recursal/Fanatic-Fandom huggingface dataset:
Transmute Rock

From Xanathar's Guide to Everything, page 169; and Elemental Evil Player's Companion, page 22.

## Description

*5th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (clay and water)
* **Duration:** Until dispelled

You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.

* **Transmute Rock to Mud:** Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.

The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
* **Transmute Mud to Rock:** Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

## Learned By

* **Classes:** Artificer, Druid, Wizard
* **Subclasses:** Sorcerer (*Clockwork Soul*)
Swarm of Wasps

From Monster Manual, page 338.

**Hit Points:** 22 (5d8)
 **STR**
3 (-4)
13 (+1)
10 (0)
1 (-5)
7 (-2)
 **Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
**Senses:** blindsight 10 ft., passive Perception 8
**Languages:** —
 ***Bites.** Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
White Dragon Wyrmling

From Monster Manual, page 102.

**Hit Points:** 32 (5d8 + 10)
 **STR**
14 (+2)
10 (0)
14 (+2)
5 (-3)
10 (0)
 **Saving Throws:** Dex +2, Con +4, Wis +2, Cha +2
**Skills:** Perception +4, Stealth +2
**Damage Immunities:** cold
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 14
**Languages:** Draconic
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
***Cold Breath (Recharge 5-6).*** The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Unseen Servant

From Player's Handbook, page 284.

## Description

*1st-level conjuration (ritual)*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a piece of string and a bit of wood)
* **Duration:** 1 hour

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

## Learned By

* **Classes:** Bard, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Mark of Hospitality Halfling
* **Backgrounds:** Izzet Engineer
* **Feats:** Magic Initiate, Quicksmithing, Ritual Caster, Strixhaven Initiate
Woodcutter's Axe

From The Wild Beyond the Witchlight, page 214.

## Description

*Weapon (greataxe), rare*

You have a +1 bonus to attack and damage rolls made with this magic weapon.

When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn't being worn or carried, the attack deals an extra 2d6 slashing damage on a hit.
Weapon of Warning

From Dungeon Master's Guide, page 213. Found on Magic Item Table F.

## Description

*Weapon (any), uncommon (requires attunement).*

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Trinkets

When you make your character, you can roll once on a Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table to help stock a room in a dungeon or fill a creature's pockets.

## Horror Trinkets

Van Richten's Guide to Ravenloft, page 36; and Curse of Strahd, page 210

## Elemental Evil Trinkets

These trinkets come from an article released by Wizards of the Coast.

## Elf Trinkets

Mordenkainen's Tome of Foes, page 63

 2
 3
 4
 5
 6
 7
 8

## Strixhaven Trinkets

Strixhaven: A Curriculum of Chaos, pages 31-36

### Lorehold Trinkets

 2
 3
 4
 5
 6

### Prismari Trinkets

 2
 3
 4
 5
 6

### Quandrix Trinkets

 2
 3
 4
 5
 6

### Silverquill Trinkets

 2
 3
 4
 5
 6

### Witherbloom Trinkets

 2
 3
 4
 5
 6
Wand of Magic Missiles

From Dungeon Master's Guide, page 211. Found on Magic Item Table F.

## Description

*Wand, uncommon. 1 lbs.*

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Tome of the Stilled Tongue

From Dungeon Master's Guide, page 208. Found on Magic Item Table I.

## Description

*Wondrous item, legendary (requires attunement by a wizard).*

This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first Tome of the Stilled Tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.

If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component. Once used, this property of the tome can't be used again until the next dawn.

While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.

Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
Winged Boots

From Dungeon Master's Guide, page 214. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon (requires attunement).*

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Voyager Staff

From Guildmasters' Guide to Ravnica, page 81.

## Description

*Staff, very rare (requires attunement)*

You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls.

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: Banishment (4 charges), Blink (3 charges), Misty Step (2 charges), Passwall (5 charges), or Teleport (7 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever.
Wind Fan

From Dungeon Master's Guide, page 213. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon.*

While holding this fan, you can use an action to cast the Gust of Wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
Thorn Slinger

From Tales From the Yawning Portal, page 246.

