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A Dork's Guide to Dorkland
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### ## This is the Flyleaf, it is supposed to be blank ###
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### # A Dork's Guide to Dorkland ###
## 'We are Dorkis' team ###
**CEO** - *FCCView, the 'Metal Merchant'*
**CTO** - *Frank, 'THE Wizard'*
**Artist Lead** - *ToriBatt, the 'Mad Hermit'*
**Lore Master** - *Sheldon Catley, definitely not Sikrod*
**Project Manager** - *JLmaxcy, the 'Archon of Lore'*
**Marketing and Events** - *Wendy, the "Director of Whispers"*
**Design Lead** - *KRD, Master of the 'White Wolf'*
**Comunity Manager** - *T3D, the "Jack-in-the-box"*
**JR Community Manager** - *Squiggly, the "Love Dragon"*
\columnbreak Legal fun things, copy write, open game licence \pagebreakNum
### # Table of Contents ###
- ### [
3
Welcome to Dorkland
](#Prologue) - [
3
Lore
](##Timeline-of-the-World) - [
3
History
](##Timeline-of-the-World) - [
3
The World!
](##Timeline-of-the-World) - [
3
The Planes
](##Timeline-of-the-World) - ### [
3
Nations of Dorkland
](#Prologue) - [
4
Isle of Left Shoes
](##Timeline-of-the-World) - [
5
Ruptured Archipelagio
](##Timeline-of-the-World) - [
6
The Shroud
](##Timeline-of-the-World) - [
7
Sanctum Imperium
](##Timeline-of-the-World) - [
8
Desert of Dessert
](##Timeline-of-the-World) - [
9
Kingsdom of Greater Dork
](##Timeline-of-the-World) - ### [
4
Religion/The Gods
](#The-Nations) - [
4
Good Aligned
](#The-Collective-) - [
5
Neutral Aligned
](#the-arcadian-federation-) - [
6
Evil Aligned
](#The-Kingdom-of-Ichthor) - ### [
3
Working out your Race
](#Prologue) - [
3
Mugs and what they do
](##Timeline-of-the-World) - [
3
Habitats and what they do
](##Timeline-of-the-World) - [
3
Peepers and what they do
](##Timeline-of-the-World) - [
3
Bod and what it does
](##Timeline-of-the-World) - [
3
Arms and what they do
](##Timeline-of-the-World) - [
3
Intensification and what it does
](##Timeline-of-the-World) - ### [
3
Character Options
](#Prologue) - [
3
Backgrounds
](##Timeline-of-the-World) - [
3
Feats
](##Timeline-of-the-World) - [
3
Class Archetypes
](##Timeline-of-the-World) - ### [
3
Opening Adventure
](#Prologue) - [
3
Chapter 1
](##Timeline-of-the-World) - [
3
Chapter 2
](##Timeline-of-the-World) - [
3
Chapter 3
](##Timeline-of-the-World)
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### # Nations of Dorkland ###
Blah Blah, overview of the land and stuff like that. Most of this page will be a nice bit of art, maybe the Map itself \pagebreakNum
### # Isle of Left Shoes ###
**Capital:** *Clogside*
**Magic:** *Arcane (Wizards and Artificers) - Arcane Magic comes from study and careful application of the rules of Magic to gain the desired effect.*
**Known For:** *The Best in Fashion, Exotic Quisine, Leather Armour and Unique Leather weapons*
This Island Nation is strange and quite unusual, even for those within Dorkland. Most refer to those who live there as "Islanders" and the Nation as "The Isle".
The Dorkis of the Isle are stoic and hard working folk. They are less eccentric and bubbly than most of their Kin and subsist on a diet almost entirely made up of Leather (Yes, you read that right), the whole nation in fact is literally built on the back of leather.
Leather Food, Leather Homes, Leather Armour and Weapons, even leather Shoes! But, "How?" you may ask? Or, most likely "Why?" well, oh reader, allow me to explain...
While the Nations chief Export are shoes and other leather goods, they rear no cattle and otherwise obtain their leather through no ordinary means. Some quirk of Magic or perhaps a Long forgotten curse or something else entirely has rendered the earth and soil of this Island into Leather.
Dorkis Cultivate and Farm this leather from the land as others would crops, insuring the correct amount of light and water gets to their fields. However, the best, most supple, most tasty Leather is only found if you dig deep enough for it.
There are large mining operations all over the island (Called Leather Bores) which burrow deep into the ground.
