FateTorn

How they came to be:
These people were once people with fate and a life but through the works of Ameryous and the intermingling of Mortals these are ones whom were torn from their fate and are now Fateless beings who wander trying to remember who they were.

How many there are:
There is a total of about 70 of fatetorn around Nerakov all lost and all trying to return their life

Subraces
The Subraces are Based on Emotion that you felt the day you were Removed from your Fate

Depression:

 * Panic: You have advantage on saving throws against being charmed.
 * Glooming Presence: As an action, a creature of your choice within 30 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus) or become afflicted by Grieving Pain and fall prone for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. You can use this trait once, regaining use after you finish a long rest.

Infuriate:

 * Dread: You have advantage on saving throws against being frightened.
 * Frightful Presence: As an action, a creature of your choice within 30 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. You can use this trait once, regaining use after you finish a long rest.

Ecstatic:

 * Restless: Due to your obsessive happiness. You are eternally restless and can only mimic the art of resting. You only require 4 hours of rest to gain the benefits of a long rest.
 * Cheerful Presence: As an action, a creature of your choice within 30 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or becomes Charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. You can use this trait once, regaining use after you finish a long rest.

Astonish:

 * Always Aware: nothing Surprises them you can't be surprised by any means
 * Peek a Boo : As an action, a creature of your choice within 30 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or becomes Stunned for 3 Rounds. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. You can use this trait once, regaining use after you finish a long rest.

Pontificate:

 * Courteous: These ones are known for their politeness and their Elite Attitude. You are proficient in the Persuasion skill.
 * Boisterous Presence: As an action, you can choose 2 creatures within 30 feet of you on they gain Advantage on any Charisma Checks. You can use this trait once, regaining use after you finish a long rest.

Hysteria:

 * Confusing Reflexes. When attacked by opportunity attacks, you may use your reaction to impose disadvantage on the attack.
 * Maddening Presence: As an action, a creature of your choice within 30 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus) or become afflicted by Short Term Maddness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. You can use this trait once, regaining use after you finish a long rest.