recursal/Fanatic-Fandom huggingface dataset:
Hadozee

***Hadozees’ progenitors were mammals no bigger than housecats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to branch.***

***Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their homeworld and explore other worlds.***

***In addition to being natural climbers, hadozees have feet that are as dexterous as their hands, even to the extent of having opposable thumbs. Membranes of skin hang loosely from their arms and legs. When stretched taut, these membranes enable hadozees to glide. Hadozees wrap these wings around themselves to keep warm.***

## Hadozee Traits:

**Creature Type:** Animal Folk

**Size:** Medium (about 3-5 feet tall)

**Speed:** 30 feet

**Life Span:** 200 years on average

**Climber:** You have a climbing speed equal to your walking speed

**Dexterous Feet:** As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.

**Glide:** When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.

**Hadozee Resilience:** The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage). You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Mass Healing Word

*3rd Level Evocation*

**Casting Time:** 1 Bonus Action

**Range:** 60 feet

**Components:** Verbal

**Duration:** Instantaneous

**Description:** As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on Undead or Constructs.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Oil of Etherealness

**Type:** Potion

**Attunement:** No

**Rarity:** Rare

**Description:** Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.
Horn of Silent Alarm

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This horn has 4 charges. When you use an Action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not Deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Instrument of Illusion

**Type:** Instrument

**Attunement:** Yes

**Rarity:** Common

**Description:** While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
Major Image

*3rd Level Illusion*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a bit of fleece)

**Duration:** Concentration, up to 10 minutes

**Description:** You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different spell, known as Permanent Image.
Immovable Rod

**Type:** Rod

**Attunement:** No

**Rarity:** Uncommon

**Description:** This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Healing Word

*1st Level Abjuration*

**Casting Time:** 1 Bonus Action

**Range:** 60 feet

**Components:** Verbal

**Duration:** Instantaneous

**Description:** A creature of your choice that you can see within range regains hit points equal to 2d4 + your spellcasting ability modifier. This spell has no effect on Undead or Constructs.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d4 for each slot level above 1st.
Ice Storm

*4th Level Evocation*

**Casting Time:** 1 Action

**Range:** 300 feet

**Components:** Verbal, Somatic, Material (a pinch of dust and a few drops of water)

**Duration:** Instantaneous

**Description:** A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 Bludgeoning damage and 4d6 Cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the Bludgeoning damage increases by 1d8 for each slot level above 4th.
Ingot of the Skold Rune

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person.

* Runic Shield: You have a +1 bonus to AC.

* Shield Bond: As a Bonus Action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest.

* Shield Ward: You can transfer the ingot's magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

* + **Shield.** The shield is now a rare magic item that requires attunement. Its magic gives you a + 1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.
	+ **Weapon.** The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you're holding it.
Necromancer

***The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.***

***Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.***

## Necromancer Features:

### 3rd Level: Necromancy Savant

Choose two Necromancy spells from the Arcane spell list, each of which must be no higher than 2nd level. You add those spells to your spellbook without needing to cast Scribe Spell.

In addition, whenever you cast Scribe Spell to add a spell to your spellbook, the gold cost and casting time you must spend to add an Evocation spell to your spellbook is halved.

### 3rd Level: Grim Harvest

You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

### 6th Level: Undead Thralls

You add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

* The creature's hit point maximum is increased by an amount equal to your wizard level.

* The creature adds your proficiency bonus to its weapon damage rolls.

### 10th Level: Inured to Undeath

You have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

### 14th Level: Command Undead

You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Myths

Myths are side stories and adventures taken by characters that may have lingering effects, but at any time may be de-canonized in favor of the information of an Arc.

## Walker Run Myths:

### Pre-Written Adventures:

* The Wild Beyond the Witchlight
* Lost Mine of Phandelver
* Curse of Strahd

### In Universe One Shots:

* **The First Drop of Snow** - The very first snowdrop tournament; all bloodsport, no talent. Each Player will make 3 characters and get a more powerful PC each time their character dies.
* **WDU Battle Royale** - A god of dreams pits several PC’s against each other in a battle royale.
* **WDU Tournament** - A god of dreams creates a tournament of several PC’s across the The Old Realm to see who the greatest warrior is
* **The Chosen Heroes Tryouts** - After Archer and Kendel take over as The Chosen Heroes of Hyranor, they realize they need more than two members on their team and hold tryouts across the kingdom to recruit new heroes.
* **The Tribal Challenge** - One member of the tribes of the Scarred Lands leads an investigation into the weird goings on across the continent
* Elemental Chaos - A group of adventurers find themselves trapped in a game they did not sign up for.
* A Pinn-cess Story - Alder Pinn’s daughter runs away from home to search for her mother, and finds so much more along the way.