One side effect of all the leather in the economy is a booming Clothing and Fashion industry. When the lights go down in the cities of the Isle, Fashion shows of all calibre rage on throughout the night with the wildest and craziest of designs bought to life by Magic and Craftmanship.
The Isle is all sweat, frowns and hard work in the day. Then sweat, dancing and Fashion during the night. > Oh, and why is it known as the "Isle of Left Shoes?", why is there no "Isle of Right Shoes"? > >
> >I suppose you'll just have to visit and find out for yourself. \columnbreak
## Cities and Locals ###
**Clogside** - Clogside is the Capital of the Isle. The large City is all catwalks and clothing stores. Anything and everything can be bought here. At Night, the Stoic Dorkis of the Isle change into their Evening wear and begin the daily attempt to razzle and dazzle their friends and colleagues.
**Lofernia** - Heart of Shoe making on the Isle, More blah, less Ipsum
**Sandallius** - You get the gist by now
**The Leather Pit** - The Largest Leather mining operation on the Isle and the source of the most sought after raw materials. There are, however, a lot of unsettling rumours about the place. Some say deep in the longest Bores, you can hear whispers in your head, of a strange low humming coming from even deeper down. Always out of reach, always deeper...
**River of Soles** - Much less ominous than it sounds, the River of Soles runs east to west across the island nation and carries neither Sole nor Soul! That is, the river acts as the waste disposal mechanism for the largest Shoe Factory in all of Dorkland, and is 90% discarded waste leather. The river is more solid than liquid, and on a hot day young Dorkis have been known to play on it as it slowly slides to the east and west, groaning and sloshing. There's a lot of magic up in that factory however, and while the material in the river is mostly made of waste product, there is enough ambient energy flowing through to occasionally animate a Shoe Golem. But, that's no worry (It is), as they're harmless! (They're not).
**Lace Valley** - More placeholder, yay! \pagebreakNum
### # The Ruptured Archipelagio ###
**Capital**: *Kymar*
**Magic:** *Primal (Druids, Rangers and Sorcerers) - Primal Magic is channelled through the elements and the natural world*
**Known for:** *Dinosaurs, Nomadic Flotillas, Ancient Ruins, Giant and unusual Creatures.*
Nobody is quite sure *why* the land here is 'Ruptured', it stands to reason that *something* had to have happened here, probably long ago. The area is known as the "Ark" to locals, mostly due to the regions proclivity to things of the long forgotten past.
The Dorkis that live here are wild and free spirited. Most are nomadic, moving from island to island in flotillas of repurposed ships as the seasons change. There are several cities in the region, but most are nothing more than glorified trading outposts.
Perhaps the most stand out feature of the region is the roaming Dinosaur population. These unique animals are seemingly extinct across the rest of Dorkland, but appear to do thrive in the Ark.
Most of the other Fauna are similar beasts to that of the rest of Dokland, but with unusual twists! Giant Wasps terroise the coasts, packs of killer Penguin-bears haunt the seas and flights of Razorbacks roam the skies!
The land here is *old*, older than it has any right to be. Where the Ark meets the Kingdom of Greater Dork, there is a large mountainous spine, suggesting this region was not always at the location it is now.
There is little in the way of industry or government in the Ark. Most of the tribes govern themselves and are only concerned with what they need to get by. That said, sometimes when there is a dispute between tribes a council of Elders is formed in the city of Kymar to settle it.
Councils are rare and only convened in the face of the most dire of conflicts. They mandate that all tribes dock at Kymar and the Oldest male and female of each tribe will sit and resolve the issue.
>Dinosaurs! And did you know, these arent like the Dinosaurs that you and i may know. > >
> >Oh no! > >
> >The Dinosaurs of the Ark are intelligent creatures with their own culture. They even live together with the Dorkis! \columnbreak
## Cities and Locals ### **Kymar** - Capitol of the Ark, Kymar is an ancient city that has stood for longer than any recorded history of the area. Kymar has always been here. The city is made almost completely of Brass and Steel, rising up into the sky in banded rings or 'levels' as the Dorkis who live here refer to them. Kymar seems to have initially been built for creatures much larger than the average Dorkis, as all the door ways and halls are enormous. However, there seems to be nothing left of those who used to dwell here and the City belongs to the Dorkis of the Ark now.
**Vaz Mine** - An old mine from ages past. Nobody is quite sure what it was used for, only that the shafts are strangely large and go incredibly deep into the ground.
