recursal/Fanatic-Fandom huggingface dataset:
Nymph

Nymphs, often resembling children compared to other nature spirits, are delicate plant spirits who find their home in flowers, herbs, and other enchanting flora. Their ethereal beauty is marked by greenish veins, clear skin, and hair that mirrors the captivating plants they inhabit. Beyond their charming appearances, Nymphs possess a natural allure that makes them incredibly captivating to those around them. However, their childlike facade hides an innate understanding and wisdom, which they employ with care and caution.

As some of the rarest nature spirits, Nymphs exude an aura of charm and beauty wherever they appear. Their mere presence turns heads, and they effortlessly draw attention to themselves.

Though more curious than aggressive, Nymphs can be unintentionally manipulative. Their childlike innocence and kind intentions sometimes lead others to be swayed by their words and actions. Despite this, they genuinely strive to be benevolent and caring, extending their kindness to all beings, from winged elves to imbuements and even Cambions.

As a Nymph, your abilities are enhanced by the following traits:

* Ability Score Increase: Your wisdom (WIS) score increases by 2, reflecting your innate connection to nature and your understanding of the world around you. Additionally, your charisma (CHA) score increases by 1, showcasing your natural charm and allure.
* Charming: You possess the ability to cast charm person once per long rest, utilizing your enchanting presence to sway the emotions and thoughts of others.
* Speed: Your walking speed is 30 feet, granting you a graceful and swift movement on land.
* Size: You are a medium-sized creature, embodying the grace and elegance of a youthful spirit.
* Darkvision: Your connection to the natural world grants you darkvision, enabling you to see in dim light conditions and darkness.
* Alignment: Guided by their curious and kind nature, Nymphs tend towards neutral good alignment, seeking to promote harmony and positivity in the world.
* Languages: You can communicate in Common, the shared language among many races, and Sylvan, the language of nature and its elemental beings.
Druid - Circle of the Vitalist

Druids who follow the Circle of the Vitalist are devoted to the preservation of life and the healing arts. They possess a deep connection to the life force that flows through all living creatures, using their abilities to mend wounds, restore vitality, and protect the balance of nature. These druids serve as caretakers and guardians of life, ensuring the well-being of both individuals and the natural world.

Bonus Proficiencies

When you choose the Circle of the Vitalist at 2nd level, you gain proficiency with the Medicine skill. Additionally, you gain proficiency with the Herbalism Kit, allowing you to create potent healing salves and remedies.

Vital Healing

At 2nd level, your healing spells are empowered. Whenever you cast a spell that restores hit points, the target regains additional hit points equal to your druid level.

Nurturing Aura

Starting at 6th level, your presence exudes a nurturing aura that aids in the recovery of your allies. While you are conscious and not incapacitated, friendly creatures within 10 feet of you regain hit points equal to your Wisdom modifier at the start of their turn.

Vital Surge

At 10th level, you can tap into the primal energy of life force to restore vitality to yourself or others. As an action, you can spend a use of your Wild Shape to regain a number of hit points equal to your druid level + your Wisdom modifier. Additionally, when you use your Wild Shape feature to heal yourself, you can choose to expend two uses of Wild Shape instead of one to regain hit points equal to 2d8 + twice your druid level + your Wisdom modifier.

Aura of Vitality

Starting at 14th level, you radiate a powerful aura of vitality that bolsters the health and resilience of your allies. As an action, you can create a 30-foot-radius aura centered on yourself. The aura lasts for 1 minute or until you are incapacitated. While in the aura, friendly creatures regain hit points equal to your Wisdom modifier at the start of their turn, and they have advantage on saving throws against being charmed or frightened.
2. Tiffy's Nash Thrash: The Chapter of Iris

## Credits

### Cast

Kirtland Cutter IV
 Zach Stenzel

 Nicholas "Hue" Hubert-Bartholomew Olsen III
 David Beaman

 Oliver Haf
 Nathan Augustyn

 Roman Winters
 David Sturges

## Episode Guide

### Previous

1. The Council Will See You Now: The Chapter of Iris

### Next

3. Two Druids and an Archshield Walk Into a Bar: The Chapter of Iris

# Featured Characters

## Players

* Oliver Haf
* Kirtland Cutter IV
* Roman Winters
* Nicholas "Hue" Hubert-Bartholomew Olsen III
Ranger - Spiritwalker

Rangers who follow the path of the Spiritwalker possess a profound connection to the spiritual essence that permeates the natural world. They act as intermediaries between the mortal realm and the realm of spirits, communing with these ethereal entities for guidance and assistance. Spiritwalkers draw upon the wisdom and power of the spirits to navigate the wilds, protect nature, and aid their allies.

Spiritual Insight

At 3rd level, when you choose the Spiritwalker subclass, you gain the ability to communicate with spirits and gain their insights. You can cast the Speak with Animals spell as a ritual without expending a spell slot. Additionally, you gain proficiency in the Insight skill if you don't already have it.