## Reagan Run Myths:

### In Universe One-Shots:

* **Divine Intervention** - An ex chosen warrior in Altea is on a mission to find his own path, but finds himself being asked to defend his continent once more.
Guardian Emblem

**Type:** Wondrous Item (Holy Symbol)

**Attunement:** Yes (Cleric or Paladin Only)

**Rarity:** Uncommon

**Description:** This emblem is the symbol of a deity or a spiritual tradition. As an Action, you can attach the emblem to a suit of Armor or a Shield or remove it.

The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your Reaction to expend 1 charge to turn the critical hit into a normal hit instead.

The emblem regains all expended charges daily at dawn.
Hunger of Hadar

*3rd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Verbal, Somatic, Material (a pickled octopus tentacle)

**Duration:** Concentration, up to 1 minute

**Description:** You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 Acid damage as milky, otherwordly tentacles rub against it.
Medal of the Meat Pie

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** You gain 2d4 + 2 temporary hit points when you use an action to press this medal to your mouth. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

While magical, this medal is slightly warm to the touch (as if it’s fresh from the oven) and smells faintly of baked pie crust.
Helm of Devil Command

**Type:** Wondrous Item

**Attunement:** Yes (Infernal Language required)

**Rarity:** Very Rare

**Description:** While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them.

The helm has 3 charges. As an Action, you can expend 1 charge to cast Dominate Monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.

If you are not a devil, using the helm's Dominate Monster property in the Nine Hells has a 20 percent chance of attracting a Narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.
Meat Hookshot

**Type:** Trick Weapon (Blunderbuss & Sickle)

**Attunement:** No

**Rarity:** Uncommon

**Description:** When the manikin of the Sloered abattoir gained sentience, the Scions sent enforcers to quell this threat to Luyarnha’s delicate existence. From the abbatoir’s meat hooks and the blunderbusses of the slain enforcers, The Slaughtered—as the manikins named themselves—crafted these versatile weapons. Nicknamed “the meat hook”, the hookshot is a trick weapon used by hunters to help close the gap to their prey in a devastating whirl of blades and gunpowder.

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the hookshot is two one-handed weapons connected by a short length of chain; a sickle and a blunderbuss. In its transformed state, the weapon is a single two-handed weapon; a blunderbuss with a bladed attachment that can act as a battleaxe.

**Untransformed:** While untransformed, the sickle has the Finesse property, and the blunderbuss doesn't have the Two-Handed property. Using this pair of weapons together requires the sickle to be held in one hand and the blunderbuss in the other. When you take the Attack action with the sickle, you can make an attack with the blunderbuss as a Bonus Action, ignoring the Barrel property.

**Transformed:** When you take the Attack action, you can attack with either the blunderbuss or the bladed attachment (which uses the stats of a battleaxe wielded with two hands). In addition, this item gains the Hookshot property.

* **Hookshot:** As an Action, you can launch the sickle from the blunderbuss, to which it remains attached by a length of sturdy chain. Make a ranged weapon attack against a creature you can see within 30 feet of you. On a hit, the target takes Slashing damage equal to 1d4 plus your Dexterity modifier. If the creature is of your size or smaller, it must succeed on a DC 13 Strength saving throw or be pulled in a straight line to the nearest unoccupied space adjacent to you. If the creature is of a size larger than yours, you are pulled in a straight line to the nearest unoccupied space adjacent to it. At the end of your turn, the hook detaches from the creature and reattaches itself to the blunderbuss.
Insect Plague

*5th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 300 feet

**Components:** Verbal, Somatic, Material (a few grains of sugar, some kernels of grain, and a smear of fat)

**Duration:** Concentration, up to 10 minutes

**Description:** Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 Piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Magic Initiate

*1st Level Feat*

**Prerequisite:** None

**Repeatable:** Yes, but you must choose a different Spell list each time

You have learned the basics of a particular magical tradition. Choose one Spell list: Arcane, Divine, or Primal. You gain the following benefits related to that choice:

**Two Cantrips:** You learn two cantrips of your choice from the Spell list.

**1st-Level Spell:** Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest.\* You can also cast the Spell using any Spell Slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat).

Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.
Mirror of the Past

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn.
Guardian of Nature

*4th Level Transmutation*

**Casting Time:** 1 Bonus Action

**Range:** Self

**Components:** Verbal

**Duration:** Concentration, up to 1 minute

**Description:** A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

**Primal Beast-** Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

* Your walking speed increases by 10 feet.

* You gain darkvision with a range of 120 feet.

