recursal/Fanatic-Fandom huggingface dataset:
Kobold (Variant)

## ***Kobold (Variant) Traits***

* **Ability Score Increase:** Your Dexterity increases by 2, and your Strength decreases by 1
* **Age:** Kobolds mature at 6, and can live over 120 years, but usually don't.
* **Size:** Small, Kobolds stand between 2 and 3 feet tall, and weigh 25 to 35 pounds.
* **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.
* **Grovel, Cower, and Beg**. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

* **Languages**. You can speak, read, and write Common and Draconic.

***Winged Kobold***

* **Ability Score Increase:** Your Constitution increases by 1
* **Flight:** You gain a flying speed of 30 ft.

***Kobold Inventor***

* **Ability Score Increase:** Your Intelligence increases by 1
* **Tinkerer:** You gain proficiency with Tinkerer's Tools
* **Invention:** Once per short rest, you may use your Tinker's Tools and 10 gp worth of materials to construct an invention of your choice. You may only have one device active at a time, if you create a new one, your previous one ceases function.
	+ **Clockwork Crossbow:** (*Required one crossbow of any type)* You modify a crossbow to remove the loading property.
	+ **Noise Box:** You construct a box that can play mimic one noise you choose before activating it. Speak the word into the box and press a button, you can set a timer for when the sound can go off. (AC 5, HP 1)
	+ **Modified Compass:** You construct a device that can tell which way is north, the suns position in the sky, and produce a miniature flame which can be used to  light a candle, torch, or campfire. Using the device requires an Action.
Potion of the misfortunate

Duration: 3 hours

Bottled spell, can be created by wizards with experience

It is a slushy black substance inside of the bottle, it can be drank, than the person may loose their head and control the body for 3 hours.

The head has a -5 in strength and dexterity rolls, while the body has a -5 on intelligience throws and charisma throws.

The head can command the body and make it do anything the head wishes, the head must be attacked back on at the end of the spell or they will die.
Taal'kai

### "She took off her jacket and lifted her shirt. A black symbol had appeared on the back of her neck: two stylish V’s joined at the tip. If she hadn’t felt the Taal’kai Thread enter her spine, she would have thought it was no more than a tribal tattoo."

**The Thread of All Tongues** (aka the ***Taal’kai***) is a synthetic Thread of incalculable value worn by Alarian diplomats (The Lightsome), by monarchs and by members of the aristocracy.It appears on the wearer’s nape as a tribal tattoo and distinguishes itself symbolically from other synthetic Threads by its iconic two arrowheads, narrowly joined at the tip “**><**”.

The Taal’kai is considered to be one of the most precious mind-enhancers in Alarian culture. It allows one to fluently speak and understand every conceivable language and dialect – past or future – in the observable reality.

When woven into the cervical part of the spinal cord, the **Taal’kai** creates a lasting connection between the living Thread inside a person and the Pattern of Threads.
Spruce knob

Godly rarity, all weapon types and all damge types, 10d100

The ultimate weapon of our lord and savior BREWER the weapon can give anyone or anything D-hall ligma it destroys all it comes in contact with it is said to have killed all the other gods destroying panthions seating BREWER as the one true god. It looks like a mear wooden staff but in reality it is the strogest weapon to ever exist being made of raw brewonium.

Ligma

It give whatever it hits the statis affect of ligma dealing 1d100 per term the effect also makes it so the creature must make a constitution saving throw ever turn if failed it is knocked prone and becomes blinded and deafened.

D-Hall

when hit the enemy must make a constitution saving throw of over 20 or not be able to move become deafened and blinded for until the battle. The enemy will also be stuck to the ground and slowly turn to stone every turn. Slowly joining BREWER in the afterlife.
Amulet of Jar’azt

Created by Ausar1

Legendary/artifact item requires attunement from Paladins.

The amulet of ancients is a ruby chained, and mythril encrusted necklace that has a gold value of 3,000. This amulet was once owned by the famous paladin named Jar’azt, he saved the world multiple times and when he was old and withered, afraid of death, he made a deal with a demi-lich to live forever as an oathbreaker in the darkness, scattering his legacy everywhere. He hid his belonging and only his close friend long gone from the public eye knows where all the items are.

**Hero‘s amulet:** You gain a +5 in strength and dexterity saving throws, and you also have three legendary actions per day, if you fail a throw you may choose to succeed instead.

**Once loved:**  the wearer gains a +5 in charisma and intimidation with NPCs and monsters who have heard of the legacy of Jar’azt.

**Tempting pact:** The amulet will speak with the wearer everyday trying to convince them to sell there soul and become and oathbreaker. Their alignment will shift one step closer to evil, if it is already evil they become an oathbreaker paladin. To not make the deal the player must succeed on a DC: 10 wisdom saving throw. Then the amulet will not speak again for a day. Once succumbed to these effects the only way out is through the use of a wish spell, or healing spell of 5th level or higher. As an oathbreaker the amulet turns black as night with a moonstone black ruby in the middle pulsing with dark energy. You gain an extra +3 in strength and dexterity. While at the costly price of evil.
Benji

* Current
* Style B

The creator of this character, Geillade12, claims full ownership for their characters. Please do not edit this page without their permission or unless you have a good reason to. Thank you.