**Hit Points:** 32 (5d10 + 5)
 **STR**
13 (+1)
12 (+1)
12 (+1)
1 (-5)
10 (0)
 **Condition Immunities:** blinded, deafened, frightened
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 10
**Languages:** —
 ***Adhesive Blossoms.*** The thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage.
At the end of each of the thorn slinger's turns, anything grappled by it takes 3 (1d6) acid damage.
 ***Thorns.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 30 ft., one target. *Hit:* 8 (2d6 + 1) piercing damage.
Young Black Dragon

From Monster Manual, page 88.

**Hit Points:** 127 (15d10 + 45)
 **STR**
19 (+4)
14 (+2)
17 (+3)
12 (+1)
11 (0)
 **Saving Throws:** Dex +5, Con +6, Wis +3, Cha +5
**Skills:** Perception +6, Stealth +5
**Damage Immunities:** acid
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 16
**Languages:** Common, Draconic
 ***Amphibious.*** The dragon can breathe air and water.
 ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
***Acid Breath (Recharge 5-6).*** The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
Young Fire Giant

From Tales from the Yawning Portal, page 192.

**Hit Points:** 59 (7d10 + 21)
 **STR**
19 (+4)
8 (-1)
16 (+3)
5 (-3)
7 (-2)
 **Damage Immunities:** fire
**Senses:** darkvision 60 ft., passive Perception 8
**Languages:** Common, Giant
 ***Greatclub.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
***Javelin.** Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage.
Troll

From Monster Manual, page 291.

**Hit Points:** 84 (8d10 + 40)
 **STR**
18 (+4)
13 (+1)
20 (+5)
7 (-2)
9 (-1)
 **Skills** Perception +2
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** Giant
 ***Keen Smell.*** The troll has advantage on Wisdom (Perception) checks that rely on smell.
***Regeneration.*** The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
***Variant: Loathsome Limbs.*** Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it:
**1-10:** Nothing else happens.
**11-14:** One leg is severed from the troll if it has any legs left.
**15-18:** One arm is severed from the troll if it has any arms left.
**19-20:** The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.
If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait.
A **severed leg** is unable to attack and has a speed of 5 feet.
A **severed arm** has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.
If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The **severed head** has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space.
 ***Multiattack.*** The troll makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.
***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
Twig Blight

From Monster Manual, page 32.

**Hit Points:** 4 (1d6 + 1)
 **STR**
6 (-2)
13 (+1)
12 (+1)
4 (-3)
8 (-1)
 **Skills:** Stealth +3
**Damage Vulnerabilities:** fire
**Condition Immunities:** blinded, deafened
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 9
**Languages:** understands Common but can't speak
 ***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage.
Treant

From Monster Manual, page 289.

**Hit Points:** 138 (12d12 + 60)
 **STR**
23 (+6)
8 (-1)
21 (+5)
12 (+1)
16 (+3)
 **Damage Vulnerabilities:** fire
**Damage Resistances:** bludgeoning, piercing
**Senses:** passive Perception 13
**Languages:** Common, Druidic, Elvish, Sylvan
 ***False Appearance.*** While the treant remains motionless, it is indistinguishable from a normal tree.
 ***Multiattack.*** The treant makes two slam attacks.
***Slam.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 16 (3d6 + 6) bludgeoning damage.
***Rock.** Ranged Weapon Attack:* +10 to hit, range 60/180 ft., one target. *Hit:* 28 (4d10 + 6) bludgeoning damage.
***Animate Trees (1/Day).*** The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Thessalheart Construct

From Infernal Machine Rebuild, page 86.

**Hit Points:** 7 (2d4 + 2)
 **STR**
4 (-3)
15 (+2)
12 (+1)
10 (0)
10 (0)
 **Damage Immunities:** poison
**Condition Immunities:** charmed, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 slashing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
Word of Recall

From Player's Handbook, page 289.