Spectral Familiar

Also at 3rd level, you gain a spectral familiar that serves as a conduit between the ethereal and material planes. Choose a creature from the Find Familiar spell list as your spectral familiar. The familiar has the same statistics as the chosen creature, but it is considered a celestial, fey, or elemental spirit (your choice). The familiar can communicate with you telepathically and can deliver touch spells on your behalf.

Spirit Guide

Starting at 7th level, you can call upon the guidance of a spirit guide to aid you in your quests. As an action, you can summon the spirit guide to manifest in a space within 30 feet of you. The spirit guide remains for 1 minute or until dismissed as a bonus action. While the spirit guide is present, you gain the following benefits:

- You have advantage on Wisdom (Survival) checks and Wisdom saving throws.

- You can use a bonus action on each of your turns to give yourself or a willing creature within 30 feet of you advantage on the next attack roll it makes before the start of your next turn.

- You and your allies within 30 feet of the spirit guide have advantage on saving throws against being frightened or charmed.

Once you use this feature, you can't use it again until you finish a long rest.

Spiritual Ward

At 11th level, your connection with the spirits grants you enhanced protection against magical influences. You have advantage on saving throws against spells and other magical effects. Additionally, you and your allies within 10 feet of you have resistance to psychic damage.

Spiritual Mastery

Starting at 15th level, you have mastered the ways of the spirits, and their power flows through you. You gain the following benefits:

- You have advantage on initiative rolls.

- You can cast the Etherealness spell once per long rest without expending a spell slot.

- When you hit a creature with a weapon attack, you can choose to expend a spell slot to deal additional force damage equal to 2d8 + the level of the spell slot.
Xeviru's DNDvexpansion Wiki

**Welcome to the Xeviru's DNDvexpansion Wiki!**
Xeviru's DND expansion is a expansion pack dedicated to making a pack of dnd materials for others to use in their worlds. I am no owener of DND, That is under WoTC's domain, so this is all free material for 5e

## Important articles

Category:Subclasses | Xeviru's DNDvexpansion Wiki | Fandom

* Rules of this wiki
Barbarian - Path of the Titan

Barbarians who follow the Path of the Titan channel the raw power of colossal beings. They become walking fortresses, capable of shrugging off damage and unleashing devastating attacks that shake the very ground beneath their feet.

Titanic Physique

Starting when you choose this path at 3rd level, your body undergoes a transformation, becoming larger and more imposing. Your size increases by one category,. This change affects your reach and the damage you deal with certain weapons. Additionally, your gain a bonus to attack of +2 while you are raging.

Earthshaker

At 6th level, your sheer strength allows you to strike the ground with devastating force. When you hit a creature with a melee weapon attack while you are raging, you can choose to make the ground tremor. All creatures of your choice within 10 feet of you must make a Dexterity saving throw against your barbarian save DC (8 + P.B + CON Modifer) On a failed save, a creature takes damage equal to your barbarian level + your Strength modifier, and it is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.

Colossal Resilience

Starting at 10th level, your massive frame and indomitable spirit make you incredibly resilient. While you are raging, you have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. Additionally, you gain advantage on saving throws against spells and other magical effects.

Titanic Presence

At 14th level, your mere presence exudes an aura of power that commands respect and awe. As an action, you can unleash your Titanic Presence, forcing all creatures of your choice within 30 feet of you to make a Wisdom saving throw against your save DC (8 + P.B + CON modifer) On a failed save, a creature is frightened for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can't use it again until you finish a long rest.

Additionally, while you are raging, you have advantage on Strength (Athletics) checks and can treat objects up to one size larger than you as if they were one size larger for the purpose of determining your carrying capacity and the weight you can push, drag, or lift.
Warrior Dwarf

Warrior dwarves, with their diverse range of colors and well-groomed beards, exude a rugged and formidable appearance. Typically possessing grey or amber eyes, their lighter skin reflects the limited exposure to sunlight within the cold, steep mountains they call home. To combat the freezing temperatures, they don furs, hides, and layers, showcasing their adaptability and resilience in harsh climates.

Inhabiting the cold and treacherous mountains, warrior dwarves place a heavy emphasis on defending their strongholds from potential threats. Their craft, though secondary to their warrior prowess, is still an essential part of their culture, contributing to the practicality and strength of their armaments and armor.

The legends about warrior dwarves growing to the size of lions are more than mere tales; they hold true. In reality, warrior dwarves can indeed reach such formidable size, and their reputation as indomitable fighters in every battle is well-earned.

The warrior dwarves' devotion to their clan is unwavering, with a primary focus on protecting their fellow dwarves, especially the women and children. Their willingness to make the ultimate sacrifice to ensure the survival of their clan fosters a tight-knit and loyal society bound by shared values and camaraderie.