**Benji** is a male character created by Geillade12.

## Info

Hometown: N/A

Loves: N/A

Hates: N/A

Occupation: N/A
Neutralize

2nd-Level Transmutation (ritual 1 minute)

Available to Bards, Clerics, Druids, Paladins, Sorcerers, and Wizards.

 Range
 Components
 Duration

You draw the acidity out of a substance. Choose one square foot cube of an acidic substance, you neutralize it and it no longer deals any acidic damage. It loses this effect once mixed with other acid.

***Casting At Higher Levels.*** Every spell slot level used above 2nd doubles the amount of acid you can neutralize.
Staff of Gandor

Created by Ausar1

Rare, Quarterstaff, Requires Attunement

The staff of gandor is a magical quarterstaff that causes all the wielder’s spells have a +2 on attack rolls, and +2 on spell save DCs while attuned.

Knowldege of the elders: the staff give a +4 in all history checks

Power of gandor: the staff can be used to impale someone and burns theirs insides dealing (1D12 + depending on the damage 1-4 is an extra 1D4, damage 5-8 is an extra 2D4, 9-11 is an extra 3D4, and a 12 does an extra 5D4.

Hunger of the ancients: The staff requires you to give -1 wisdom if you fail the constitution saving throw of DC: 10.
The Devils Hand

Created by Ausar1

Duration of spell: 10 minutes, until dispelled, or until destroyed

3rd level spell for wizards, oathbreaker paladins, and warlocks.

**AC: 5 (for weak bones) 10 (for medium bones) 15 (for strong bones) 20 (for dragon and arch demon bones)**

**HEALTH:** 10, each size above tiny adds an extra 10

The devils hand is a tiny-gargatuan skeleton hand that asimulates out of nearby bones (depending on how many are nearby decides the size) and can be controlled by the user in synchronization with their hand movements.

**Sword Slice:** The hand melts into a sword dealing (3D6 + 1D4 of slashing damage)

**Bone Crusher:** The hand grabs an enemy and squeezes them inflicting (2D6 + depending on how much it did 1-4 damage 1D4 of bludgeoning damage / 4-8 2D4 of bludgeoning damage / 8-12 3D4 of bludgeoning damage)

**The Devils Flick:** The hand flicks the enemy (must be of size large or higher) and forms a cage around them trapping them for 1 turn, then the target must succeed on a strength throw of DC: 5 (for weak bones) 10 (for average bones) 15 (for strong bones) 20 (for dragon or demon bones). If the monster breaks out they break the hand in the process
Impenetrable Armor

Legendary, Armor (requires attunement)

This armor is made from the strongest material around, imbued with arcane defense. While attuned to this armor and wearing it, your armor class is increased to 24. Although to gain this increase, the armor sacrifices light weight. The armor weighs 300 pounds, and reduces your speed to half of what it is normally.
Human, Variant

## Human Variant Traits

These traits replace the ability score increase.

* **Ability Score Increase:** Increase 3 Ability Scores of your choice by 1
* **Skilled:** You gain proficiency with one set of Artisan's Tools, or with one skill of your choice.
* **Adrenaline:** When you or an ally within 30 ft. of you are under at zero hitpoints, if your ally is at zero hitpoints. you may choose to get advantage on your next 5 attack rolls, ability checks, or saving throws. If it is you who is at zero hitpoints, you may choose to drop to 1 hitpoint instead, and gain advantage on your next 3 attack rolls, ability checks, or saving throws.This trait replenishes after two long rests.
Dagger of Boethia

Created by Ausar1

The dagger of boethia was made to kill and brutally murder your closest allies.

**Goddess of betrayal:** if an ally is sleeping and you are not you will slit their throats unless you succeed to hold back with a DC 5 wisdom saving throw.

Stealthy **assassin:** you can attack the enemy from behind with the dagger and deal (2d6 + 1D4 of Piercing damage + 2D4 from sneak attack). Stealth of gods: all stealth checks and dexterity get a +4.
Fear Bolt

2nd level Necromancer/oathbreaker spell

duration: 1 minute or until thrown and stricken something

creation: 10 seconds (must be near an energy source or thunderstorm)

The weilder raises their hand in the air and a pure red lighting bolt begins to form. The lighting bolt may be held for one minute and then either thrown or dispelled. The weilder may try to hold it for longer, but every minute of being held requires a (DC 16 strength throw) on a saved throw the weilder may hold it for another minute. On a failed throw a 1-5 you accidentally shoot your ally with it, dealing (3D6 + 1D4 of electric damage) on a 6-10 you overload the bolt and electrocute yourself dealing (4D6 + 2D4 of electric damage)

**Ball of lighting:** you hold the beam in your hand and meld it into a ball, you may throw the bomb and it will explode on a target dealing (5D6 of electric damage and blast damage)