## Description

*6th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 5 feet
* **Components:** V
* **Duration:** Instantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Wand of Conducting

From Xanathar's Guide to Everything, page 140.

## Description

*Wand, common.*

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Neutrals

**Neutrals** or **Deuteragonists** are practically just characters whose characters are in no specific role as to whether they are allies or enemies. Those who are both allies and, at one point, enemies, are contrary to traditional heroes, although they may still have heroic qualities.

The alternate words for this faction are called **Anti-Heroes** (Male) or **Anti-Heroines** (Female).

"*.*"

—About Neutrals.

## Groups

Whether they operate independently or in a partnership, neutral anti-heroes will sometimes need to team together with other heroes to combat threats or problems that they would be unable to deal with solo.

The following is a list of signature neutral groups:

## See also

* Supportives
* Heroes
* Allies
* Villains
Time Ravage

From Explorer's Guide to Wildemount, page 189.

## Description

*9th-level necromancy*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes)
* **Duration:** Instantaneous

You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the Wish spell or Greater Restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

## Learned By

* **Subclasses:** Wizard (*Chronurgy Magic*)
Yinra Emberwind

From Explorer's Guide to Wildemount, page 223.

**Hit Points:** 16 (3d8 + 3)
 **STR**
11 (0)
16 (+3)
12 (+1)
14 (+2)
13 (+1)
 **Skills:** Investigation +4, Perception +3, Stealth +5
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Common, Elvish
 ***Fey Ancestry.*** Yinra has advantage on saving throws against being charmed, and magic can't put her to sleep.
 ***Shortsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.
***Longbow.** Ranged Weapon Attack:* +5 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
Thorny

From Volo's Guide to Monsters, page 197.

**Hit Points:** 27 (5d8 + 5)
 **STR**
13 (+1)
12 (+1)
13 (+1)
2 (-4)
10 (0)
 **Skills:** Perception +4, Stealth +3
**Damage Resistances:** lightning, piercing
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** —
 ***Plant Camouflage.*** The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
 ***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (2d6 + 1) piercing damage.
Young Red Dragon

From Monster Manual, page 98.

**Hit Points:** 178 (17d10 + 85)
 **STR**
23 (+6)
10 (0)
21 (+5)
14 (+2)
11 (0)
 **Saving Throws:** Dex +4, Con +9, Wis +4, Cha +8
**Skills:** Perception +8, Stealth +4
**Damage Immunities:** fire
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 18
**Languages:** Common, Draconic
 ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
***Claw.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.
***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
White Guard Drake

From Volo's Guide to Monsters, page 158.

**Hit Points:** 52 (7d8 + 21)
 **STR**
16 (+3)
11 (0)
16 (+3)
4 (-3)
10 (0)
 **Skills:** Perception +2
**Damage Resistances:** cold
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** understands Draconic but can't speak
 **Multiattack.** The drake attacks twice, once with its bite and once with its tail.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
***Tail.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.
Tether Essence

From Explorer's Guide to Wildemount, page 189.

## Description

*7th-level necromancy*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)
* **Duration:** Concentration, up to 1 hour

Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.

## Learned By

* **Subclasses:** Wizard (*Chronurgy Magic*), Wizard (*Graviturgy Magic*)
Witchlight Vane

From The Wild Beyond the Witchlight, page 27.

## Description

*Wondrous item, legendary (requires attunement by Mister Light or his handpicked successor)*

This ornate rod is topped by a pair of butterfly wings and incorporates bits of red glass into its length. It weighs 3 pounds.

***Magic Weapon.*** In the hands of one who is attuned to it, the vane can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. In addition, the vane deals an extra 1d8 radiant damage on a hit.

***Sense Mood.*** While the vane is inside the perimeter of the Witchlight Carnival, it can sense the mood of every creature in the carnival that has an Intelligence of 4 or higher. As an action, a creature attuned to the vane can use it to pinpoint the location of the happiest creature in the carnival. The butterfly shape at the top of the vane spins slowly clockwise when spirits in the carnival are generally high; if the general mood in the carnival is dour, the top of the vane spins slowly counterclockwise.