As a Warrior Dwarf, your abilities are enhanced by the following traits:

* Ability Score Increase: Your strength (STR) score increases by 1, showcasing your physical might and warrior prowess.
* Enlargement: Once per long rest, you can cast Enlarge/Reduce, but you can only use the Enlarge option. In this form, you gain resistance to non-magical bludgeoning, slashing, and piercing damage, magnifying your already formidable combat abilities.
* Warrior's Spirit: You possess proficiency in all weapons, representing your extensive training and skill with various arms and armor.
Sorcerer - Bloodborne

Sorcerers who follow the originate from the Bloodborne Sorcerer tap into the mysterious power contained within their own blood. They have a deep connection to eldritch forces and undergo transformative changes as they harness the dark magic within. Bloodborne Sorcerers are adept at manipulating blood, unleashing devastating attacks, and transforming themselves to gain incredible abilities.

Bloodline Surge

At 1st level, when you choose the Bloodborn subclass, your connection to blood magic strengthens your physical and magical capabilities. Whenever you cast a sorcerer spell of 1st level or higher that deals damage, you can choose to roll one additional damage die of that spell's damage type and add it to the total. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.

Blood Manipulation

Also at 1st level, you gain the ability to manipulate blood, both yours and others'. You can use your action to spend hit points to gain sorcery points or to regain expended sorcery points. For every 2 hit points you spend, you gain 1 sorcery point, up to a maximum equal to your sorcerer level. Additionally, you have advantage on saving throws against being frightened and the frightened condition.

Blood Bond

At 6th level, your blood magic allows you to form a powerful bond with a willing creature. As an action, you can choose a creature you can touch. Until the end of your next long rest, you gain the following benefits:

- You and the bonded creature can communicate telepathically with each other if you are on the same plane of existence and within a number of miles equal to your Charisma modifier (minimum of 1 mile).

- If either you or the bonded creature takes damage, you can use your reaction to transfer a number of hit points equal to your sorcerer level from yourself to the bonded creature or vice versa. This transfer occurs before the damage is applied.

- Once you use this feature, you can't use it again until you finish a long rest.

Blood Boon

Starting at 14th level, you can tap into the potent energy within your blood to unleash devastating spells. When you cast a spell that deals damage and requires a saving throw, you can spend sorcery points to impose penalties on the saving throw. For each sorcery point you spend, the target has disadvantage on its saving throw against that spell.

Lifeblood Surge

At 18th level, your mastery of blood magic reaches its peak. You gain the following benefits:

- When you use your Bloodline Surge feature, you can roll an additional damage die for each damage type the spell deals, and add them all to the total.

- Whenever you deal damage with a spell that requires a spell attack roll, you can reroll any number of the damage dice and choose which results to use.
Bard - College of Echoes

Bards who follow the College of Echoes have delved deep into the mysteries of sound and vibration. They have mastered the art of sound manipulation, harnessing the power of echoes to create mesmerizing performances and bolster their allies in battle. By manipulating the reverberations of their music and speech, they create a symphony of magical effects that shape reality itself

Echoic Performance

When you join the College of Echoes at 3rd level, you learn to weave echoes into your performances. When you cast a bard spell that affects a creature or an area, you can use a bonus action to create an echo of that spell. The echo lasts for 1 minute or until you lose concentration, and it mimics the effects of the original spell. The echo acts on your turn and uses your spellcasting ability for any spell-related rolls. Once you use this feature, you can't use it again until you finish a short or long rest.

Echoing Melody

At 3rd level, you learn to amplify the effects of your bardic inspiration. When you use a bardic inspiration die to grant an ally an inspiration die, you can choose to create an echo of that inspiration. The echo remains for 1 minute, and a creature of your choice within 60 feet of the echo can use its reaction to gain the benefits of the inspiration die without needing to use your own reaction. Once a creature uses the echo's inspiration die, the echo dissipates.

Resonating Echo

At 6th level, your echoes become more potent and versatile. When you create an echo using your Echoic Performance feature, you can choose to amplify its effects. The echo's spell or ability now affects additional targets or areas, as if cast at one level higher than its original level. Additionally, the echo's duration is extended by 1 minute.

Echosong

Starting at 14th level, you become a master of weaving echoes and sounds into a symphony of power. Whenever you cast a bard spell that affects a creature or an area, you can choose to create multiple echoes of that spell equal to half your proficiency bonus (rounded down). Each echo acts independently, using your spellcasting ability for any spell-related rolls. The echoes can move and take actions, but they cannot cast spells or use other abilities. These echoes last for 1 minute or until you lose concentration.

Additionally, when you use your bardic inspiration, you can expend multiple uses at once to create echoes of your inspiration. Each echo mimics the effects of your bardic inspiration, and a creature of your choice within 60 feet of each echo can use its reaction to gain the benefits of the inspiration die without you needing to use your own reaction. Once a creature uses an echo's inspiration die, the echo dissipates.
Wizard - Oneironaut

Wizards who pursue the path of the Oneironaut are skilled in the art of exploring and manipulating dreams. They possess a deep understanding of the realm of dreams and the power of the mind. Oneironauts can enter the dreams of others, shape dreamscapes, and wield the power of the subconscious to their advantage.