**Fear beam:** anything that sees the beam must succeed on a DC: 16 wisdom throw or they will run in fear

**Electric strike:** the weilder may choose to throw the beam at an enemy and while in the air, the bolt melts into a lance to try and impale an enemy
Italian Goblin

Usually found in groups called ”mobs” these goblins are pack hunters. They have thick accents and have been theorized to hail from Italy. They have strange devices that seem to launch small metal pellets at people which will cause large damage to the impact area. They wear a fine tailored tux, sometimes with a fedora or a top hat. They’re stats are as follows:

Challenge: 3 (700 XP)

Hp : 30

All other stats (Constitution, Dexterity, etc.) are locked at fifteen with a bonus of +2

They have one ability they can use once every other turn called

**Blinding shot:** The goblin will aim at a party member closest to them a fire a shot that cannot miss and if its not blocked will deal a fixed 10 Piercing damage with 1d6 "bleed damage" for 1d4 turns after.
Nahomi

* Current
* Style B

The creator of this character, Animatronix, claims full ownership for their characters. Please do not edit this page without their permission or unless you have a good reason to. Thank you.

**Nahomi** is a female character created by Geillade12 and was adopted by Animatronix. She is the female worker in Papa's Hot Doggeria.

## Info

Hometown: Calypso Island

Loves: Coconuts

Hates: BBQ

Occupation: Surfer, Papa's Hot Doggeria Worker

## Trivia

* She is based on the character Utah.
* As it is the younger sister, her hair color is clear.
* She does not like barbecues.
* She along with: Lydia, Amber, Anne, Lucy and Bea are the only girls to have a shaved head.

## Other Styles

Papa's Hot Doggeria UniformShaved HeadShaved Head (Style B)
The Orange Cloaks (a.k.a. The Weavers)

The Weavers are interdimensional beings capable of "Weaving threads of influence into the very fabric of reality"

**The Orange Cloaks** are one of the most respected and feared Guilds of Ærria. The **Guild of Weavers** operates outside the laws of the land, including Queen Alaria’s Justice. They are mostly known for their Weavework, which pledges them as **servants of reality**. The Weaver position is thus a place of both high privilege and high responsibility, which gives them a near-divine status in the eyes of history.

The Guild of Weavers manages the Pattern of Threads, an interdimensional cosmic loom through which Weavers channel their **Kaalà** as they weave Threads of influence into the very fabric of reality. The purpose of that is to maintain the multiverse in balance and keep **cosmogonic Chaos** (the Æbekanta/the Levelling Force) at bay.

Although they answer to no one, Weavers police themselves and hold themselves to very high standards. Since they Weave a little bit of themselves every time they interact with the Pattern of Threads, they must be very careful that they maintain a state of **equanimity** and neutrality. **Kaalà** is very quickly corrupted by **inner will Chaos** (**Darkspill**), they are forbidden to lie, deceive or become angry while the act of Weaving is being performed. To remind themselves of that, they’ve adopted the official dictum “**As the Weaver, so is the Thread**”

Within the Guild of Weavers, only a **Guild Elder** has the power to reprimand another Weaver, or to strip them of their rank and status. In extreme circumstances, the **Unwirer** can be called upon to remove an undesired Weaver from the cosmic loom, but this is usually avoided, considering the rarity of Weavers and how time-consuming and expensive it is. Most low-ranking threads are removed by **Cuperators**.
Wildcard class

The wildcard class is a powerful theif that uses powerful spirits called “personas” to destroy their enemy. When they are born they have a mask of their own design on their face. This mask can cover any part of the face as long as the eyes are covered. They will then have an “awakening“ where they can choose on out of multiple personas to start fighting.
USNS Yukon (T-AO-202)

Die USNS Yukon im Pazifischen Ozean

Die **USNS Yukon (T-AO-202)** ist ein Öltanker der Henry-J.-Kaiser-Klasse, der vom Military Sealift Command zur Versorgung von Schiffen der US Navy betrieben wird.

Yukon als 16. Schiff ihrer Klasse wurde am 13. Mai 1991 bei Avondale Shipyard, in New Orleans, Louisiana auf Kiel gelegt und lief am 6. Februar 1993 vom Stapel.

Am 25. März ging sie mit einer hauptsächlich zivilen Besatzung beim Military Sealift Command in Dienst. Sie gehört zur United States Pacific Fleet.

Doch bereits am 16 Oktober wurde ihr Antrieb verbessert. Die beiden neuen Dieselmotoren hatten 54.942 PS.

## Ladung

Derzeit hat die USNS Yukon etwa 28,64 Millionen Liter Schweröl und Kerosin, sowie 8 Kontainer mir Ersatzteilen und Medizinischem Gerät geladen.[1]

## Einszelnachweise

1. In diesem Punkt weichen die Ausführungen dieses Artikels von den tatsächlichen Informationen ab.
AustinsHomebrewCorner Wiki

## Unfinished Cleanup!

If you want to contribute to the page, go to the unfinished page and edit some pages that have been improperly formatted or unbalanced monsters or whatever you find. If you have an unfinished page that you don’t want messed with, just put something at the top that says don’t edit this.