***Sentience.*** The vane is a sentient, chaotic good wondrous item with an Intelligence of 11, a Wisdom of 14, and a Charisma of 14. It has hearing and normal vision out to a range of 30 feet, and it communicates by transmitting emotion to the creature attuned to it. Its purpose is to make sure everyone in the Witchlight Carnival is having a good time.

***Additional Properties.*** The vane has the following additional properties:

* The creature holding the vane has vulnerability to lightning damage.
* The creature attuned to the vane can't be blinded, deafened, petrified, stunned.
* While carrying the vane, the creature attuned to it can cast the Dancing Lights, Polymorph, or Ray of Frost spell as an action, requiring no spell components and using Charisma the spellcasting ability. After the vane's Polymorph spell is cast, roll a d8; on a roll of 3 or 8, the vane can't be used to cast this spell again until the next dawn.
Wand of Fear

From Dungeon Master's Guide, page 210. Found on Magic Item Table G.

## Description

*Wand, rare (requires attunement). 1 lbs.*

This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

***Command.*** While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the Command spell (save DC 15).

***Cone of Fear.*** While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Manete Humani Coito

# *"In Humana Natura Nostra Potesta Est"*

***"Manete Humani" Coito*** (from Latin: "*Remain Human" Coalition*)  is an ideological organization built on a private military corporation with the intent of protecting and preserving the nature of mankind, specializing in warfare against Mechwomen from any part of the globe. Their motto was “*In Humana Natura Nostra Potesta Est*”, meaning: ”*In Human Nature Our Power Lies*”.

## **History**

The MHC was established officially in 1980 after concerns in the western military veteran community arose after seeing the capabilities of the mechwoman program around the world, defining it immoral and dangerous as the worries that a biomechanical and emotionless soldier would have brought nothing but humanitarian disasters all around the globe, maximizing innocent casualties whilst limiting salvageable resources to reuse post-war, creating poverty due to the wasting of precious resources. The MHC quickly spread and became more well known, their ideals being agreed upon by even by a considerable amount of civilian political movements. Also well known was its almost unique inside-organization, which was based on a principle of lawlessness, in which power was heavily decentralized and spread around the whole coalition, thus making them an "Hydra" organization, in which no person truly ruled, but the consent between the various divisions did; Thus, finding itself as having an anarchic structure reminiscent of anarcho-communist battalions, yet basing themselves on an anarcho-capitalist market system when dealing with equipment and PMC business.

## **Involvement in the Redemption War**

The MHC's major accomplishments were achieved during the Japanese Redemption War against China after the heavy losses during the Third Sino-Japanese war. The MHC played a fundamental role in disabling numerous squadrons of Chinese mechwomen as well as a major Chinese Special Purpose mechman team with a number of 5 reported casualties, all members of a recon group that strayed too far into enemy territory. This instance proved their might and the effectiveness of decentralized guerrilla-style warfare against the systematic workings of seemingly more powerful and systematic biomechanical soldiers, other than the notable capacity of adaptation to disadvantage and the power of their self-produced equipment.
Well of Many Worlds

From Dungeon Master's Guide, page 213. Found on Magic Item Table I.

## Description

*Wondrous item, legendary.*

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours.
Vrock

From Monster Manual, page 64.

**Hit Points:** 104 (11d10 + 44)
 **STR**
17 (+3)
15 (+2)
18 (+4)
8 (-1)
13 (+1)
 **Saving Throws:** Dex +5, Wis +4, Cha +2
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Abyssal, telepathy 120 ft.
 ***Multiattack.*** The vrock makes two attacks: one with its beak and one with its talons.
***Beak.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.
***Talons.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (2d10 + 3) slashing damage.
***Spores (Recharge 6).*** A 15-foot radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
***Stunning Screech (1/Day).*** The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn.
***Variant: Demon Summoning (1/Day).*** The demon chooses what to summon and attempts a magical summoning.
A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Tome of Leadership and Influence

From Dungeon Master's Guide, page 208. Found on Magic Item Table H.

