recursal/Fanatic-Fandom huggingface dataset:
Twilight Guardian

Twilight Guardians, known more commonly as simply “Guardians” or “Ashen Guardians” are a very rare and intelligent magic-wielding species found only in the ashlands. Physical descriptions of them are rare, however, it is estimated from eyewitness accounts that they stand at an average height of seven feet from toe to shoulder and are all covered in dark feathers. In strong contrast to other creatures found in the ashland, guardians do not attack humanoids on sight, but instead, patrol the skies with the sole mission of guiding such travelers safely out of the region. According to the few people who have encountered them, these noble creatures wield air magic and speak through short-ranged telepathy. Legend has it that guardians once existed as a subspecies of griffin centuries ago and were diverse across the continent, but during the volcano’s eruption and destruction of the neighboring jungle biome, became inextricably linked to the resulting ashlands. Whether they possessed their intelligence and magical powers before or after the eruption, however, is unknown.
The Treehouse of the August Moon

> If you were looking for the article about the ***character***, then see *Zelda Gilroy*.
>
>

## Credits

### Producer

Rod Amateau

***"The Treehouse of the August Moon"***, more commonly known as just ***"Zelda"***, was a pilot completed sometime in 1961 for a proposed spin-off of the main series, which would've featured Zelda Gilroy as the main character. It was never picked up by the network.

## Characters

* Zelda Gilroy
* Benbow Teed
* Priscilla Dockstader
* Harry Gilroy
* Ruth Gilroy

## Trivia

* movie
* dobie
* family
Calnius

Calnius is a volcanic rock that forms from the excess magma left during its eruptions. Normally found in brittle chunks, this stone is highly valuable, and highly potent. Whenever Calnius makes contact with a liquid, no matter what that liquid is it becomes powder. The stone binds together the liquid into a powder-like substance. In order for it to return to its original composition it must be re-hydrated. Due to the extremely effective nature of this stone, it is often used to preserve most forms of dairy and other drinks. Along with also being used for study, as it can even turn magma into powder if applied right.
Aurillian Mink

The Aurillian mink is a type of unusual predator native to the plains biome. This creature is best known for its shapeshifting abilities, where in order to blend in with natural foliage, the mink will alter its fur in shape and coloration to resemble grass, leaves, or a combination of both. As a result of its tendency to reside in thick patches of greenery when hunting, the Aurillian mink is also equipped with eyes that possess a minor capability for seeing infrared, though this second ability has a limited range of approximately twenty feet. The glands used by the animal to shapeshift, along with the fluid contained within, are highly sought after by alchemists for its value and chemical properties, such properties of which pertain specifically to color change and enhanced neurological control.
Bane

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

## Information

* **Level**: 1st
* **Casting Time**: 1 Action
* **Range/Area**: 30 ft.
* **Duration**: 1 Minute
* **School**: Enchantment
* **Attack/Save**: CHA Save
* **Damage / Effect**: Debuff
Astral Pojection

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut--something that can happen only when an effect specifically states that it does--your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

* **Level**: 9th
* **Casting Time**: 1 Hour
* **Range/Area**: 10 ft.
* **Duration**: Special
* **School**: Necromancy
* **Attack/Save**: N/A
* **Damage / Effect**: Teleportation
Alter Self

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

**Aquatic Adaptation.** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

**Change Appearance.** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

**Natural Weapons.** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

* **Level**: 2nd
* **Casting Time**: 1 Action
* **Range/Area**: Self
* **Duration**: 1 Hour
* **School**: Transmutation
* **Attack/Save**: N/A
* **Damage / Effect**: Shapechanging
Abi-Dalzim’s Horrid Wilting

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.

Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.

* **Level**: 8th
* **Casting Time**: 1 Action
* **Range/Area**: 150 ft. (30 ft. cube)
* **Duration**: Instantaneous
* **School**: Necromancy
* **Attack/Save**: CON Save
* **Damage / Effect**: Necrotic
Banishment

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

## Information

* **Level**: 4th
* **Casting Time**: 1 Action
* **Range/Area**: 60 ft.
* **Duration**: 1 Minute
* **School**: Abjuration
* **Attack/Save**: CHA Save
* **Damage / Effect**: Banishment
Antilife Shell

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

* **Level**: 5th
* **Casting Time**: 1 Action
* **Range/Area**: Self (10 ft. Sphere)
* **Duration**: 1 Hour
* **School**: Abjuration
* **Attack/Save**: N/A
* **Damage / Effect**: Control
Bigby's Hand

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

***Clenched Fist.*** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

***Forceful Hand.*** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

***Grasping Hand.*** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

***Interposing Hand.*** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

## Information

* **Level**: 5th
* **Casting Time**: 1 Action
* **Range/Area**: 120 ft.
* **Duration**: 1 Minute
* **School**: Evocation
* **Attack/Save**: N/A
* **Damage / Effect**: Force
Awaken