## Important News!

All submissions must now be approved by an admin before being categorized, as a means of quality control. If they are missing balance, or important features, such as a monster missing a challenge rating, or a spell missing components, they will be sorted under Unfinished.

## Welcome to the Wiki

This Wiki was made for me to be able to publish my homebrew works, and for others to do the same. While it is mainly for personal use, anybody can contribute to the page with their own creations.

## Homebrew Of The Week

Every Monday I select my favorite Homebrew from the previous week (Monday-Sunday) and feature it under For Dungeon Masters with the title of "Homebrew of the Week"

## Credits and Disclaimers

Austin’s Hombrew Corner is unofficial Fan Content permitted under the Fan Content Policy. It is made by fans for fans, and does not generate revenue by using Wizards of the Coast's property. Furthermore, it is not affiliated with or endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast.

"Dungeons & Dragons" and all content there within © Wizards of the Coast LLC and Hasbro, Inc. 1995-2019.
Hole-in-the-Wall

### "*The animal’s pelt demonstratively changed as to mimic the tree’s cracked and hollow texture. Its fur was a mantle of satin-black; a black so deep and penetrating one could have easily believed it was hollowed.*"

**Kaap-inna-Valma** (pronounced: Káp-iná-Valmá), also known as the "*Hole-in-the-Wall*" is an extinct species of shape-shifting telepathic animal (Oj't) that used to thrive in the dark and humid forests of Ærria.

Though generally categorized as "*lesser creatures*", Hole-in-the-Walls are endowed with exceptional empathy, intelligence and cunning, characteristics also found in Higher beings (**Sha’an’laas**). Although their species have never evolved the ability of speech, Hole-in-the-Walls can communicate telepathically with each other and other Higher beings.

A Hole-in-the-Wall's pelt is made of **Shadowhide**, a Kaalà-enriched material which allows them to alter the subatomic structure of their bodies at will. As to that, these shape-shifting creatures can change their skin colour in accordance to their mood and even modify their body shape and size when it suits them. They are also known to be able to **tunnel through any material including the Shroud between realities**.

Since their skin retains its reality altering properties even after their death, Shadowhide contraband has risen to be one of Ærria’s greatest problems. Shadowhide is the second most coveted material after Æbe’trax. The reason for their extinction is interconnected with the mining of Æbe’trax, which only be spelunked by Tuuk’ta’ne and Shadowhide. Hole-in-the-Walls have been driven extinct by Ærria's widespread Shadowhide contraband. This destructive practice brought about the killing of 500 thousand specimens, which were hunted down and skinned alive for their precious reality-changing skins.

In avoiding danger, Hole-in-the-Walls are known to take the shape of the environment and **even change it**, by transforming into fully-functional holes, nooks, tree-hollows, craters and crevices, from whence their naming. Shadowhide is recognized as one of the 3 Alarian materials known to alter reality.

Hole-in-the-walls are considered to be the original Weavers. Their Shadowhide pelt allows them to weave into their environment and even alter their surroundings to fit their needs. They are telepathically connected and can sense each others minds over great distances. That’s why **Kaap** feels so alone – he is the last of his kind.

Hole-in-the-walls can project their thoughts into another’s mind, which also makes them the original Reframers.
Soul link

This spell was created fairly recently only ten years old it is still in its test phases so not very many people know it even exists. The only way to find this spell is to find it in a spell book that conta how to use it. The spell was created by a scorcerer who accidentally used the spell he was trying to bind a small animal with string and endied up using this spell.

 Components
 Range
 Duration

Level 4 wizard, scorcerer, warlock, Druid

you must put some of your blood on the string say the incantation and do the string of hand signs to activate the spell.

You take a length of string it doesn’t matter what kind and you throw it around a part of the enemies and the must make a constitution saving throw if the enemy succeeds the string just falls off of the creature if the creature fails the saving thro the string get imbued with magical energy and begins to glow blue the creature now takes all damage you do and does whatever you think for it to do but the spell also makes it so any damage the enemy takes you take. after the spell is over both of you take 1d4 damage of magic recoil and the creature has its free will given back.
Wild Goblin Hunter

Armor Class 14 (leather armor)
Hit Points 16 (2d8 + 4)
 STR
10 (+0)
15 (+2)
12 (+1)
8 (-1)
14 (+2)
 **Saving Throws** Dex +3, Wis +3
**Skills** Survival +4, Nature +4, Perception +4
**Senses** Darkvision 60 ft., passive Perception 14
**Languages** Common, Goblin, Sylvan
**Shortsword.** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) Piercing Damage.
**Dagger.** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 +2) Piercing Damage
Ice Goblin

Hit Points 20 (4d6 + 4)
 STR
15 (+2)
14 (+2)
14 (+2)
9 (-1)
13 (+1)
 **Damage Resistances** Cold
**Damage Vulnerabilities** Fire
**Saving Throws** Con +4, Str +4
**Skills** Survival +3
**Senses** Darkvision 60 ft., passive Perception 11
**Languages** Goblin
 **Innate Spellcasting.** The creature’s innate spellcasting ability is Constitution. It can innately cast the following spells, requiring no components:
At will: Ray of Frost
**Shortbow**. Ranged Weapon Attack +4 to hit, reach 80/320 ft., one target. Hit: 7 (1d6 + 2)
Goblin Brute

chaotic neutral AC 16

CR: 5

EXP: 2,225

**Languages:** Goblin, and cannot understand very much of it

A goblin that outbulks all of the goblins in size, made in the depths of the underdark. It is a strong brutish creature that can inflict heavy damage when not carefully fought.