## Description

*Wondrous item, very rare. 5 lbs.*

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Windvane

From Princes of the Apocalypse, page 224.

## Description

*Weapon (spear), legendary (requires attunement)*

A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air.

You have a +2 bonus to attack and damage rolls made with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage.

***Air Mastery.*** You gain the following benefits while you hold Windvane:

* You can speak Auran fluently.
* You have resistance to lightning damage.
* You can cast Dominate Monster (save DC 17) on an air elemental. Once you have done so, Windvane can't be used this way again until the next dawn.

***Song of the Four Winds.*** While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air. Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn.

***Flaw.*** Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: "I break my vows and plans. Duty and honor mean nothing to me."
Senworks

## "Reach the dream!"

Official logo as of November 2022

Former logo

Former logo (Komyhino Era)

***Senworks*** (**センフィルムチャンネル** */* *SEN Firumu Channel / SEN Film Channel* ) is an unofficial anime and film studio, responsible for the creation of *The End of Spring* project, the Fear Virus, *Reimu VS Remilia* (Touhou fanfilms) and other related content. Headed by *Sen*, it is a one-man studio that uses MikuMikuDance to create animated shorts and movies. Senworks gained slight recognition after the release of its first video, FEAR VIRUS - which quickly gained traction among the analog horror fanbase.

## **Projects**

* *FEAR VIRUS*
* *Darling, Come to Me*
* *Reimu VS Remilia: Part 1*
* *Reimu VS Remilia: Part 2*
* *Shin Godzilla VS Shin Ultraman*
* *The End of Spring*

## **Trivia**

* The original name of Senworks, ***Komyhino***, was a reference to the popular manga series Komi Can't Communicate.
Spell Sink

From Wayfinder's Guide to Eberron, page 119.

## Description

*Eldritch machine, legendary.*

This device creates an Antimagic Field that covers a three-mile radius around the spell sink. The form that it takes will depend on the nature of its creator. The Ashbound druids despise unnatural magic, and if they create a spell sink it will be a living artifact — a twisted tree that consumes the mystical energies around it. Conversely, a mad artificer would create a massive vessel of dragonshards and exotic metals. It might be that the sole purpose of the device is to negate magic, or it could be that it is absorbing all magical energies in the area and storing that power for a cataclysmic effect!
The End of Spring Wiki

Redirect to:

* Main Page

***Quick Navigation***

***The official Wikia page of The End of Spring.***

*The End of Spring* is a collaborative writing and film project centered around a fictional universe, where humanity is at war against incarnations of themselves from three million years in the future. The series began on February 12, 2022, as an analog horror video titled "FEAR VIRUS".

## ***Quick Log***

***CATEGORIES***

Weapons

Organizations

Characters

Scientific concepts

Senworks

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Vine Blight

From Monster Manual, page 32.

**Hit Points:** 26 (4d8 + 4)
 **STR**
15 (+2)
8 (-1)
14 (+2)
5 (-3)
10 (0)
 **Skills:** Stealth +1
**Condition Immunities:** blinded, deafened
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 10
**Languages:** Common
 ***Constrict.** Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit:* 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target.
***Entangling Plants (Recharge 5-6).*** Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non-plant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.
Males

**Males** (雄, *Jōyō*), are the biological term used throughout the many worlds, and beyond. They are a gender identity within the binary genders. **Men** (男, *Otoko*) is a term used for adults, and corresponds to the terms boy (for children), male (adjective) and masculinity.

"*.*"

—About Males.

## Overview

### Anatomy and Design

Children are born with penises and testes are often raised with the expectation that they will identify as men, although intersex children may also be assigned to this identity while possessing some but not all of the above characteristics, Men may be cisgender (assigned male at birth and identifying as male) or transgender (assigned female at birth, yet identifying as male).

Identifying as a man is often associated with male sex characteristics such as a penis, testes, narrow hips, a prominent Adam's apple and a low-pitched voice, as well as a masculine gender expression and gender role, but these are not neccessary, and it is still possible to identify as a man without them.