Oneiric Insight

At 2nd level, you gain proficiency in the Insight skill, and you can add double your proficiency bonus to any ability check you make that uses your Insight skill.

Dreamwalker

Also at 2nd level, you gain the ability to traverse the realm of dreams. When you finish a long rest, you can choose to enter a trance-like state and enter the dream world. While in this state, you are aware of your surroundings in the physical world, but you can also perceive the dream world as if you were physically present there. You can interact with dream entities, explore dreamscapes, and gather information from the collective unconsciousness. This trance lasts for up to 1 hour, and you can end it early as a bonus action.

Dream Projection

Starting at 6th level, you gain the ability to project your consciousness into the dreams of others. Once per long rest, you can choose a creature you are familiar with and enter its dreams. While in the dream, you can communicate with the target and influence the dream's course. You can also use this ability to extract information from the target's subconscious mind. The dream projection lasts for up to 1 hour, and you can end it early as a bonus action.

Oneiric Illusions

At 10th level, you gain the ability to manipulate the fabric of dreams and create powerful illusions. Whenever you cast an illusion spell of 1st level or higher, the spell's range is doubled, and you can target one additional creature within range. Additionally, when you cast an illusion spell, you can choose to make it seem more real, granting disadvantage on any saving throw made against the illusion.

Oneiric Mastery

Starting at 14th level, you have gained complete mastery over the realm of dreams. You can cast the \*Dream\* spell once without expending a spell slot. Additionally, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Druid - Circle of Tempature

Druids who specialize in the Circle of Temperature have honed their abilities to control and manipulate heat and cold. They possess a deep connection to the elemental forces of fire and ice, allowing them to shape the temperature of their surroundings and harness the power of extreme heat and cold.

\*\*Bonus Proficiencies\*\*

When you choose the Circle of Temperature at 2nd level, you gain proficiency with the Arcana skill. Additionally, you gain the ability to speak, read, and write Primordial.

\*\*Thermal Control\*\*

At 2nd level, you gain the ability to manipulate temperature in your surroundings. As an action, you can create a zone of extreme heat or cold within a 20-foot-radius sphere centered on a point you can see within 60 feet. The temperature within the zone increases or decreases significantly, subjecting creatures inside to extreme conditions. Each creature in the zone must make a Constitution saving throw against your druid spell save DC. On a failed save, a creature takes fire or cold damage (your choice) equal to your druid level. On a successful save, the damage is halved. Once you use this feature, you can't use it again until you finish a short or long rest.

\*\*Heat Shield\*\*

Starting at 6th level, you gain the ability to create a protective shield of intense heat. As a reaction when you or a creature within 30 feet of you is targeted by a ranged weapon attack, you can create a shield of superheated air. The attack has disadvantage, and if it misses, it is immediately deflected harmlessly. Once you use this feature, you can't use it again until you finish a short or long rest.

\*\*Frozen Resilience\*\*

At 10th level, you gain resistance to fire and cold damage. Additionally, you have advantage on saving throws against effects that would reduce your speed or restrain you.

\*\*Thermal Shroud\*\*

Starting at 14th level, you gain the ability to envelop yourself in an aura of extreme temperature. As an action, you can create a 30-foot-radius sphere of intense heat or cold centered on yourself. The chosen temperature persists for 1 minute, affecting creatures and objects within the area. Each creature of your choice within the sphere when it appears or that starts its turn there takes fire or cold damage (your choice) equal to your druid level. Additionally, the area becomes difficult terrain as the temperature hampers movement. Once you use this feature, you can't use it again until you finish a long rest.

\*\*Circle of Temperature Spells\*\*

Here are examples of spells that a Circle of Temperature druid might have access to:

2nd level: \*Burning Hands, Ice Knife\*

3rd level: \*Heat Metal, Snilloc's Snowball Swarm\*

5th level: \*Fireball, Cone of Cold\*

7th level: \*Wall of Fire, Ice Storm\*

9th level: \*Immolation, Investiture of Ice\*
Sorcerer - Serendipist

Sorcerers with the Serendipist origin possess an innate attunement to the ebb and flow of luck. They can harness and manipulate the forces of chance, altering probabilities and embracing the whims of fate. Serendipist sorcerers excel at turning unfavorable situations into advantageous ones, capitalizing on moments of luck, and unraveling the threads of destiny.

Fortune's Favor

At 1st level, when you choose the Serendipist subclass, you have the ability to influence luck. Whenever you make an ability check, attack roll, or saving throw, you can roll a d4 and add the number rolled to the result. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.

Lucky Streak

Also at 1st level, you have an uncanny knack for turning near-misses into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can choose to reroll the die and use the new result. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.