**Gauntlet gash:** inflict (3D6 of damage + 1D4 of bludgeoning damage)

**Kick of death:** inflict (2D4 of damage) roll a constitution saving throw of dc 10 or knock the target back 10 feet and paralyze them for one turn

**Goblin rage:** when the goblins health is below half it gains +5 in all attacks or abilities

STRENGTH 16 +3

DEXTERITY 15 +2

INTELLEGIENCE 3 -4

WISDOM 9 -1

CONSTITUTION 17 +3

CHARISMA 16 +3

HP: 97
Mace of Molag Bal

Created by Ausar1

Very Rare, Weapon

The mace of molag bal is a mace that is made of pure ebony and nightmares. The mace does (3D6 of bludgeoning damage).

**Soul eater:** the mace must have souls every 24 hours or it will melt into the weilders arm and take control of your body and make you murder the nearest person to absorb their soul.

**Savagery of Molag:** The mace gives you a +3 in dexterity and strength throws against enemies and checks.

Fueled by blood: the mace will speak if given blood lots of blood, he will tell you where a large sum of treasure or a rare weapon is.
Mike

## Mike Smith

* Flipdeck
* Current
* Style B

The creator of this character, Geillade12, claims full ownership for her characters. Please do not edit this page without her permission or unless you have a good reason to. Thank you.

**Mike** is a male character who made his first appearance in Papa's Scooperia. He is the male worker in Papa's Tea Bobaria.

## Flipdeck Info

Hometown: Powder Point
Loves: Donuts
Hates: Spiders
Occupation: High School Student, Papa's Tea Bobaria Worker

Mike was born with his sister Mina, people realized he was a very special child, when he moved to Powder Point, fell in love with the place, he and his sister attended the private school Blueberry School in Powder Point, in the evenings he goes with his sister to the games of the theme park to enjoy life at MAXIMUN!!!

## Trivia

* He has a strong resemblance to Peter and Mike from Kingsley's Customerpalooza 2017.
	+ But obviously Geillade12 had not noticed.
* His favorite color is the Green Forest.
* When I was a child I lived in a city called Sundaepolis with her sister.

## Gallery

Meet MikeStyle AStyle BFlipdeckMike Flipdeck Info.jpgFlipdeck InfoOld VersionResolved Puzzle
## Other Styles

BavariaFest Style (Style H)Pirate StyleFire StyleCowboy StyleAs a Mina
Lava Goblin

Armor Class 15 (chain mail)
Hit Points 45 (7d10)
 STR
15 (+2)
12 (+1)
14 (+2)
10 (+0)
12 (+1)
 **Damage Resistances** Cold, Fire
**Senses** Passive Perception 10
**Languages** Common, Goblin
 **Hot to the Touch.** When a creature hits the Goblin with a melee Weapon attack, the creature takes 2 points of fire damage.
**Greatsword.** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) slashing damage plus (1d4) fire damage.
Fyrtorria

# The Four-Layered Reality

***The Four-Layered Reality*** is a cosmic model comprised of 4 concentrical universes - one inside another - that describes reality as the Alarians had come to understand it. Outside the 4 interwoven universes is believed to be an endless void of cosmic emptiness called "The Great Black".

These four universes are named "Orrias", and are so tightly-interwoven they cannot exist one without the other. The Orrias are separated by a thin layer of space called "the Shroud" (or ***Shääj***, in the Alarian language, Æurlek). According to Alarian teachings, the Four-Layered Reality, along with the Great Black, are part of a colossal, magnificent and well-balanced cosmological organism called Fyrtorria.

Fyrtorria is comprised of ***Lorria, Ælorria, Tylorria***and***Nilorria***, each separated by differently-dense versions of the Shroud.
Bijuu Bomb

Bijuu Bomb is a monstrous bomb that can be created by sorcerers, wizards, and warlocks. The bijuu bomb is an 8th Level spell that is basically half the power of a nuclear warhead. It explodes in a circle with a diameter of 20ft and everyone in it has to make a Dexterity saving throw of 18. On failed save, the target takes 20d6 Fire damage and takes 5d4 of fire damage after their turn, every turn for 1d4 turns. Every spell level higher is 2d6 of damage to the overall damage. On success they take half damage and suffer 5d6 of fire damage. This can only be used every 2 long rests.
Tacodale

**Tacodale** is a fictonal town where the Taco Mia! is located. Tacodale is on the border of Toastwood. It has a baseball team that is called the Tacodale Hardshells revealed in Papa's Hot Doggeria. Before Papa's Taco Mia opened, Papa Louie organized a contest called Taco Eating Contest, where the winner (Mitch or Maggie) received the restaurant itself as a prize. Nowadays, Maggie organizes the Taco Eating Contest.