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

* **Level**: 5th
* **Casting Time**: 8 Hours
* **Range/Area**: Touch
* **Duration**: Instantaneous
* **School**: Transmutation
* **Attack/Save**: N/A
* **Damage / Effect**: Charmed
Aid

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

* **Level**: 2nd
* **Casting Time**: 1 Action
* **Range/Area**: 30 ft.
* **Duration**: 8 Hours
* **School**: Abjuration
* **Attack/Save**: N/A
* **Damage / Effect**: Buff
Blade Barrier

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

## Information

* **Level**: 6th
* **Casting Time**: 1 Action
* **Range/Area**: 90 ft.
* **Duration**: 10 Minute
* **School**: Evocation
* **Attack/Save**: DEX Save
* **Damage / Effect**: Slashing
Acid Splash

You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

* **Level**: Cantrip
* **Casting Time**: 1 Action
* **Range/Area**: 60 ft.
* **Duration**: Instantaneous
* **School**: Conjuration
* **Attack/Save**: DEX Save
* **Damage / Effect**: Acid
Beacon of Hope

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

## Information

* **Level**: 3rd
* **Casting Time**: 1 Action
* **Range/Area**: 30 ft.
* **Duration**: 1 Minute
* **School**: Abjuration
* **Attack/Save**: N/A
* **Damage / Effect**: Buff
Arms of Hadar

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

* **Level**: 1st
* **Casting Time**: 1 Action
* **Range/Area**: Self (10 ft. Sphere)
* **Duration**: Instantaneous
* **School**: Conjuration
* **Attack/Save**: STR Save
* **Damage / Effect**: Necrotic
Aura of Purity

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

* **Level**: 4th
* **Casting Time**: 1 Action
* **Range/Area**: Self (30 ft. Sphere)
* **Duration**: 10 Minutes
* **School**: Abjuration
* **Attack/Save**: N/A
* **Damage / Effect**: Buff
Human

**WORDS ABOUT HUMANS GO HERE!!!**

## Human Features

* **Age.** Humans reach adulthood in their late teens and live less than a century.
* **Alignment.** Humans tend toward no particular alignment. The best and the worst are found among them.
* **Size.** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Languages.** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Armor of Agathys

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.

* **Level**: 1st
* **Casting Time**: 1 Action
* **Range/Area**: Self
* **Duration**: 1 Hour
* **School**: Abjuration
* **Attack/Save**: N/A
* **Damage / Effect**: Cold
Barkskin

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor they are wearing.

## Information

* **Level**: 2nd
* **Casting Time**: 1 Action
* **Range/Area**: Touch
* **Duration**: 1 Hour
* **School**: Transmutation
* **Attack/Save**: N/A
* **Damage / Effect**: Buff
Aura of Life

Life-preserving energy radiates from you in an aura with a 30-foot radius.  Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

* **Level**: 4th
* **Casting Time**: 1 Action
* **Range/Area**: Self (30 ft. Sphere)
* **Duration**: 10 Minutes
* **School**: Abjuration
* **Attack/Save**: N/A
* **Damage / Effect**: Healing
Arcane Lock

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses Arcane Lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

* **Level**: 2nd
* **Casting Time**: 1 Action
* **Range/Area**: Touch
* **Duration**: Until Dispelled
* **School**: Abjuration
* **Attack/Save**: N/A
* **Damage / Effect**: Utility
Elf

**WORDS ABOUT ELVES GO HERE!!!**

## Elf Features

* **Ability Score Increase.** Your Dexterity score increases by 2.
* **Age.** Although elves reach physical maturity at the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood around the age of 75, and can live to be 250 years old.
* **Alignment.** Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
* **Size.** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Fey Ancestry.** You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* **Trance.** Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
* **Languages.** You can speak, read, and write Common and Elven.

## Subraces

### Eladrin

Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:

* Stuff goes here.

### Shadar-Kai

Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.

* Stuff goes here.
Dwarf

**WORDS ABOUT DWARVES GO HERE!!!**

## Dwarf Features

* **Ability Score Increase.** Your Constitution score increases by 2.
* **Age.** Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
* **Alignment.** Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
* **Size.** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
* **Speed.** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
* **Darkvision.** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Dwarven Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage.
* **Dwarven Combat Training.** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
* **Tool Proficiency.** You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
* **Stonecunning.** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
* **Languages.** You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Animal Friendship

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be **charmed** by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

* **Level**: 1st
* **Casting Time**: 1 Action
* **Range/Area**: 30 ft.
* **Duration**: 24 Hours
* **School**: Enchantment
* **Attack/Save**: WIS Save
* **Damage / Effect**: Charmed
Beast Bond