Fortuitous Manipulation

Starting at 6th level, you gain the ability to manipulate fortune in subtle ways. As a bonus action, you can spend 2 sorcery points to reroll a saving throw that you just made. You must use the new result. Additionally, you have advantage on Charisma (Deception) checks made to deceive others about your true intentions or motivations.

Cascading Luck

At 14th level, your mastery of luck reaches a new level. When you use your Fortune's Favor feature, you can choose to roll a d6 instead of a d4. Additionally, when you roll damage for a spell, you can spend 2 sorcery points to reroll any number of the damage dice. You must use the new results.

Fate's Champion

Starting at 18th level, you become a true champion of fate. You gain the following benefits:

- Your sorcerer spells ignore resistance to psychic damage.

- When you cast a spell that deals psychic damage, you can roll an additional damage die and add it to the total.

- When you roll a 20 on an attack roll, ability check, or saving throw, you regain 1 sorcery point.
Barbarian: Path of the elements

Barbarian - Path of the Elements

Barbarians who follow the Path of the Elements forge a connection with the primal forces of nature. They learn to tap into the elemental energies, channeling them through their body to enhance their physical abilities and unleash devastating attacks.

Elemental Attunement

Starting when you choose this path at 3rd level, you gain the ability to attune yourself to one of the elemental forces: fire, water, earth, or air. This choice grants you certain benefits and determines the nature of your elemental abilities. Once you choose an elemental attunement, you cannot change it.

- Fire:You gain resistance to fire damage. Additionally, when you enter a rage, you can choose to wreath yourself in flames. While raging, your melee weapon attacks deal an additional 1d6 fire damage.

- Water: You gain resistance to cold damage. Additionally, when you enter a rage, you can choose to surround yourself with a watery aura. While raging, you have advantage on Strength (Athletics) checks made to grapple or escape a grapple, and you can breathe underwater.

- Earth:You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. Additionally, when you enter a rage, you gain a +2 bonus to your AC, as rocks and earth form a protective barrier around you.

- Air: You gain resistance to lightning damage. Additionally, when you enter a rage, your movement speed increases by 10 feet, and you have advantage on Dexterity saving throws.

Elemental Surge

At 6th level, you learn to channel the elemental energies within you to enhance your attacks. When you hit with a melee weapon attack while raging, you can choose to imbue the attack with elemental energy. Choose one of the four elements (fire, water, earth, or air) and roll an additional 1d6 damage of that type. This damage increases to 2d6 at 10th level and 3d6 at 14th level.

Once you use this feature, you can't use it again until you finish a short or long rest.

Elemental Resistance

Starting at 10th level, your attunement to the elements deepens, granting you further protection. You gain resistance to all damage of the type associated with your chosen elemental attunement.

Fire: Fire

Earth: Bludgeoning, Slashing, Piercing from Magical Weapons

Water: Cold

Air: Thunder.

Elemental Fury

At 14th level, your connection with the elemental forces becomes even stronger, empowering your rage. While raging, you can choose to activate your Elemental Fury as a bonus action. When you do so, you gain the following benefits:

- Your melee weapon attacks score a critical hit on a roll of 19 or 20 and have a 1d8 damage bonus of the resistance You have.

- You have advantage on saving throws against spells and other magical effects.

- You gain resistance to all damage.

This state lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
Ranger - Stormwarden

Rangers who follow the path of the Stormwarden possess a deep affinity for the tempestuous forces of nature. They are at home in the midst of storms, drawing power from thunderous skies, howling winds, and crashing waves. Stormwardens channel the energy of the elements to defend the natural world, using their command over storms to bring swift and devastating strikes upon their foes.

Stormborn

At 3rd level, when you choose the Stormwarden subclass, you gain resistance to lightning and thunder damage. Additionally, you gain proficiency in the Survival skill if you don't already have it.

Storm Sense

Also at 3rd level, your connection with storms enhances your tracking abilities. You gain advantage on Wisdom (Perception) and Wisdom (Survival) checks made to track creatures or navigate in stormy weather conditions.

Storm's Favor

Starting at 7th level, you can call upon the favor of the storm to aid you in combat. When you make an attack with a weapon, you can choose to imbue the attack with the energy of a storm. On a hit, the target takes an additional 1d6 lightning or thunder damage (your choice). Once you use this feature, you can't use it again until you finish a short or long rest.

Storm's Shelter

At 11th level, you gain the ability to temporarily create shelter in the midst of a storm. As an action, you can touch a piece of non-magical natural terrain and use your connection to the storms to create a protective barrier. This barrier provides you and up to five willing creatures of your choice within 30 feet of you with half cover until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Storm's Fury

Starting at 15th level, your attacks become infused with the fury of a raging storm. When you hit a creature with a weapon attack, you can choose to expend a spell slot to deal additional lightning or thunder damage equal to 3d8 + the level of the spell slot. Additionally, if the target is in an area of dim light or darkness, it must make a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Druid - Circle of the Seasons

Druids who follow the Circle of the Seasons have a deep connection with the ever-changing cycle of nature and the power of the seasons. They draw upon the energy and essence of each season to shape and manipulate the natural world. These druids have the ability to invoke the characteristics of the seasons, bringing forth their unique attributes to aid their allies and hinder their foes.

