendary 35 Charges Crafting In order to Craft Ether Weapons you must Find or Learn the Appropriate Scematics and have Proficency with Smith's or Tinker's Tools. Weapons Require Enchanted Transparent Gemstones as well as the Appropriate amount of Gp for the Cost of the Remaining Materials. Essence Crystals from Elementals can be used to Make Chargers, and Batteries Require Enchanted Quartz. Someone with Proficency with Jewler's Tools, Smith's Tools, and Tinker's Tools can assist in crafting. Weapons, Chargers, and Rechargable Batteries Rarity Time Material Cost Uncommon 2 Weeks 200Gp Rare 10 Weeks 2,000Gp Very Rare 25 Weeks 20,000Gp Legendary 50 Weeks 100,000Gp One-Use Batteries Rarity Time Material Cost Uncommon 1 Week 100Gp Rare 5 Weeks 1,000Gp Very Rare 13 Weeks 10,000Gp Legendary 25 Weeks 50,000Gp Variant: Effecint Energy Weapons Some Ether Weapons can be Made to be More Effecient at the Cost of having fewer Charges, When you make an Attakc with an Effecient Ether Weapon roll 1d4, on a 3 or 4 on the die you do not Expend a charge. Effecient Weapon Charges Rareity Charges Rare 20 Charges Very Rare 30 Charges Legendary 40 Charges Though many Races make them, Ether Weapons are Primarily of Machina Make. They are the best Source of Energy Weapons and where many go to Learn how to Craft them. Customization Options Backgrounds

Feats Caster Restoration Prerequsite: the ability to cast a Spell of 1st Level or Higher You have trained yourself in such a way that you can Regain Expended Spell slots once per day when you finish a Short Rest. You choose Expended Spell Slots to Recover, the Spell Slots can have a Combined Level of Equal or Less than One-Quarter your total Caster Level(Rounded Up). None of the Slots can be 4th Level or Higher. If you have Natural Recovery, Arcane Recovery, or a Simaler Feature you will Instead gain Additional Slots equal to One-Quarter your Caster Level. Dragoon Training Prerequisite: Strength and Dexterity of 13 or Higher. You have trained to make yourself better at Jumping while lessening injuries from falling. Whenever you make a standing High jump or long jump the distance you jump is equal to your Strength Score.

Whenever you make a Running High Jump or Long Jump the Distance you cover is equal to Double your Strength Score.

You only take Fall damage from falling every 20Ft instead of 10Ft.

Whenever you make a High jump at least 15Ft you can make a Melee Attack agaisnt a creature when you land as a Bonus Action Dealing an additonal 1d4 of the weapons damage on a hit, if the weapon you are attacking with has teh Heavy Property it instead gets an additonal 2d4 damage. Arts Normal Arts Melee Back Slash Rolling Smash Shaker Edge Wild Smash Ranged Ether Shot Element Grenade First Down Side Winder Support Eagle Eye Element Cloak Ghost Walker Repair Talent Arts Melee Elemental Edge Starlight Kick Ranged Ether Miasma Final Cross Support Elemental Burst Smooth Recovery Aura Killing Machine Recoperate Art Descriptions Back Slash Melee Art Use Time: 1 action

1 action Ether Cost: 2

2 Duration: Instant Make a Melee Weapon Attack agianst a Creature, on a hit add an additional 1d4 to the weapon's damage and reduce teh target's speeed by 10Ft until the start of your next turn. The Target instead takes an additonal 2d4 if you attack from behind or are flanking the target. Teir 2 and Higher Add an addtional 1d4 for every teir above 1. Eagle Eye Support Art Use Time: 1 Action

1 Action Ether Cost 3

3 Duration: 1 Turn Choose an Ally within 15Ft of you, this ally's effectiveness with Ranged Weapons is increased as you channel Ether to them. The Target gets +1 to Ranged Attacks and Damage rolls Until the start of your next turn. Teir 2 and Higher. Target an Additonal Ally for every teir above 1. Element Cloak Support Art Use Time: 1 Action

1 Action Ether Cost: 3

3 Duration: 2 Turns Choose an Ally within 15Ft of you, you channel ether into a Barrier around them increaseing their Resistance to a type of Damage. Choose Fire, Cold, Lightning, Thunder, Poison, or Acid when you choose this art. The target recives Resistance to that Damage type for 2 Turns. Teir 2 and Higher. Target an Additional Ally for every tier above 1. Element Grenade Ranged Art Use Time: 1 Action