## External links

* Males *Wikipedia* — Wikipedia article on assassins.
* Males *MOGAI Encyclopedia*
* Males *Gender Wiki*
Heroes

**Heroes** (英雄, *Eiyū*) or **Protagonists** is/are individuals who possesses extraordinary talents, supernatural phenomena, or superhuman powers and uses them in dedication to be protecting or otherwise serving for the greater good; using their skills to counter community issues, such as day-to-day crime and combat threats enacted by Villains.

Some heroes are motivated into their careers by a sense of responsibility or duty, while others are thrust into the role due to a formal calling. Others may also hold a personal vendetta that leads them into the heroic role, or some may simply hold a strong belief in justice and humanitarian service and possess abilities to affect great change.

Regardless of their motivation, the heroic life is not for everyone; a willingness to risk one's own safety in the service of good is usually expected to be done so without expectation of reward and as such some heroes have to make great sacrifices in their personal or professional lives in order continue their heroic careers.

"*.*"

—About Heroes.

## Groups

Whether they operate independently or in a partnership, heroes will sometimes need to team together with other heroes to combat threats or problems that they would be unable to deal with solo.

The following is a list of signature heroic groups:

## See also

* Supportives
* Allies
* Anti-Heroes
* Villains
Алексеевск

*Эта статья - о городе. О республике см.Республика Алексеевск*

Алексеевск - город на сервере Linuxcraft, крупнейший город на сервере.

Алексеевск в январе 2023 года

### Глава города

Stas0064 (как фактический основатель города)Linux780 (как главный админ сервера)

## История

Изначально город находился на сервере Duducraft и существовал как деревня.

После появления в городе игрока Stas0064 в городе начались появляться различные постройки (метро, Киевская Родина-Мать, высотка, ферма (не сохранилась) и т.д.) и механизмы - например, ферма булыжника (не сохранилась, фото отсутствует).

После смерти Алексея Лещенко, который был администратором DuduCraft, Linux780 перенёс город на свой сервер, однако DuduCraft работал ещё до 31 октября 2021 года, поэтому в то время город на DuduCraft и на LinuxCraft сильно отличались.
Infinite array theory

The ***infinite array*** is a theory that the universe is part of a grid composed of many universes, with each column moving either up or down like a conveyor belt. The theory was introduced by Hirano Azusa, one of the lead professors and scientists in the Nihon Institute of Science and Technology.

The "i*nfinite array*" refers to an array of imaginary conveyor belts that have universes on them; Each belt moving in opposite directions. Those conveyor belts are parallel to each other. Each belt has a set of predefined law and rules of spacetime, that universes can follow with minimal issues and changes. The thing is, these conveyor belts, when viewed from a theoretical bird's eye view, appear as if they are a massive ARRAY of infinitely repeating shades of blue/red (depending on the distance). As a result a belt directly parallel to another may have very similar sets of spacetime rules, and in rare circumstances a 1:1 copy of each other's universes. When the conveyor belts move, two universes WILL line up. This phenomenon usually ends up creating wormholes somewhere in each other. It is this scenario that led to the *HANA Particle Accelerator Machine* creating a white hole that expelled fleets of Eco-Empire spaceships out into the exosphere.

## **Rules of the array**

In Dr. Hirano’s infinite array theory, there are several rules:

*Let us suppose that one belt has **red** universes and the other has **blue** universes.*

* That two universes directly parallel to each other are making connections, (a connection is a period of time in which say a red universe’s action causes a set of non-occurred reactions in a blue universe)
* That the red and blue universes, despite moving along different directions, move parallel to each other, (parallel universes often have similar backgrounds and planes of existence, hence making exchanges of actions/reactions possible)
* That each universe has a "God" of its own, usually in the form of an entity or a concept, (this is where the Eswam Rule is incorporated)
* That the universes in both lines never stop moving,
* That they never ever intersect or fully merge,
* That the universes on parallel lines follow a similar set of physics and space-time, (Colorwheel Rule)
* And that the two Universes never move in the horizontal axis.