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

## Information

* **Level**: 1st
* **Casting Time**: 1 Action
* **Range/Area**: Touch
* **Duration**: 10 Minute
* **School**: Divination
* **Attack/Save**: N/A
* **Damage / Effect**: Buff
Augury

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

* **Weal**, for good results
* **Woe**, for bad results
* **Weal and woe**, for both good and bad results
* **Nothing**, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

* **Level**: 2nd
* **Casting Time**: 1 Minute
* **Range/Area**: Self
* **Duration**: Instantaneous
* **School**: Divination
* **Attack/Save**: N/A
* **Damage / Effect**: Foreknowledge
Arcane Hand

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

***Clenched Fist.*** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

***Forceful Hand.*** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

***Grasping Hand.*** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

***Interposing Hand.*** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

* **Level**: 5th
* **Casting Time**: 1 Action
* **Range/Area**: 120 ft.
* **Duration**: 1 Minute
* **School**: Evocation
* **Attack/Save**: None
* **Damage / Effect**: Force / Control
Acid Arrow

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

### Information

* **Level**: 2nd
* **Casting Time**: 1 Action
* **Range/Area**: 90 ft.
* **Duration**: Instantaneous
* **School**: Evocation
* **Attack/Save**: Ranged
* **Damage / Effect**: Acid
Rimenita

Rimenitas are a type of sentient non-speaking golem located deep in the snowy mountains. These beings are composed almost entirely of thick ice and stand at a height of 8-10 feet tall. Despite their seemingly-brutish appearance, rimenitas are very docile and will not attack any other creature unless struck first. Possessing a bare minimum of intelligence, a rimenita will wander the snowy mountains aimlessly and upon coming into contact with a heat source or fire, will attempt to extinguish it, though they do not recognize a person’s natural body heat. If a chunk of the golem’s body breaks off or is otherwise destroyed, it will be regrown over the course of several days using precipitation in the air. All rimenitas have a bowling ball-sized core made of black and white stone which is the cause of their life and regenerative abilities. If it is destroyed or removed, the rimenita will crumble apart and be reduced to a pile of icy flakes. The core of a rimenita is prized by mages and alchemists for its unique ethir-related properties.
Antimagic Field

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

**Targeted Effects.** Spells and other magical effects, such as **magic missile** and **charm person**, that target a creature or an object in the sphere have no effect on that target.

**Areas of Magic.** The area of another spell or magical effect, such as **fireball**, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a **wall of fire** are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

**Spells.** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

**Magic Items.** The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword.

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

**Magical Travel.** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the **rope trick** spell, temporarily closes while in the sphere.

**Creatures and Objects.** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

**Dispel Magic.** Spells and magical effects such as **dispel magic** have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.

* **Level**: 8th
* **Casting Time**: 1 Action
* **Range/Area**: Self (10 ft. Sphere)
* **Duration**: 1 Hour
* **School**: Abjuration
* **Attack/Save**: N/A
* **Damage / Effect**: Control
Bestow Curse

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

* Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
* While cursed, the target has disadvantage on attack rolls against you.
* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A Remove Curse spell ends this effect.

At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

***At Higher Levels.*** If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

## Information

* **Level**: 3rd
* **Casting Time**: 1 Action
* **Range/Area**: Touch
* **Duration**: 1 Minute (At Level 3)
* **School**: Necromancy
* **Attack/Save**: WIS Save
* **Damage / Effect**: Debuff
Half-Elf

# Half-Elf Features

* **Ability Score Increase.** Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.
* **Age.** Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.
* **Alignment.** Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents.
* **Size.** Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Fey Ancestry.** You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* **Languages.** You can read, speak, and write Common, Elven, and one language of your choice.
* **Half-Elf Versatility.** Choose one of the following traits:
	+ General Heritage:
		- ***Skill Versatility.*** You gain proficiency in two skills of your choice.
	+ Dark Elf Heritage:
		- Stuff goes here.
	+ High Elf Heritage:
		- Stuff goes here.
	+ Wood Elf Heritage:
		- Stuff goes here.
Alarm

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

* **Level**: 1st
* **Casting Time**: 1 Minute
* **Range/Area**: 30 ft.
* **Duration**: 8 Hours
* **School**: Abjuration
* **Attack/Save**: N/A
* **Damage / Effect**: Detection
Bitterleaf

Bitterleaf, a common, crimson plant found within the Grassland region. Bitterleaf is frequently known as a smoking leaf, as it can be ground up and packed into another Bitterleaf. Upon inhaling such, an incredible sensation rushes throughout the smoker’s body, making them feel awfully light on their feet, though this wears off after five minutes or so. The leaf bears the name due to the bitter taste it has upon inhalation.
Dobie GIllis Wiki

**Welcome to the Dobie Gillis Encyclopedia!**
#### (aka "Dobiepedia")

Here you will find a (mostly) complete archive of all Dobie things for your Dobie needs! We aim to have frequent updates, so check back for more!