1 Action Ether Cost: 1

1 Duration: Instant You fire an Ether Projectile from your Weapon instead of its normal Ammunition that explodes on Impact dealing 1d10+ your Dexterity Modifier Fire, Cold, or Lightning, chosen when you take the art, Damage on a hit. The target then suffers Burn, Frost, or Shock for Two turns. Choose the Damage of this art when you Choose it. Teir 2 and Higher. Burn, Frost, and Shock Duration increased by 1 turn for every teir above 1.

Elemental Burst Support Talent Art Use Time: 1 Action

1 Action Ether Cost: 7

7 Duration: 1 Minute You Create a Small Ether Sphere within 60Ft of you. THis sphere has an Ac of 17 and Hitpoints equal to Triple your Driver Level. It Can be moved up to 30Ft as your Bonus Action each Turn, its Effect is determined by the element you Decide. Fire Sphere Allies that Start their Turn within 20Ft of the Sphere gain a _+2 Bonus to Weapon Damage Rolls until the start of their Next Turn.

Cold Sphere Allies that Start their Turn within 20Ft of the Sphere gain a +2 bonus to Ac until the Start of their Next Turn.

Lightning Sphere Allies that Start their Turn within 20Ft of the Sphere gain a 10Ft Bonus to their movement Speed until the start of their Next Turn. The Sphere Disappears after 1 Minute, when the Sphere runs out of Hitpoints, or you form a New Sphere. Teir 2 and Higher. The distance an Ally needs to be from the Sphere to benifit from its effects increases by 10Ft for every teir past 1. Elemental Edge Melee Talent Art Use time: 1 Action

1 Action Ether Cost: 7

7 Duration: Instant Make three Consecutive Melee Weapon Attacks against a Creature, each attacks deals an additonal 3d6 Fire, COld, Lightning, or Poison Damage. You choose the Damage tyoe when you use this Art. Teir 2 and Higher. Add an additonal 2d6 for every teir past 1. Ether Miasma Ranged Talent Art Use Time: Bonus Action

Bonus Action Ether Cost: 8

8 Duration: 1 Minute after you hit with a ranged weapon attack agianst a target, this target becomes surrounded by a corrosive Ether Mist. The target must make a Constitution Saving Throw taking 1d8 Acid Damage on a failed Save and suffers from Corrosion, or taking half damage and net becoming Corroded on a Successful Save. The Target Repeats this saving throw at the start of its turns until the duration ends or the Mist is blown away by Strong Wind. Tier 2 and Higher. The Target takes an additonal 1d6 Acid damage for every teir past 1. Ether Shot Ranged Art Use Time: 1 Action

1 Action Ether Cost: 2

2 Duration: Instant As a Ranged Weapon Attack you fire an Ether Projectile in place of the weapons normal Ammunition, on a hit the weapon's normal damage is replaced by Fire, Cold, or Lightning Damage, chosen when you take the art, and deals an additional 1d4 Damage. Choose the Damage type when you choose the Art. Teir 2 and Higher. Add an Addtional 1d4 Damage for every teir past 1. Final Cross Ranged Talent Art Use Time: Bonus Action

Bonus Action Ether Cost: 8

8 Duration: Instant After landing a Ranged Weapon Attack a Barrage of Ether spreads out from the Projectile in a 15Ft Cone. All creatures in this cone must make a Constiitution Saving throw taking 4d10 Force Damage and being Knocked Prone on a Failed Save, or taking Half Damage on a Successful Save and not being knocked Prone. Constructs make the Save with Disadvantage. Teir 2 and Higher. Add an Additional 1d10 Force Damage for every teir past 1. First Down Ranged Art Use Time: 1 Action

1 Action Ether Cost: 2

2 Duration: Instant You imbue a piece of Ammuniton with Ether and fire it at a target dealing an Additonal 1d6 Damage on a Hit. If the Target is a Humanoid they will be Knocked Prone. Teir 2 and Higher. Add an Additional 1d6 Damage for every tier past 1. Ghost Walker Support Art Use Time: 1 Action