The local high school is Tacodale High, and the sports teams that compete for the school are called the Churros.

## Buildings

For Papa's Taco Mia HD, the opening sequence and parade will feature a number of Tacodale's newest businesses, including:

* Papa's Taco Mia!
* Abscessive Dental
* Chimichanga Cycle
* Dollar Holler
* Casa Bella Furniture Outlet
* Crickety Split Chiropractor
* Tacodale Dry Cleaners
* Savesome Financial

## Townspeople

* Akari - The carrier who moonlights as a motorcycle racer at the Tacodale Speedway.
* Jojo - The food critic. He awards his Blue Ribbon to a restaurant when he likes its food, thus making people spend more money there.
* Maggie - Papa's Taco Mia! worker. [1]
* Nick - A cautious kayaker and outdoor enthusiast.
* Quinn - The local lawyer. Her firm was once called *Quinn, Timm and Associates*, but when her partner Timm left, it became *Just Quinn and Associates*.
* Rico - A motorcyclist and chili enthusiast.
* Zoe - A travelling musician.
Wild Goblin Druid

Armor Class 11 (leather armor), 16 (Barkskin)
Hit Points 16 (3d6 +1)
 STR
14 (+2)
10 (+0)
12 (+1)
9 (-1)
15 (+2)
 **Saving Throws** Wis +4, Int +2
**Skills** Nature +4, Survival +4
**Senses** Darkvision 60 ft., passive Perception 12
**Languages** Common, Goblin
 **Spellcasting.** The Wild Goblin is a 4th level spellcaster (spell save DC 14, +4 to hit with spell attacks). The Wild Goblin has the following spells prepared:
Cantrips (at will): Druidcraft, Mending
1st level (4 slots): Purify Food and Drink, Goodberry, Cure Wounds
2nd level (3 slots): Barkskin\*, Flaming Sphere
Skeletal Goblin

Armor Class 14 (Armor Scraps)
Hit Points 18 (3d8 +4)
 STR
7 (-2)
14 (+2)
15 (+2)
6 (-2)
8 (-1)
 **Damage Vulnerabilities** bludgeoning
**Damage Immunities** Poison
**Condition Immunities** exhaustion, poisoned
**Senses** Darkvision 60 ft., Passive Perception 9
**Languages** Understands Goblin, but can’t speak
**Shortsword**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 2) Piercing Damage.
Heaven’s Watch

Very Rare, Wondrous Item

On your turn you may stop time for twelve seconds, granting you two extra turns. Using this item does not require an action. Additionally, other creatures cannot use reactions while this is active. The item may be used once per day, it recharges at dawn, but only when bathed in sunlight.
Alchemists bane

Created by Ausar1

recommened for wizards or sorcerers

The sword has a strange handle almost like a potion bottle for a handle with a gold snake wrapped around it. It has a purple goo writhing inside of it. It was said to be owned by a mad scientist known for brewing up strange concoctions, but no one ever expected his masterpiece to actually work.

**Sword slash:** the sword does (1D10 of damage + depending on what you rolled 1=1D6 of acid damage 2=1D6 of cold damage 3=1D6 of fire damage 4=1D6 of force damage 5=1D6 of lighting damage 6=1D6 of necrotic damage 7=1D6 of posion damage 8=1D6 of psychic damage 9=1D6 of radiant damage 10=1D6 of thunder damage

**liquid smite:** if an enemy is successfully stricken with the sword you may hurl some of the goo at it dealing 1D6 of posion damage for 2 turns. This may be used 5 times per day, it recharges every dawn.

**Required care:** the sword must be replaced with fresh potions every day, or the potion effects will not work, and if a 1-5 is rolled on any check with the sword it is broken and must be repaired with a DC: 12 intelligence check then fix the sword, if failed, you will cut yourself and take 1D4 of damage.
Jungle Goblin

Small humanoid (goblinoid) Lawful Evil

Armor Class (hide)

Hit points 13 (3d6 + 3)

Speed 30 ft.

**Skills.** Survival +3, Athletics +4

**Senses.** Darkvision 60 ft. Passive perception 11

**Languages.** Goblin, Sylvan

**Challenge.**  1/2 (100 XP)

***Actions.***

**Multiattack.** The goblin can make two attacks with it’s weapon

**Spear.** Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Shadow Puppet

***3rd-level Transmutation***

 **Duration** | Conc. Up to 5 minutes

Your shadow becomes sentient. It mimics everything you do, if you force a saving throw, it forces a saving throw, if you deal damage, it deals damage etc. When attacking it uses your roll, unless you command it to act differently, and when it forces a saving throw, the enemies must use the same roll they used against you, unless commanded to act differently. You can use a bonus action to command it to do something different than what you're doing. All damage it deals is treated as resisted damage. The shadow puppet shares your stats.