*The Many Loves of Dobie Gillis*, also known as *Dobie Gillis* or *Max Shulman's Dobie Gillis*, is an American sitcom that ran for four seasons on CBS from September 29, 1959 to June 5, 1963. It stars Dwayne Hickman as our titular character. The series was created by Max Shulman, who based the show off of short stories he had written prior to developing the show. *Dobie Gillis* was one of the first shows to feature teenagers as the central focus of the show. It was also revolutionary for its depiction of the counterculture movement of the time, albeit with a stereotypical depiction.

*The Many Loves of Dobie Gillis* would be cited as some of the main influences for several shows, including *Scooby-Doo* and *Happy Days*.

## Important articles

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The Great Merge Wiki

**Welcome to the The Great Merge Wiki!**
On December 21st 2012, something strange happened on Earth. Some thought it was going to be the rapture ... others, thought it was just the world ending ... But it, truth, it was just the beginning....

Come on in, and join the fun homebrewed world of the New Earth.

**Note from the creator(s)**: A lot of this is just information taking from the regular D&D books / D&D beyond, that has been redone so it can work in this homebrew setting.
Aganazzar's Scorcher

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

* **Level**: 2nd
* **Casting Time**: 1 Action
* **Range/Area**: 30 ft. (3 ft. in a line)
* **Duration**: Instantaneous
* **School**: Evocation
* **Attack/Save**: DEX Save
* **Damage / Effect**: Fire
Animal Messenger

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

**At Higher Levels.** If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

* **Level**: 2nd
* **Casting Time**: 1 Action
* **Range/Area**: 30 ft.
* **Duration**: 24 Hours (at 2nd Lvl)
* **School**: Enchantment
* **Attack/Save**: N/A
* **Damage / Effect**: Communication
Arahakian Elk

The arahakian elk is a rare creature native to the taiga region of Aurillia. Originally named after the outpost where it was discovered during the early post-cataclysm era, this large quadruped is equipped with an enormous set of antlers with an additional rack near the rear of its skull. Additionally, the arahakian elk possesses white-blue fur, toed paws instead of hooves, and a vibrant eye color which changes based upon which herd that is part of and may consist of orange, yellow, green, and blue. The reason for this color change is unknown, however, elven scholars theorize that it may have to do with their natural ethir flow being altered upon coming into contact with new mates. The pelt and antlers of an arahakian elk are considered to be extremely valuable; for this reason, their populations have seen a decline since the cataclysm occurred, and they are now considered to be a threatened species by many travelers.
Blessed Collard

This tree itself looks rather unique, with a greenish-brown coloured bark and occasional streaks of golden sap around the entire tree. The colouration of the sap is where the name of the tree comes from, as those who don't know the specific properties of the sap view the tree as a blessing of luck. The tree is also extremely uncommon, and finds it hard to survive artificially or naturally in other environments. The sap has a notable sweet scent, and has an extremely high viscosity, meaning it does not change shape or flow easily. It is extraordinarily sticky, known to be able to catch beasts up to the size of wolves as long as there is enough sap present for them to stick to. It is thought this is a way for the tree to intentionally capture these animals, as they soon die of hunger and decompose, spreading nutrients into the nearby soil which the tree can utilise to grow further. Heated blades are especially effective at slicing the sap apart, whereas blunt weapons are more likely to be stuck in it.

Alchemically, the sap is typically used to hold solid substances together, but if used in large doses it can cause the substance to become stuck in a person's throat, essentially choking them if they do not receive medical attention.
Glacial Spider

Glacial spiders are a fearsome type of arachnid found in burrows underneath the taiga’s surface. Ranging in size from 3-7 feet tall, they are equipped with a tough carapace on their outer body that is resistant to small weapon impacts. As their main strategy of incapacitating prey, these spiders are capable of weaving together a sort of web ‘bola’ similar to a ball of chain, which they swing into unsuspecting creatures from above in order to disorient them. After this has occurred, upon biting their prey, glacial spiders inject a very painful poison that is capable of paralyzing small animals, or in the case of humanoids, moderately slowing the movement of muscles for up to ten minutes. Despite these strengths, glacial spiders are extremely sensitive to any temperature beyond that of the taiga, which means that fire, along with impacts from crushing weapons, are their greatest weakness. Their dens typically consist of 2-5 individuals, however, larger numbers have been recorded in uncommon circumstances.
The Affairs of Dobie Gillis

***The Affairs of Dobie Gillis*** is a theatrical movie based on Max Shulman's original stories in the *Dobie Gillis* book. In this film, [tba]

The movie was released in US theaters on August 14, 1953 by MGM Studios. On March 2, 1994, MGM/UA Home Video released the film on VHS. On November 1, 2011, the Warner Archive Collection released the film on DVD.