1 Action Ether Cost: 3

3 Duration: 3 Turns You create a Dupliacte of yourself to confuse your enemies granting yourself the Decoy I Condition. Teir 2 and Higher. You gain the Effect of Decoy II from teir 2 and Decoy III from teir 3. Killing Machine Aura Art Use Time: 1 Action

1 Action Ether Cost: 8

8 Duration: Concentration, up to 1 Minute You channel Ether to empower your Melee Weapons granting yourself +1 to Melee attack and Damage Rolls. Teir 2 and Higher. Increase the Bonus to Melee Attack and Damage Rolls by an additional +1 for every teir past 1.

Recuperate Aura Art Use Time: Bonus Action

Bonus Action Ether Cost: 9

9 Duration: Concentration, up to 1 Minute You Channel Ether through yourself making yourself more Nimble and temporarily regenerate Hitpoints. You have the Evasion Condition and Regenerate Hitpoints equal to your Wisdom Modifier at the Begining of your Turn. Teir 2 and Higher. Increase the Number of Hitpoints you Regenerate by 3 per every teir past 1. Repair Support Art Use Time: 1 Action

1 Action Ether Cost: 3

3 Duration: Instant You touch a Creature and restore 1d6 Hitpoints to it and remove a random Negative Condition, Excludes Incapacitation, Restrained, and Exhaustion. Teir 2 and Higher. Increase the Hitpoints restored by an additional 1d6 for every teir above 1. Rolling Smash Melee Art Use Time: Bonus Action

Bonus Action Ether Cost: 2

2 Duration: Instant As a Bonus Action after you make a Melee Weapon attack to create a wave of Ether in a 10Ft X 10Ft Line in Front of you. All creatures in the area must make a Dexterity Saving throw taking 2d6 Fire, Cold, or Lightning Damage, chosen when you take this art, on a Failed Save, or half damage on a Successful one. Choose the damage type when you choose the art. Teir 2 and Higher. Add an Additional 2d6 damage for every teir above 1. Shaker Edge Melee Art Use Time: 1 Action

1 Action Ether Cost: 3

3 Duration: Instant You make an Ether infused strike agianst a Creature. Make a Melee Weapon attack, on a hit add 1d6 to your weapon's damage . Prone targets suffer the Stun Condition until the start of your next turn. Teir 2 and Higher. Add an Additonal 1d6 damage for every teir past 1. Side Winder Ranged Art Use Time: 1 Action

1 Action Ether Cost: 3

3 Duration: Instant Make a Ranged Weapon attack agianst a creature, on a hit the Ether charged ammunition you fired deals your Weapon Damage and causes the target to take a -1 Penelty to Saving Throws until the start of your next turn. Teir 2 and Higher. The Penelty to saving throws is increased by 1 for every teir past 1. Smooth Recovery Support Talent Art Use Time: 1 Action

1 Action Ether Cost: 9

9 Duration: Instant You channel Ether around you healing your allies. Choose up to three targets within 40Ft, each target has 4d8 Hitpoints restored and gains the Evasion condition until the start of your next Turn. Teir 2 and Higher. You may target an addtional Creature every teir past 1. Starlight Kick Melee Talent Art Use Time: 1 Action

1 Action Ether Cost: 8

8 Duration: Instant You channel ether into a single gravity powered Kick (or Punch). On a Hit dealing 4d10 Force Damage while greatly increaseing the Target's gravity, halving their Movement and Forcing them Prone. Teir 2 and Higher. Increase the damage delt by an Additional 2d10. Wild Smash Melee Art Use Time: 1 Action

1 Action Ether Cost: 2

2 Duration: Instant You slam your weapon into a Target via a Melee Weapon Attack, on a hit deal an addtional 1d6 Damage. If the target is Prone the damage is increased by and additional 2d6 instead. Teir 2 and Higher. Increase the additonal damage by 1d6 for each teir above 1.