**Arkod's Rise** - Glorified Trade/Market town
**The Depths** -
**Sauria** - Dinosaur City
**Honeycomb Bay** - \pagebreakNum
### # The Shroud ###
**Capital:** *-*
**Magic:** *Occult (Warlock, Bard and Sorcerer) - Occult magic is old, drawing on Eldritch Knowledge, rituals and the Dead.*
**Known for:** *Undead 'live' among the living, Links to the 'Wilds', crafted natural goods like Wooden Armour or Leaf Bladed Swords*
The Shroud is a general name for the Swamps and Wooded area of Dorkland to the south-east of the continent. It is not a full fledged country like the Kingdoms.
It has this name for two reasons. Firstly, the area is covered in a thin layer of mist. The mists are often quite tame but do sometimes flare up and strangle the region. Secondly, the veil between our world and 'The Wilds' is very thin here, with both regions overlapping and the influence of this strange place bleeds over.
'The Wilds' are the home of the Fae. While the two places are connected, it is not a simple matter of walking from one to the other. The paths and routes between the two are as vast and complex as the Fae themselves, sometimes it may require a person to walk backwards over a specific tree stump while saying their name on the second full moon of the month. Sometimes a person needs to get truly lost in the mists, then declare out loud that they are lost while lying in a patch of freshly grown moss.
Much of the Fae like nature of 'The Wilds' bleeds over into the land as well, Dorkis of the shroud shun manufactured goods and are unkind to strangers who bring such things into their communities, especially those who bring Iron with them.
Their Towns and Villages are grown from trees and water as 'Whisperers' speak magical words into seeds, saplings and ponds. These 'Whisperers' are venerated members of Shroud communities, often leading and guiding them.
> Brrraaaaaiiiinnsss! > > > > > \columnbreak
It is not unusual for travellers to become lost and slip into the Wilds while in the Shroud. Most do not realise what has happened and simply believe themselves to be lost. Others, however, can sometimes be tempted to cross by more malevolent Fae. Those who return are not the same, often having aged drastically in a short time (Or not aging at all after being lost for years).
Every Dorkis born in the Shroud has some magical ability. Magic is common and powerful in these lands and it is used to deal with most mundane tasks. The most common use is the ritual binding of lesser Fae Spirits to bodies of the recently deceased.
Shroud Dorkis believe that just because a Dorkis soul has departed, it does not mean that the body cannot still serve the community. Undead are common in all areas of the shroud. You'll find them fulfilling the most physical and mundane tasks of communities as well as manning their defences and working as guards against creatures and miscreants ## Cities and Locals ### **Yggdrasil** - Grows in the depths of the swamps exists across both the Prime Plane and the Plane of the Fae (The Wilds). It is the source of most of the magical shenanigans across the 'Shroud', granting those who travel to it, and take a branch, great power. It's not easy to get to though, the swamps and forests of the 'Shroud' actively defend it from people with Ill intent. \pagebreakNum
### # Sanctum Imperium ###
**Capital:** **
**Magic:** *Divine (Clerics and Paladins) - Divine Magic users gain their powers from the Gods and Goddesses of the world, granting them the power of Miracles.*
**Known for:** *Gods, Cults, Warfare and*
Sanctum Imperium lies north of the Desert of Dessert and is largely cut off and isolated from most of Dorkland by the Rascal Peaks. Their culture and customs have thus developed along a slightly different track to most.
They are isolationist and rarely allow visitors or travelers into their lands without good cause, zealously guarding their borders. The Border Guards are swift to act and do so with powerful Divine magics, as Dorkis from the Imperium are the most devout in all of Dorkland.
They revere the entire pantheon in the Imperium, with the larger cities having shrines and temples to all the prime gods, as well as dozens of the lesser ones.
However, as it tends to be, with all these Gods and their conflicting sentiments, strife and War is common in the Imperium with Sects, Denominations and Cults all fighting for dominance.
Warcraft and Seige Engines are
There are a Holy few, however, known as the 'Omnitheists' who worship all gods and belive that every diety, big or small, has their place. It is the Omnitheists who rule the Imperium \columnbreak
## Cities and Locals ###
**Witch Wood**
**Rascal Peaks** \pagebreakNum
### # The Desert of Dessert ###
**Capital:** Rathma
**Magic:** Primal (Druids, Rangers and Sorcerers) - Primal Magic is channelled through the elements and the natural world
**Known for:** Abundance of bizarre living foods, centre of Art of Culture, Powerful residual Magics
The Desert of Dessert. The land of Sand, Snow, Puns and treats for all. The Land is Hot and cold and seeped in powerful magics from ages past.