**At Higher Levels:** An extra puppet appears when cast using a Level 6 Spell Slot, and yet another extra appears when using a Level 9 Spell Slot.
Wreckers

### Origin

The Wreckers were an elite Autobot team. Only the best were allowed in the team. The first team leader was Impactor. It was his Nova Squad which became the Wreckers over time.

### Civil War

When the Great Civil War started, Impactor lead his old Nova Squad to battle, but now under the name Wreckers. The Wreckers were feared on the battlefield. Both by Autobots and Decepticons.

When the Decepticon, Overlord fought the Wreckers, Impactor was killed, but Ultra Magnus took his place as leader. Magnus also trained Impactor's pupil, Springer. The idea was always that Springer would take the mantel of Squad Leader when Impactor died, but the team felt Springer was too young to become a leader which resulted in Magnus taking the mantel instead.

### Members

Impactor (First Leader, deceased)

Kup

Ultra Magnus (Second Leader)

Springer

Roadbuster

Wheeljack

Bulkhead

Whirl (deceased)

Sandstorm

Twin Twist (deceased)

Topspin (deceased)

Silverstreak (deceased)

Hotshot

Ultra Magnus (Se
Rody

## Di Blackfire

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## Naelana Miraq

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## Falcone y Gracewood

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Monster Hunter (Fighter)

***Favored Enemy***

Beginning at 3rd level, choose a type of favored enemy: Beasts, Fey, Humanoids, Monstrosities, Oozes, Plants, or Undead. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You gain a +2 bonus to damage and attack rolls against them.

***Hunter's Sense***

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are, along with their AC. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities, and their AC is 20.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a short or long rest.

***Greater Favored Enemy***

At 7th level, you are ready to hunt the most dangerous creatures around. Choose a type of Greater Favored Enemy Aberrations, Celestials, Constructs, Dragons, Elementals, Fiends, or Giants. Your bonus to damage and attack rolls for all your favored enemies increases to +4, additionally you have advantage on saving throws against spells and abilities used by your favored enemy.

***Hunter's Defense***

At 10th level, you have mastered the art of defending against your prey. Whenever your favored enemy attacks you, roll 1d4 and subtract it from their attack roll. In addition to this, when a non-favored enemy forces you to make a saving throw, or you attempt to escape their grapple, add 1d6 to the roll.

***Hunter's Counter***

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If an enemy forces you to make a saving throw, you can use your reaction to make one weapon attack against them. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

***Hunter's Final Breath***

At 18th Level, when your favored enemy knocks you to zero hit points, you may choose to instead drop to 1, and immediately take your turn, regardless of who's turn it currently is. You can use this feature once per long rest.
Hunters Whip

Very rare,requires attunement,

Magic Whip
1d6 slashing damage

The hunters whip is a ancient weapon created by hunters to kill anything or anyone that is unlucky enough to be the subject of their hunt.

**Hunters Mark**

(1d4 times per long rest) when you hit a monster, fiend, or beast you gear advantage on all rolls against that creature until they die and they get disadvantage on all rolls against you.

**The Hunt is On**

When you hit a monster, fiend, or beast with the whip add an additional 1d4 to the damage roll or for one charge (1d4 charges per long rest) you can do 1d6 to any fiend, monster, or beast or for one charge you can to 1d4 to anything you are fighting.

**Hunters Training**

Because of the weapons constant use in training for generations it gives whoever wields it a +2 to dexterity and gives you a +1 to strength. It also gives you advantage on all dex. saving throws
Greater Zero Gravity

5th-Level Transmutation

Available to Wizards, and Sorcerers

 Range
 Components
 Duration

Choose one object that you can see within range, that fits in a 100 ft. Square, it levitates up to 100 feet in the air. You may use a bonus action to fling the object in a straight line up to 200 feet in a direction you choose before stopping, stopping early if it impacts against a solid surface, unless the surface is less than half the size of the object. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save the object strikes something, whatever the object strike stake 10d8 bludgeoning damage. On a passed save, the creature takes half as much damage. The object takes 1d8 or damage per thing it hits.
Horror Hook.

In horror, more than any other genre, the Hook is the most important of horror's many elements. The Hook is the opening of your story, the writing that captures your reader and makes them want to keep reading.

Ideally, the hook occurs within your first page. Now I known that some of you will argue that the hook can come much later and reinforce your arguments by naming some writers like King or Barker whom can ramble on for pages before throwing out their hooks and reeling you in. But they are King and Barker. They can get away with that. New writers like ourselves, cannot. As one publisher so exquisitely put it: 'If nothing happens in the first three paragraphs, I move on'.

So what does it take to craft a sterling hook? Ostensibly the hook is a statement of dialogue or exposition that forces the reader to ask what is happening and why, and then keep them reading to find the answer. Good hook take place in the third paragraph, excellent ones in the second paragraph, and great ones in the first paragraph. Many books on writing will instruct you that the proper hook is performed in the very first sentence of you narrative. Nonsense. That's impossible a task to ask of any writer. I almost guarantee you that such writing 'experts' have never managed the feat themselves so none of you should be expected to do it, either.