* You make Strength-based attack rolls with advantage.

* Your melee weapon attacks deal an extra 1d6 force damage on a hit.

**Great Tree-** Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

* You gain 10 temporary hit points.

* You make Constitution saving throws with advantage.

* You make Dexterity and Wisdom-based attack rolls with advantage.

* While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
Hunter Conclave

***You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.***

## Hunter Conclave Features:

### 3rd Level: Hunter’s Prey

You gain one of the following feature options of your choice.

**Colossus Slayer:** Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.

**Horde Breaker:** Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.

**Retaliator:** Immediately after a creature within 5 feet of you attacks you, you can use your Reaction to make one attack with a weapon against that creature, whether or not it hit you.

### 3rd Level: Hunter’s Lore

You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any damage or condition immunities, damage resistances, or damage vulnerabilities, and if the creature has any, you know what they are.

### 7th Level: Defensive Tactics

You gain one of the following feature options of your choice.

**Evasion:** When you are subjected to an effect that lets you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.

**Hunter’s Leap:** If an enemy you can see enters a space within 5 feet of you, you can use your Reaction to move up to half your Speed without provoking Opportunity Attacks.

**Uncanny Dodge:** When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage against you (round down).

### 11th Level: Superior Hunter’s Prey

You gain another feature option of your choice from the Hunter’s Prey feature.

### 15th Level: Superior Hunter’s Defense

You gain another feature option of your choice from the Defensive Tactics feature.
Mammon

## Mammon

* Arc VI
* Arc XX

### Aliases

* The Horseman of Pestilence
* The Lord of Minauros

## Connections

### Occupation

* Lord of Hell
* Horseman of Asmodeus

### Family

* Baaelzebub (father)
	+ Fierna (sister)
* Asmodeus (uncle)
	+ Levistus (brother)
	+ Glasya (sister)
	+ Zariel (adopted brother)
* Dispater (uncle)
	+ Belial (cousin/brother in-law)

## In Podcast

### Aliases

* The Horseman of Pestilence
* The Lord of Minauros

## Connections

### Occupation

* Lord of Minauros
* Horseman of Asmodeus

### Family

* Baaelzebub (father)
	+ Fierna (sister)
* Asmodeus (uncle)
	+ Levistus (brother)
	+ Glasya (sister)
	+ Zariel (adopted brother)
* Dispater (uncle)
	+ Belial (cousin/brother in-law)
Instrument of the Bards

**Type:** Wondrous Item

**Attunement:** Yes (Bard Only)

**Rarity:** Varies

**Description:** An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.

You can use an Action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be Charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Moonbeam

*2nd Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (several seeds of any moonseed plant and a piece of opalescent feldspar)

**Duration:** Concentration, up to 1 minute

**Description:** A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 Radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Medium Armor Master

*4th Level Feat*

**Prerequisite:** Medium Armor Training

**Repeatable:** No

You have practiced moving in medium armor to gain the following benefits:

**Ability Score Increase:** Increase your Strength or Dexterity score by 1, to a maximum of 20.

**Dexterous Wearer:** While you are wearing Medium Armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.
Leather Golem Armor

**Type:** Armor (Leather)

**Attunement:** Yes

**Rarity:** Rare

**Description:** Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:

* **Immutable Form:** You are immune to any spell or effect that would alter your form.
* **Lightning Absorption.** You gain resistance to Lightning damage. Whenever you take Lightning damage, you gain 5 temporary hit points.

**Curse:** This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:

* **Aversion of Fire:** If you take Fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
* **Berserk:** Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a Calm Emotions spell) or a successful DC 15 Persuasion check.
Knock

*2nd Level Transmutation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal

**Duration:** Instantaneous

**Description:** Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Guard

***Your feet begin to ache when you remember the countless hours you spent at your post in the tower. You were trained to keep one eye outside the wall, watching for marauders sweeping from the nearby forest, and your other eye inside the wall, searching for cutpurses and troublemakers. At the end of each shift, you bunked in the mayor’s barracks alongside your fellow sentries and the dwarven smiths who kept your armor snug and your weapons sharp.***

## Background Features:

**Ability Scores:** +2 Strength, +1 Wisdom

**Skill Proficiencies:** Athletics, Perception

**Tool Proficiency:** Gaming Set (one of your choice)

**Language:** Dwarvish

**Feat:** Alert

### Background Equipment:

* Crossbow Bolts (20)
* Gaming Set (same as your proficiency choice)
* Hooded Lantern
* Light Crossbow
* Manacles
* Quiver
* Spear
* Traveler’s Clothes
* 12 GP
Incendiary Cloud

*8th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Verbal, Somatic

**Duration:** Concentration, up to 1 minute

**Description:** A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 Fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Imbued Wood Focus

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Common

**Description:** An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this orb as a spellcasting focus.

When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item's wood. The types of wood and their associated damage types are listed in the Imbued Wood Focus table.