One of the more esoteric regions of Dorkland, the Desert of Dessert is almost entirely edible. The sand, rocks, water, flora and fauna are entirely made from sweets and deserts of various types.
Nobody is quite sure how it happened. Some say its a quirk of magic, others a curse or blessing upon the land. Either way, you can find Cacti made of Liquorish, shrubs made of Cheesecake, stone made of wafer and so much more.
Due to the bizarre nature of the region and the magic that permeates the land, the dunes have a near liquid like quality to them, shifting and flowing like a great sea. The Dorkis that live in the Desert traverse it on specialised Sand Skiffs and any travellers that wish to walk must do so with specialised shoes, lest they risk sinking below.
Rathma sits in the centre of the desert, surrounded by an artic vortex and in the depths of a perpetual blizzard. The snow itself is ice cold, in contrast to the heat of the desert, this opposition causes a band of greenery and life which rings the two regions.
Due to the abundance of food within the desert, the Dorkis who live there do not practice farming or hunting as a rule and so have much more spare time than Dorkis of the other lands, this gives them time to be extra creative and inventive and Rathma is a centre of Artistic and Scientific innovation.
> Its kind of crazy right? Dunes of Sand like water, meaning the Dorkis must ride Skiffs or they sink down forever and ever and ever. > >
> > Makes you wonder, doesn't it? > >
> > Where does it stop? Whats actually *under* the Desert? Under all that sand... \columnbreak
## Cities and Locals ###
**Lemonade Oasis**
**Sandyfloss**
**Biterbite Pass**
**Rathma** \pagebreakNum
### # Kingdom of Greater Dork ###
**Capital:** Dorkelot
**Magic**: Arcane (Wizards and Artificers) - Arcane Magic comes from study and careful application of the rules of Magic to gain the desired effect.
**Known for:** Dragons, Vast dungeons full of magic and treasure, Adventure Guilds
The Kingdom of Greater Dork, magic, adventure and glory await those who travel its lands. The region is full of castles, dungeons, princesses and Dragons!
The Kingdom is ruled over by its Queen and her Knights from the city of Dorkelot. The knights are well versed in questing and have a fanatical drive and need to help those less fortunate than themselves.
The Kingdom is the centre of the Adventurer Guilds in Dorkland. Wanna be Heroes come from all over to join up and go out on quests, adventures and to make legends of themselves.
Now, this all sounds fantastic but it has led to a sharp decline in general evil and the like in the region. Which in turn, as led to the creation of various nefarious guilds in opposition to the Adventure guilds who go out on quests to cause trouble. Its all very complex.
As well as Adventurers, the lands are also regularly terrorised by its native Dragon population. They come sweeping in on towns, villages and cities breathing fire, ice and lightning. They leave nothing but destruction in their wake, seemingly only caring about collecting gold, jewels and treasure to bring back to their hoards.
When Dragons attack, the various Guilds set aside their differences and band together to defend the land. There are treaties in place which even temporality pardon the villainous guilds so that they may help push back the dragon attacks.
One, frankly bizzare, oddity of this region are its dungeons. These ancient holds and ruins promise riches and glory to those brave enough to plunder them. While this is all par for the course, the oddity is that these dungeons appear to not only replenish the creatures and treasures within, but to actually be sentient beings in their own right that encourage adventures.
> > > \columnbreak
## Cities and Locals ### **Dorkelot**
**Stormplains**
**Obsidian Overlook**
\pagebreakNum
### # Pantheon of Dorkland ###
There are minor Gods to most things in the world, these usually focus on one really small facet (Like a Minor god of toe stubbing).
There are 9 Major Deities however, who cover vast domains. While i refer to all Deities as 'Gods' this isn't indicative of Gender. The Gods themselves often have multiple avatars and are generally beyond the constructs of what we know of gender.
That said, some are seen in a more Feminine light and others more Masculine.