Spells Bard Spells Cantrips 1st Level 2nd Level Jojo's Repeated Word Cleric Spells Druid Spells Cantrips Lightning Sphere (Evocation) 1st Level 2nd Level Lightning Palm (Evocation) Paladin Spells Ranger Spells Sorcerer Spells Cantrips Energy Bolt (Evocation) Lightning Sphere (Evocation) 1st Level 2nd Level Barrier (Conjuration) Booster (Evocation) Lightning Palm (Evocation) 3rd Level Burst Sphere (Evocation) Warlock Spells Wizard Spells Cantrips Energy Bolt (Evocation) Lightning Sphere (Evocation) 1st Level 2nd Level Barrier (Conjuration) Booster (Evocation) 3rd Level Burst Sphere (Evocation) Lightning Palm (Evocation) Spell Descriptions B Barrier 2nd Level Conjuration Sorcerer, Wizard Casting Time: 1 Action Range: Self Componants: S, M(a Flat Piece of Metal) Duration: 1 Minute By channeling your magic around the Metal or your Focus your hand you create a Sheild Shaped Barrier, this Barrier behaves as a Normal Sheild Increaseing your Ac by 2 As long as you hold it. Holding the Barrier does not Hinder Spell Casting if you do not have Proficency with Sheilds. The spell ends if the barrier falls more than 30Ft away from you. At Higher Levels. If cast useing a 4th Level slot the Ac you gain from holding the Barrier increases to 3, then further increases at 6th Level(4), and 9th Level(5). Booster 2nd Level Evocation Sorcerer, Wizard Casting Time: 1 Bonus Action Range: Self Componnents: S Duration: Concentration, up to 1 Minute You push one Part of your Bosy past its normal limits, at a cost: Brain. add +1 damage to any spells that require attack rolls and Deal Damage, as well as adding to your spell save Dc's. Arms. You gain Climbing and Swimming speed of 20Ft, if you already have Climbing or Swimming Speed add 10Ft. Legs. Increase your walking speed by 10Ft. In addition, you cna cover a number of feet equal to your Strength score with a standing long jump or 1.5X it with a running start of 10Ft. With a Running start of 10Ft, you can also leap a number of feet into the air equal to 6 + your Strength Modifier, Rounded Down. With a Standing start you can jump half that distance upwards. At the Begining of your Turn you must make a Constituion saving against DC 8 + Half your Character Level(rounded down). Biological creatures such as animals and humans take 2d6 slashing damage on a failed save and half the damage on a successful save. Hybrid Machine/Humans (Machina, cyborgs) take 2d6 slashing damage on a failed save, and no damage on a successful save. Machines (Gearforged, Constructs, automatons) take 1d6 slashing damage on a failed save and no damage on a successful save. If cast using a higher level spell slot, add 1 to the benefit to Brain for every two levels of the spell slot above 2nd; add 10ft for every two levels of the spell slot over 2nd for the Arms benefit; add 5ft of walking speed, +2ft high jump height, and +2ft long jump distance for every two levels of the spell slot above 2nd. Burst Sphere 3rd Level Evocation Sorcerer, Wizard Casting Time: 1 Action Range: 60Ft Components: S,M(a Clear Glass Pearl) Duration: Instantaneous You Create a Sphere of Energy in your palm and throw it to a Point up to 60Ft away from you, on Impact it Detonates Four Times. Any Creatures within a 20Ft Radius of the Point of Impact must make a Dexterity Saving Throw, on a Failed save they take 8d6 Damage and half on a Successful one. For Every 2d6 you Roll for Damage roll an Aditional 1d6 to determine the damage the die will deal, on a 1 or 2 those die deal Fire Damage, on a 3 or 4 the die deal Lightning Damage, on a 5 or 6 the Die deal Cold Damage.