Bonus Proficiencies

When you choose the Circle of the Seasons at 2nd level, you gain proficiency with the Survival skill. Additionally, you gain the ability to speak, read, and write Sylvan.

Seasonal Transformation

At 2nd level, you gain the ability to embrace the essence of the seasons. As a bonus action, you can choose one of the four seasons: Spring, Summer, Autumn, or Winter. You gain certain benefits based on the season chosen, as detailed below. You can change your season choice during a long rest.

- Spring: You gain advantage on saving throws against being charmed or frightened. Additionally, whenever you cast a spell that restores hit points, you can target one additional creature within range.

- Summer: You gain resistance to fire damage. Additionally, whenever you cast a spell that deals fire damage, you can add your Wisdom modifier to one damage roll of that spell.

- Autumn: You gain advantage on saving throws against being restrained or knocked prone. Additionally, whenever you cast a spell that deals cold damage, you can add your Wisdom modifier to one damage roll of that spell.

- Winter: You gain resistance to cold damage. Additionally, whenever you cast a spell that deals cold damage, you can reduce the speed of one creature damaged by the spell by 10 feet until the start of your next turn.

Season's Bounty

Starting at 6th level, you gain the ability to harness the bountiful energies of the seasons. When you cast a spell with a casting time of 1 action that restores hit points, you can choose to maximize the number of hit points restored by the spell.

Seasonal Shift

At 10th level, you gain the ability to shift the season in a small area around you. As an action, you can change the current season to Spring, Summer, Autumn, or Winter within a 30-foot radius centered on you. This change lasts for 1 minute or until you use this feature again. While the season is changed, you and friendly creatures within the radius gain certain benefits based on the season chosen, similar to the benefits granted by the Seasonal Transformation feature.

Everlasting Cycle

At 14th level, you become an embodiment of the eternal cycle of seasons. As an action, you can transform into a spirit of nature, gaining the following benefits for 1 minute:

- You gain a flying speed equal to your current walking speed.

- Your attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks.

- You have advantage on all saving throws.

- Whenever you deal damage with a spell, you can choose to deal an additional 1d8 cold, fire, or lightning damage (your choice) to the target.

Once you use this feature, you can't use it again until you finish a long rest.
Bard - College of Tragedy

Bards who follow the College of Tragedy possess a profound understanding of sorrow and loss. They use their performances to evoke deep emotions, harnessing the power of tragedy to inspire, motivate, and manipulate those around them.

Heartrending Performance

When you join the College of Tragedy at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Additionally, you can use your Performance skill to touch the hearts of others. As an action, you can choose a number of creatures within 30 feet of you equal to your Charisma modifier. Each chosen creature must make a Wisdom saving throw against your bard spell save DC. On a failed save, the creature is emotionally moved, granting it disadvantage on Charisma (Persuasion) and Wisdom (Insight) checks until the end of its next turn.

Tragic Inspiration

At 3rd level, your Bardic Inspiration takes on a sorrowful tone, resonating deeply with those who hear it. When you use your Bardic Inspiration feature, you can choose to grant Tragic Inspiration instead. When a creature uses your Tragic Inspiration die, it can add the roll to an ability check, attack roll, or saving throw made within the next 10 minutes. Additionally, if the roll is odd, the creature also gains temporary hit points equal to the roll + your Charisma modifier.

Echoes of Despair

At 6th level, your performances become even more powerful, channeling the depths of sorrow to affect the emotions of your audience. Whenever you cast a spell that deals damage or causes a creature to make a saving throw, you can choose to create Echoes of Despair. Choose a number of creatures equal to your Charisma modifier within 30 feet of you. Each chosen creature must make a Wisdom saving throw against your bard spell save DC. On a failed save, a creature takes psychic damage equal to your Charisma modifier, and its attacks have disadvantage until the start of your next turn. On a successful save, the creature takes half damage and is unaffected by the disadvantage.

Once you use this feature, you can't use it again until you finish a short or long rest.

Tragic Resonance

Starting at 14th level, your performances delve into the realm of profound tragedy, resonating with the deepest emotions of your audience. Whenever you use your Bardic Inspiration feature, you can choose to expend two uses instead of one. When a creature uses your Tragic Inspiration die, it gains the following additional benefits:

- It has advantage on all saving throws until the end of its next turn.

- Its melee weapon attacks deal additional damage equal to your Charisma modifier.

Additionally, when you cast a spell that affects an area, you can choose to create a Tragic Resonance. Allies within the area have advantage on saving throws against being charmed, frightened, or stunned until the start of your next turn.
Rogue - Tormentor

Rogues who follow the path of the Tormentor are masters of psychological warfare, using pain and fear to gain control over their enemies. They have honed their skills in torture techniques, interrogation methods, and manipulation of vulnerabilities. The Tormentor is a terrifying presence on the battlefield, inflicting suffering and exploiting weaknesses to break their opponents both physically and mentally.