A set of actions done in the red universe will cause a multitude of reactions in the blue universes.

## **Eswam rule**

The *eswam rule* is an additional expansion of the third rule of Dr. Hirano's infinite array theory. It states that "gods" are referred to as lifeforms with *consciousnesses*, and that conveyor belts are created from thought alone. The rule is philosophical in nature,
Locations

**Locations** are a content construct shown throughout all things. They are various places set in different world consisting of several countries. Every location span over many climatic zones, from deserts and exotic islands to tundra, and has different landscapes - mountain ranges seemingly being very common.

"*.*"

—About Locations.

## Section heading

Write the first section of your page here.

## Section heading

Write the second section of your page here.
Miyamoto Iwa

Miyamoto as she will appear in 2003: Ueno Tragedy

Miyamoto as she will appear in the MMD animated series

Midori Association of Farmers

Miyamoto Ran (younger sister)

Furukawa Hayase (best friend)

Hirano Kohaku (best friend)

***Miyamoto Iwa* (宮本岩)** is one among the main characters in The End of Spring, and is considered the protagonist of the *Senbonzakura* arc. She was a former child soldier of the Japanese Self-Defense Forces, involved in conflicts such as the Matsubara war and the Siege of Ueno. She currently attends Nagoya Former Military School with her friends, Furukawa Hayase and Hirano Kohaku.

## **General Information**

### ***Personality***

Miyamoto is a person driven by the need for solace in life, heavily scarred by her time in military service. While she was seen as charismatic and intelligent, this came partly from her time in the service, often taking the role of a leader when her comrades fell. She displays a sense of altruism, being in support of the other female soldiers in her battalion who were sexually assaulted, and in the present time, in simple acts, such as helping children from being bullied. In spite of her good will and generosity, however, she shows a much darker side to her behavior, being prone to anger and harboring feelings of revenge. She displays an internalized, yet severe inferiority complex, regularly putting herself down, denying herself opportunities and even forms of self-sabotage.
Hearts of Godfall Wiki

**Welcome to the Hearts of Godfall Wiki!**
This wiki is dedicated wo a union crossover, *Hearts of Godfall* series.

We're a collaborative community website about Hearts of Godfall that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

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PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
The cursed plot armor (fanmade concept)

## Description

This cursed artifact is very powerful, it grants immortality (at some extent) but there are 2 problems

You can't take it off.

it has a 100% chance to reflect all of the damage effects to a random loved one, if you don't have any loved one, any attack will deal infinite damage to you.

It's also invisible for other people

It does give you some good thing like an extra 20 to charisma and an ability

## Generic flashback ability

This ability can only be used if the wielder is knockedout or knockeddown, then if they use this ability they will have 6 D20's to their damage (3 weeks), 100% chance to hit (2 weeks), revive any teammates and a pulse of energy that pushes away any enemies but it comes to a cost, 2 of their loved ones die, after the effects are gone the user loses 75% of their HP, only have 1 D4 (to all of their weapons and it lasts 2 weeks), becomes very slow (lasting 2 weeks) and has to eat human flesh (lasting 2 weeks).
Челябинск

17 декабря 2022 года

Челябинск - город в Республике Алексеевск, центр и единственный населённый пункт Челябинского района. Расположен в 640 блоках (метрах) от Алексеевска, с которым соединяется железной дорогой Алексеевск-Ферма-Челябинск и в 663 блоках от космической базы.

## История

Был построен игроком cvadro, однако не был завершён, и является очень маленьким городом - в городе находится всего 4 здания (3 дома и станция Челябинск).
HANA Particle Accelerator Machine

"*You see that crater? Yeah, that's where all of this began.*"

The Accelerator from an aerial view

The ***HANA Particle Accelerator Machine*** was the final project of the Nihon Institute of Science and Technology. The accelerator was built by the institute as well as in collaboration with *Harley Matthews*, who