## Good Aligned ### **The 'Overdork'** - God of Safe Passage, Guidance and Protection
**Aris** - God of the Dawn, Fire and Purity
**Ytar** - God of Luck, Lightning and Trade
## Neutral Aligned ### #### **Sk'net** Of the 9 Prime Gods worshiped in Dorkland, none is more enigmatic than Sk'Net, god of Knowledge. They have many followers and Clerics but have the least influence in the world. Sk'Nets domain is known as the 'Astral Library' and it is here that they store the font of knowledge that they discover. Sk'Nets Clerics roam the world, in search of long forgotten tales, legends and lore, offering them up to Sk'Net in ritual at their temples. The ritual involves spiritually connecting to the Astral Library, and this link is facilitated by Sk'Nets most powerful cleric. The Archon of Lore, Jesslyn Maximus. The Archon of Lore is the only mortal permitted access to the Astral Library and the title is held by the Cleric who brought the most unknown of knowledge to Sk'Net. The Archon is in charge of receiving information from Clerics on the Material plane, assessing and cataloguing it within the Astral Library. The current Archon, Jesslyn, has been custodian of the Astral Library for the last 300 years and was responsible for uncovering a hidden cult, within Sk'Nets worshipers that sought to deny them knowledge, in fear that Sk'Nets ultimate endgame plan, once all known history, legend and lore is collected in the library was to destroy Dorkland, so that the Library would forever hold the perfect, exact culmination of all knowledge from this world.
**Idros** - God of Order, Earth and Eternity
**Aen** - God of Destiny, Spirits and Judgement
## Evil Aligned ### **The 'Shaper'** - God of Creation, Life and Invention
**Raktix** - God of Water, Plague and Decay
**Thaneria** - God of Air, Madness and Death \pagebreakNum
### # Character Creation ###
Various Traits (But not all) Will dictate the Race and Racial abilities of your Dorkis, with the Habitat and Mug combining, giving the racial name.
For instance, a Dorkis with the 'Somewhere Cold" Habitat and 'Metal' Mug would be an 'Artic Forged' while a Dorkis with the 'Moon wen?' Habitat and the 'Mossy' Mug would be a 'Lunar Orc'.
Other Traits, such as Arms, Peepers, Bod and Intensification will also provide Racial abilities, but they do not contribute to the name.
If you are granted a Skill or Tool by your Race, that you also get from your Class, then you gain 'Expertise' in that Skill or Tool, adding twice your Proficiency Modifier to it. \pagebreakNum
### # Bard - College of the Living Canvas ###
She sat upon the roots of the Great Tree, the twin suns shining down upon her and her work. She was finishing drawing an intricate piece in her journal. A piece filled with colour and purpose, with Dragons and Fire.
She saw them approaching her, shrouded in the shadows of the wood, with malice in their hearts. She rose from the roots of the Great Tree and as she did so, the Fire and Dragons of her creation rose with her, swirling around her, leaping off of the pages and into the world." ### Bards that study under the teachings of the "Living Canvas" specialise in creating fantastical works of art through various mediums. The most common are Paintings, Sketches and Calligraphy.
Bards with this training bring their art to life to fight with and aid them in their travels. A Painter might create a cave to weather a storm, a Sketcher might animate a page of swords to assail their enemies and a Calligrapher may animate the word "Light", which follows them, glowing and brightening the area. ### Tools of the Trade At 3rd level, when you join this College, you gain proficiency with Painter's and Calligrapher's Supplies. Your proficiency bonus is doubled for any checks you make with these tools ### Praxic Guardian Also at 3rd level, you learn the '*Summon Beast*' Spell. You can cast it without consuming Spell Slots by consuming 1 or more Bardic Inspiration die. When cast this way the spell level increases by the number of dice rolled (To a maximum of your highest level spell slot) and the spell no longer requires Concentration. You must have either your Painters supplies or Calligraphers supplies in hand to cast it this way, and they replace the Material component. At 6th level, you also learn the '*Summon Shadowspawn*' Spell, which you can use in the same way.
> Think about the way you use your Calligrapher and Artists Tools when you cast your Bard spells and use your Bard features, flavour these abilities with this in mind. > >For instance, your 'Praxic Guardian' may appear as a sketched drawing or bizarre mosaic art piece. \columnbreak
### Praxis of Protection At 6th level, you learn to weave your abilities into protection for you and your allies. With your Painter's or Calligrapher's Supplies in hand, you can weave a Praxis of Protection over your body. The Praxis takes 1 min to complete and appears as you choose, covering the majority of your skin. While the Praxis covers you, you have advantage on STR and DEX saving throws and allies within 10ft of you have 1/2 cover as it leaps off of your body to defend them. The Praxis lasts for 1 hour, then falls off you as liquid ink or flowing paint. You can choose to end the Praxis early as an Action and in so doing, force all creatures within 10ft of you to make a STR Save vs your Spell Save DC or be knocked back 10ft and pushed prone by an explosion of Ink or Paint. You can use this ability a number of times equal to your proficiency bonus, regaining these uses after a long rest.