Psychological Warfare

At 3rd level, when you choose the Tormentor subclass, you gain proficiency in the Intimidation skill if you don't already have it. Additionally, you have advantage on Charisma (Intimidation) checks made to demoralize or frighten creatures.

Tormenting Strike

Also at 3rd level, you learn to strike at your enemies' deepest fears and insecurities. When you hit a creature with a weapon attack, you can choose to expend a Sneak Attack to deal additional psychic damage instead of the usual sneak attack damage. This additional damage equals your Sneak Attack damage dice.

Aura of Fear

Starting at 9th level, your mere presence radiates an aura of fear and discomfort. When a creature starts its turn within 10 feet of you, it must make a Wisdom saving throw against your Rogue spell save DC. On a failed save, the creature has disadvantage on attack rolls and ability checks until the start of its next turn. Once a creature succeeds on this saving throw, it becomes immune to the aura for 24 hours.

Whispered Dread

At 13th level, you gain the ability to instill a deep sense of dread into your enemies through your whispered words. As an action, you can choose a creature within 30 feet of you and speak a phrase of haunting torment. The target must make a Wisdom saving throw against your Rogue spell save (8 + Char + p.b) DC. On a failed save, the creature becomes frightened for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can't use it again until you finish a short or long rest.

Aura of Despair

Starting at 17th level, your aura of fear becomes even more potent. The range of your Aura of Fear increases to 30 feet. Additionally, creatures affected by your Aura of Fear have their speed reduced by 10 feet while they are within the aura. Furthermore, any creature that starts its turn within the aura takes psychic damage equal to your Sneak Attack damage.
Fighter - Arcane hunter

Fighters who follow the path of the Arcane Hunter dedicate themselves to the pursuit and eradication of magic users. They possess a deep understanding of arcane energies and have honed their skills to counter and disrupt spellcasters. Arcane Hunters are relentless in their pursuit, utilizing their martial prowess and specialized techniques to nullify the arcane arts.

Arcane Awareness

At 3rd level, when you choose the Arcane Hunter archetype, you gain proficiency with Arcana and Investigation skills if you don't already have them. Additionally, you gain the ability to sense the presence of magic. As an action, you can focus your senses to detect the presence of magical energy within 30 feet of you. You can sense the presence of any spells or magical effects, but you can't discern their specific nature or location. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Arcane Resistance

Also at 3rd level, your training grants you resistance against spells. You have advantage on saving throws against spells and other magical effects.

Arcane Strike

Starting at 7th level, you gain the ability to channel your attacks with anti-magic energy. When you hit a creature with a weapon attack, you can choose to expend one use of your Arcane Strike. The target takes an additional 1d6 force damage, and if the target is concentrating on a spell, it must make a Constitution saving throw against your fighter spell save DC. On a failed save, the target loses concentration on the spell.

Magebane Tactics

At 10th level, you gain a deep understanding of magic and how to exploit its weaknesses. When you are engaged in combat with a spellcaster, you have advantage on attack rolls against them. Additionally, if a spellcaster provokes an opportunity attack from you, you can use your reaction to make a special melee attack. On a hit, the target has disadvantage on its next concentration saving throw.

Disruptive Assault

Starting at 15th level, your attacks become exceptionally disruptive to spellcasting. When you hit a creature with a weapon attack, you can choose to expend one use of your Disruptive Assault. The target takes an additional 2d6 force damage, and if the target is concentrating on a spell, it must make a Constitution saving throw against your fighter spell save DC. On a failed save, the target not only loses concentration on the spell but also suffers a penalty equal to your fighter level to its next spellcasting ability check.

Spellbane Mastery

At 18th level, your prowess in hunting down and neutralizing magic users reaches its peak. You have advantage on saving throws against spells and other magical effects. Additionally, when you successfully save against a spell that targets only you, you can use your reaction to make a weapon attack against the spellcaster, even if you are not within their reach
Bard - College of Satire

Bards who follow the College of Satire are masters of wit, satire, and comedic performance. They use their sharp tongues and clever observations to entertain audiences, expose the flaws of their enemies, and manipulate social dynamics.

Cutting Words

When you join the College of Satire at 3rd level, your words carry an additional sting. When you use your Bardic Inspiration feature, you can choose to use Words instead. Roll a Bardic Inspiration die and subtract the result from an attack roll, ability check, or damage roll made by a creature other than you. Additionally, if the roll is odd, the creature has disadvantage on its next attack roll before the start of your next turn as it is momentarily thrown off balance by your satirical remark.