At Higher Levels. When you cast this spell with a Spell Slot of 4th Level or Higher, it deals and Additional 1d6 Damage for each slot level above 3rd. E Energy Bolt Evocation Cantrip Sorcerer, Wizard Casting Time: 1 Action Range: 120Ft Componenets: V,S Duration: Instantaneous You form Energy in your hand and send it at a creature or object within Range. Make a Ranged Spell Attack on the Target, on a hit roll 1d4 and deal 1d6 of the Damage shown on the table below. Roll Damage Type 1 Acid 2 Poison 3 Lightning 4 Cold This Spell's Damage increases by 1d6 when you reach 5th Level(2d6), 11th Level(3d6), and 17th Level(4d6). J Jojo's Repeated Word 2nd level Divination Bard Casting Time. 1 Action Range. 60Ft Componants. V Duration. Instantanous You "Predict" a Creature's Next Spoken line and tell them said line, the Target must make a Wisdom Saveing Throw. On a Failed Save they will Repeat the line in one of their Spoken Langagues(if any) and take 3d8 Psycic Damage and become stunned for one Round. On a Successful save they take half damage and are not stunned. If a creature cannot Speak You can instead Predict a Noise that it will make. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher the damage of this spell is increased by 1d8 for every slot level above 2nd. L Lightning Palm 2nd Level Evocation Druid, Sorcerer, Wizard Casting Time. 1 Action Range. 15Ft Cone Componants. V,S Duration. Instantanous You thrust a hand forward causeing Electricity to arc outward in the shape of a hand. Each creature in a 15Ft cone must make a Constitution Saving throw, a creature has disadvantage on the save if they are wearing Metal Armor. On a failed save a creature takes 3d6 Lightning Damage and is Paralyzed until the start of you next turn, On a Successful save the Creature takes half the damage. At Higher Levels. If cast useing a 3rd level slot or higher damage increases by 1d6 per slot level above 2nd. Lightning Sphere Evocation Cantrip Druid, Sorcerer, Wizard Casting Time: 1 Action Range: 60Ft Components: V,S Duration: Instantaneous You cause Electricity to gather in your palm and hurl it at a Creature making a ranged spell attack. On hit the target takes 1d4 lightning Damage and has its Speed Reduced by 10Ft to aMinimum of 5Ft. You Deal Additional Damage and cause further Speed Reduction at 5th Level (2d4, 15Ft), 11th Level(3d4, 20ft), and 17th Level(4d4, 25Ft).

Conditions Burn, Frost, and Shock Causes Inflicted Target to take 2 Fire, Lightning, or Cold damage at the begining of each turn.

Can be ended by Water or by a creature useing their Action to end the effect on themself or another. Corrosion Aflicted target takes a -2 Penalty to Ac and Saving Throws. Decoy Grants a Duplicate per teir behaving simalerly to the Mirror Image Spell.

Each Duplicate has an Ac of 10 + the Target's Dexterity Modifier and disappears when hit.

Decoy I- One Duplicate, 11 or Higher.

Decoy II- Two Duplicates, 8 with two, 11 with one.

Decoy III- Three Duplicates, 6 with Three, 8 with two, 11 with one. Evasion Temporarly gives the target the Effects of the Dodge Action. Frozen Target becomes Incapacitated for the Duration

Target has Nonmagical Resistance to Slashing Damage and Vunrability to Fire and Bludgeoning Damage

Taking Fire or Bludgeoning Ends the condition early Suspended Target is forcably pulled 10ft into the air for the duration

Flying targets can move normally, grounded targets must have a stationary object to push or pull themselves around Dieties Geoanna Once a Sage known for her Abilities to turn light into Physical objects, she traveled though the Elemental Planes Searching for a Family she never had. Eventually her search lead her and her Army of Hardlight Constructs ended up in Ysgard where she chose to stay. After a Number of years seeing Warriors killed in Ysgard being Revived the next morning Geoanna decided to take her skills steps Farther leading to the Creation of the First Geminites. These Geminites quickly became her Gaurds and Family, and as her Family Grew Geoanna began sending them into the Various Material Planes to aid in wars. The Geminites Spreading News of her Existance lead to Geoanna slowly becoming known as a Deity in the Multiverse. Many Suspect she was an Earth Genasi. Meyneth In a World where Technology was Rampent, a Young Dark Elf grew with a Love of Machines and Nature. After a Number of Years Meyneth began to notice, no matter how hard People Tried Neither the Natural World nor the Mechanical world could exist in balance. This Lead to her Forming a Group of Scientists to find ways to create such a Balance. Though Progress was Slow Meyneth's team were able to find a way to Manufacture Life that was Simultaiously Organic and Inorganic. After this Discovery Meyneth herself chose to replace her Organic Body with this new Biomechanical Body. Once her Body was Converted most of Meyneth's Team Followed Suit Creating the First of the Machina. After Many Years Meyneth and Her Team Dissappeared, Some Suspect Meyneth and her Team left the Material Plane and began living In Mechanus, others suspect they simply died given old Age. No one is completely sure.