##### Cover (PHB p196) ### *"A target with half cover has a +2 bonus to AC and Dexterity saving throws.* *If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together."*
### Alter the Narrative Starting at 14th level, your ability to impart your will upon your works of art has grown so powerful that you can alter the fabric of reality itself, if only for a moment. With your Painter's or Calligrapher's Supplies in hand you can, over the course of 1 hour, create a 'Narrative', this is an intricate work of art, infused with your magic and a culmination of your experise. Once it is finished, you cast limited version of the spell *'Wish'* and reality alters in tune to your 'Narrative'. For instance, you may Paint away the Vault Door of a Bank, Write that a dead man lives once more or Draw a Meteor Shower in the sky. Any and all changes bought about by this feature revert after 1 hour. Damage inflicted is healed, buildings destroyed are repaired and people raised to life fall dead once more. After you alter the narrative, you must wait one week before altering it again. \pagebreakNum
### # Rogue - Shadow of Sikrod ###
Shadows of Sikrod are Rogues that have been warped by Sikrods dark power. Some Dorkis willingly give themselves over to this, but most practioners are the Evil Dorkis Clones Sikrod brought with him to Dorkland. ### Deep Cuts Starting at 3rd Level, the scent of weakness in the air drives you to fight harder. If the target of your sneak attack is missing any of its HP, you may re-roll 1s and 2s on your sneak attack dice, using the new result even if it is lower. Additionally, when you trigger sneak attack with a melee attack, the target has disadvantage on the next attack roll it makes against you.
### Revel in Conflict Also at 3rd level, your love of direct conflict has given you a unique medical skill set. You gain proficiency in the Medicine skill, your proficiency bonus is doubled for any ability check you make with this skill. Additionally, you gain a new option as part of your *Cunning Action*, you can patch the deepest wounds in but a moment. You can spend one Hit Die to heal yourself. Roll the die, add your CON Mod, and regain a number of hit points equal to the total (minimum of 1). You can use this feature an amount of times equal to your proficiency bonus and regain all expended uses after a long rest.
##### Hit Die (PHB p186) ### *At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.*
\columnbreak
### Coup De Grâce Starting at 9th Level, you've learnt that an opponent is most vulnerable when they think they have the upper hand. When you activate your *Uncanny Dodge* Feature against a melee attack, you can choose to not reduce the incoming damage and instead deal half the damage you take back to the attacker. Additionally, you now regain all spent Hit Die after a long rest.
### Sikrod's Visage At 13th Level, you become a true terror as your exploits draw the eyes of Sikrod himself. You can add your proficiency bonus to your initiative rolls and have Advantage on Charisma Checks. Additionally, when you spend a Hit Die as part of your *Revel in Conflict* feature, you also gain temporery HP equal to the HP you restore.
### Dark Accent At 17th Level, you become infused with a mote of Dread power from Sikrod himself. You are immune to Poison damage and the Poisoned Condition and you have advantage on saves against being Charmed or Frightened. Additionally, when you trigger your *Coup De Grâce* Feature, you deal twice the damage back to the attacker. \pagebreakNum
### # Open Game Licence version 1.0a ###
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**4 - Grant and Consideration:** In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
**5 - Representation of Authority to Contribute:** If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufcient rights to grant the rights conveyed by this License.
**6 - Notice of License Copyright:** You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
**7 - Use of Product Identity:** You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. Te use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. Te owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
**8 - Identifcation:** If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
**9 - Updating the License:** Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
**10 - Copy of this License:** You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
**11 - Use of Contributor Credits:** You may not market or advertise the Open Game Content using the name of any Contributor unless You have writen permission from the Contributor to do so. \pagebreakNum
### # Open Game Licence version 1.0a ###
**12 - Inability to Comply**: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so afected.
**13 - Termination:** This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
**14 - Reformation**: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
**15 - COPYRIGHT NOTICE** Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Ratelif, Tomas Reid, James Wyat, based on original material by E. Gary Gygax and Dave Arneson. All other content © 2021 We Are Dorkis. \pagebreakNum