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Drakonias is a realm within the universe known primarily as the realm of dragons. Although dragons have been known throughout all of the realms, this realm appears to have been dominantly ruled by the powerful creatures. Over centuries, the populations of the dragons began to dwindle and only few sole survivors remained. Until one day...the dragons disappeared and were believed to have gone extinct. No one knew exactly what became of the creatures, but all those of Draconic blood were kept away, disappeared, and soon forgotten about. Drakonias became known as the realm of The Forgotten Dragons.  ...

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Flow is a very shy type of ruler. He is humble and modest as a ruler and doesn't like making public appearances. He usually sends someone out on his behalf which often can be noted as more harm than good. When he does make appearances he isn't around for very long before taking off. He rules Yeezla alongside his best friend Rith Zvir

Cogwork Archivist
Large construct, Typically Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 90 (12d10+24)
Speed 40 ft.
Skills Arcana +5, History +5, Nature +5, Religion +5, Perception +2
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned,
Senses Darkvision 60ft., passive perception 12
Languages All
Challenge 4 (1100 XP)
Proficiency Bonus +2

Magic Resistance. The Archivist has advantage on saving throws against spells and other magical effects.


Multiattack. The Archivist makes two Grasping Limb attacks

Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The archivist can have no more than two targets grappled at a time. 

Spellcasting. The Archivist can cast one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:

At will: dancing lights, prestidigitation

2/day: silence

Bonus Actions

Dazzling Light. (Recharge 5-6) Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Engineering Magic within the Crest of the Comet is taking the essence of magic and applying it to various types of technology. This is extremely useful for those who don't have strong magic within them and use artificial magic. This crest is one of the newer Crests of the academy and has only been around for the last forty years. 

Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the waist up, they resemble elves, displaying all the elf varieties of skin tone. From the waist down, they have the bodies of horses.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.


Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Centaur Traits

As a centaur, you have the following racial traits.

Creature Type

You are a Fey.


Your size is Medium.


Your walking speed is 40 feet.


If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Equine Build

You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.


You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Natural Affinity

Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal HandlingMedicineNature, or Survival.

Armies require protection, and someone has to put things back together if defenses fail. A combination  of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.

In the world of Eberron, Battle Smiths played a key role in House Cannith’s work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war’s horrific battles.

Tool Proficiency

3rd-level Battle Smith feature

You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Battle Smith Spells

3rd-level Battle Smith feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Battle Smith Spells

Battle Ready

3rd-level Battle Smith feature

Your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender

3rd-level Battle Smith feature

Your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.


Armor Class 15 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

14 (+2)
12 (+1)
14 (+2)
4 (-3)
10 (+0)
6 (-2)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmedexhaustionpoisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Vigilant. The defender can’t be surprised.


Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.


Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Extra Attack

5th-level Battle Smith feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Jolt

9th-level Battle Smith feature

You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Defender

15th-level Battle Smith feature

Your Arcane Jolt and steel defender become more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
Shiloh Krallenxia

You are searching and hunting down Walden Stein. He did something and you want to make him pay.

The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Before the council was established there was a battle between each of the races. The battle lasted for four months before a peace treaty was drawn up between each of the races. 

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