Satirical Performance

At 3rd level, your performances are infused with satire and biting commentary. Whenever you use your Bardic Inspiration feature, you can choose to grant Satirical Inspiration instead. When a creature uses your Satirical Inspiration die, it can choose to subtract the roll from an attack roll, ability check, or damage roll made by an enemy within 60 feet of it. Additionally, if the roll is even, the target of the attack or ability check has disadvantage on its next saving throw before the end of its next turn.

Mocking Rebuke

At 6th level, your sharp wit and mocking banter can severely undermine your enemies' confidence. As a reaction when a creature misses you with an attack, you can use your Cutting Words feature to unleash a Mocking Rebuke. Roll a Bardic Inspiration die and subtract the result from the creature's next attack roll before the start of your next turn. Additionally, if the roll is odd, the creature has disadvantage on its next saving throw before the end of its next turn as it is taunted and distracted by your mockery.

Infectious Laughter

Starting at 14th level, your ability to create laughter and joy becomes infectious, spreading throughout a crowd or battlefield. As an action, you can expend two uses of your Bardic Inspiration feature to unleash an Infectious Laughter. Choose a number of creatures equal to your Charisma modifier within 30 feet of you. Each chosen creature must succeed on a Wisdom saving throw against your bard spell save DC or fall into fits of uncontrollable laughter. A laughing creature is incapacitated and can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Additionally, when you cast a spell that affects an area, you can choose to create a Satirical Aura. Enemies within the area have disadvantage on saving throws against being charmed, frightened, or paralyzed until the start of your next turn.
Resource Packs

Blep’s Modpack Wiki • Mod List • Guides • Keybinds • **Resource Packs** • Shader Packs • Trailers and Teasers • Server • Server Updates and Fixes • TRP: The Records Project

Below is the resource packs installed within the modpack. Please note, I do not take credit for any of these resources, it is purely the creators that made this possible, nor will ever monetize the modpack. If you are a creator and would like information updated, or further links to be added, please contact me @imblep on discord with which resources and somewhat proof of ownership. I am happy to work with you to provide the best experience for the community possible. If you have any issues let me know.

Additionally note that these resources are subject to change in future updates, and that not all features of resources may be available in game due to changes regarding config files, and compatibility fixes. If you have any problems feel free to visit the discord server and I will try my best to help. https://discord.gg/JmGtpgRwmy

## Resources:

### **Glass-Bottom Boats:**

Simply changes each boats' texture to have a transparent bottom, with a texture similar to glass. It does look a bit weird due to water not being visible below the surface, but it looks kind of cool.

https://www.planetminecraft.com/texture-pack/xeadas-glass-bottom-boats/

### **Vanillafied Advancement Plaque**

This *unofficial* resource pack replaces the default look of Advancement Plaques with the default UI of the *official* Vanilla Minecraft.

https://www.curseforge.com/minecraft/texture-packs/vanilla-advancement-plaque

### **Vanilla Tweaks:**

Vanilla Tweaks is about tweaking parts of the vanilla game that we believe can be a little bit better. They're mostly subtle changes to improve the default game experience. Blep's Modpack has implemented it's own choice of Vanilla Tweaks in it's resources.

https://vanillatweaks.net/
Druid - Circle of Hemispheres

Druids who follow the Circle of Hemispheres understand the delicate balance between opposing forces in nature. They draw power from the dualities of life and death, fire and cold, sun and moon, light and darkness. These druids embrace the inherent harmony within these opposing forces, channeling their energy to protect, restore, and bring equilibrium to the natural world.

Dualistic Bond

When you choose the Circle of Hemispheres at 2nd level, you form a connection with the dualistic forces of nature. Choose two opposing hemispheres from the following options: Light/Dark, Fire/Water, Earth/Air, or Life/Death. These choices will determine the abilities and spells associated with your circle features. You can change your chosen hemispheres during a long rest.

Dual Focus

At 2nd level, you gain the ability to focus on the energies of both your chosen hemispheres simultaneously. When you cast a spell that deals damage of a type associated with one of your chosen hemispheres, you can choose to deal half of the damage of the opposing type as well. For example, if you cast a spell that deals fire damage (associated with Fire hemisphere), you can choose to also deal half of that damage as cold damage (associated with Water hemisphere).

Duality's Resilience

Starting at 6th level, you gain resistance to damage of a type associated with one of your chosen hemispheres. Additionally, whenever you would be reduced to 0 hit points, but not killed outright, you can choose to revert to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.

Harmonic Flow

At 10th level, you can tap into the harmonic flow of your chosen hemispheres, enhancing your spellcasting abilities. Whenever you cast a spell associated with one of your chosen hemispheres, you can add your Wisdom modifier to the damage or healing done by the spell.

Ultimate Balance

At 14th level, you have mastered the delicate balance between your chosen hemispheres. You gain the following benefits:

- You have resistance to damage of both types associated with your chosen hemispheres.

- Whenever you cast a spell associated with one of your chosen hemispheres, you can add your Wisdom modifier to any saving throw made against the spell.

- Once per long rest, you can choose to cast a spell associated with one of your chosen hemispheres without expending a spell slot.