By definition, a hook is a line in the opening of your narrative that compels the reader to want to find out what's happening and keep them reading. Example. Once upon a time when I was writing the very first manuscript for my novel History Lane, now in its 17th draft, I thought I had come up with a sterling one-sentence hook. In my mind it had all the features of a great hook in that something was happening that demanded to be answered with what and why. It was this.

*A girl was screaming inside of the Lambert house*.

I, too, thought it perfect so I flipped it off to my own mentor and congratulated myself on a job well done with a mug of coffee. I was premature in my celebrations. Four days later CJ responded and in her quiet and polite way she told me how badly it stunk. She then proceeded to let me in on the secret of the Masters, which I am now letting all of you in to.

Your hook will work best when you can show the reader how the unfolding event affects a witness to that event. That is to say, apply your hook through the reactions of those witnessing what makes your narrative a horror novel. Are they frightened? Are they angry? However they feel should intrigue the reader into wanting to know why they feel that way and by default keep reading. This even works if you using First Person point of View in the vein of 'when my girlfriend/husband/son etc. saw what was happening, they...and the like.

Writing is rewriting. Please don't be a Saku, or a me, and get flustered and frustrated if you don't get it perfect right out of the gate. Nobody, including yourselves, can reasonably expect you to do. Write what you see in your mind's eye. Write from your wee little black hearts, and trust in yourselves. Your hooks will be sterling.
Float

2nd-Level Transmutation Spell

Available to Wizards, and Sorcerers

 Range
 Components
 Duration

You touch one creature, for every 30 feet they fall, treat it as 5 feet instead.

***Casting At Higher Levels.*** If you cast this spell using a spell slot of 4th level or higher, you take no falling damage at all.
Tome of unlimited knowledge

Uncommon, magic book (primarily for wizards, druids, warlocks to write spells)

This book was made two-hundread years ago by a wizard trying to contain all the knowlege of the universe in one place. On his conquests for knowledge he went mad and eventually killed him self he destroyed everything he ever created except for this book for some reason unknown to everyone he left this book.

The book is red leather with ruinic engravings all over it and has a all green eye with a black pupil in the middle it’s said that the eye of the book is truly alive making sure whatever you put in the book no one else can see. It has a black spine with a completely unknown language written down the side many believe the wizard created the language himself.

**Unlimited Knowledge**

The book will absorb all of the knowledge from your head and write it down for you without you having to use any items. The book also never runs out of pages for things to be added it can hold anything you alow it to have from your mind without fail.To delete things from the book all you have to do is say begone in orcish (the wizard was a half orc)

**Secure Memories**

Whatever you put into the book no one else can see except for people that you allow to see makinag it a unbreakable vault of knowledge that only you can access. It is said there is a way to access the knowledge of the original creator of the book but very few have and when they did it was only in their most desperate time of need but the spells they used from it destroyed mountains and left craters four to five miles deep at the lowest. Most of the people that used tho spells either ended up dying of over exertion of where in critical condition for weeks or even months.They use up all their magic and could never use it again.
Half-Dryad

## Half-Dryad Traits

* **Ability Score Increase:** Your charisma score increases by 2, and two stats of your choice increase by 1
* **Age:** Half-Dryads can live up to 1000 years, limited only by their human heritage. They mature at 50 years old.
* **Size:** Medium, standing slightly taller than most humans.
* **Darkvision:** 60 feet
* **Speak with Beasts and Plants:** You can communicate with beasts and plants as if they shared a language.
* **Tree stride:** Once per turn, you can use 10 feet of you movement to step magically into one living tree within reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.
* **Fey Ancestry**: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* **Born of the Earth:** To gain the effects of a long rest, you must be touching dirt with your bare skin, if not when you take a long rest, you only gain the benefits of a short rest.
* **Photosynthesis:** If you spent more than 4 hours in sunlight that day, you don’t need to eat or drink that day.
* **Languages:** You can speak, read, and write Common and Sylvan
City Goblin (Race)

## City Goblin Traits

* **Ability Score Increase:** Your Charisma Score increase by 2, and your Intelligence and Dexterity scores both increase by one.
* **Age:** City goblins live the longest out of all goblins, maturing at 16, and living until about 100
* **Size:** Small, City Goblins stand from 3 feet tall to just over 4 foot, making them smaller than most other races, City Goblins weigh on average about 40 pounds.
* **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.
* **Charm of the Small:** Once per short or long rest, you may attempt to charm a creature within 30 ft. of you that can see and hear you. It must make a wisdom saving throw against your DC (8 + Proficiency Bonus + Charisma Modifier). If it fails it is charmed by you until it takes damage, or ten minutes pass once the effect is over, the creature does not know it has been charmed. If it succeeds, the creature is not aware that you tried to charm it.
* **Languages:** You can speak, read, and write Common, Goblin, and one extra language of your choice.