 Irian Rosewood
 Kythrian Manchineel
 Lamannian Oak
 Mabaran Ebony
 Risian Pine
 Shavarran Birch
 Xorian Wenge
Minotaur

***Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes.***

***Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.***

***Thick hair extends down minotaurs’ necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails.***

## Minotaur Traits:

**Creature Type:** Animal Folk

**Size:** Medium (about 6-8 feet tall)

**Speed:** 30 feet

**Life Span:** 150 years on average

**Horns:** You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

**Goring Rush:** Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.

**Hammering Rush:** Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

**Labyrinthine Recall:** You always know which direction is north, and you have advantage on any Survival check you make to navigate or track.
Human

***Found throughout the multiverse, humans are as varied as they are numerous. They are relatively short-lived, but they strive to achieve as much as they can in the years they are given. They are skilled pioneers and artisans. They are builders of nations, roads, cities, and ships. They strive to secure their place in the world and in the annals of history by creating art, amassing wealth, making laws, and questing for immortality. Their ambition and resourcefulness are commended, respected, and feared.***

***Humans are as diverse in appearance as the people of Earth, and they have many gods. Scholars dispute the origin of humanity, but one of the earliest known human gatherings is said to have occurred in Sigil, the torus-shaped city at the center of the multiverse and the place where the Common tongue was born. From there, humans could have spread to every corner of the multiverse, bringing Sigil’s cosmopolitanism with them.***

## Human Traits:

**Creature Type:** Humanoid

**Size:** Medium (about 4-7 feet tall) or Small (about 2-4 feet tall)

**Speed:** 30 feet

**Life Span:** 80 years on average

**Resourceful:** You gain Inspiration whenever you finish a Long Rest

**Skillful:** You gain proficiency in one Skill of your choice

**Versatile:** You gain the Skilled Feat or another 1st Level Feat of your choice.
Guards and Wards

*6th Level Abjuration*

**Casting Time:** 10 minutes

**Range:** Touch

**Components:** Verbal, Somatic, Material (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 GP)

**Duration:** 24 hours

**Description:** You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Guards and Wards creates the following effects within the warded area:

* **Corridors:** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

* **Doors:** All doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.

* **Stairs:** Webs fill all stairs in the warded area from top to bottom, as the Web spell. These strands regrow in 10 minutes if they are burned or torn away while Guards and Wards lasts.

* **Other Spell Effect:** You can place your choice of one of the following magical effects within the warded area of the stronghold.
	+ Place Dancing Lights in four corridors. You can designate a simple program that the lights repeat as long as Guards and Wards lasts.
	+ Place Magic Mouth in two locations.
	+ Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while Guards and Wards lasts.
	+ Place a constant Gust of Wind in one corridor or room.
	+ Place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the Suggestion mentally.

The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect. You can create a permanently Guarded and Warded structure by casting this spell there every day for one year.
Keoghtom’s Ointment

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 Hit Points, ceases to be poisoned, and is cured of any Disease.
Grease

*1st Level Conjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a bit of pork rind or butter)

**Duration:** 1 minute

**Description:** Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Guillotine Shears

**Type:** Trick Weapon (Longsword & Shortsword, Shears)

**Attunement:** No

**Rarity:** Uncommon

**Description:** The guillotine shears are a wonder of mechanical engineering, created to tend to Carmella’s garden. Once used to cut excess foliage, it has now been repurposed to sever limbs instead of greenery. This trick weapon was given to hunters as a means of containing the scourge—if they couldn’t kill the beasts, they could at least cripple them.

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the guillotine is two one-handed weapons—a longsword and a shortsword. In its transformed state, the weapon is a single one-handed weapon—shears. As part of this bonus action, you can do the following:

* When transforming the swords into shears: you can make a single melee weapon attack with the shears. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative, and you can’t use the Guillotine property on this attack.

* When transforming the shears into swords: you can slide the longsword forward as part of dismounting it, making a single melee weapon attack with it. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If you have the Two-Weapon Fighting Style, you can ignore this limitation.

**Untransformed:** While wielding both swords, the longsword is considered light. The shortsword deals your choice of slashing or piercing damage.

**Transformed:** The shears are a one-handed martial weapon that deals 1d10 Slashing damage on a hit. In addition, it has the Guillotine property.

* **Guillotine:** Immediately after hitting a target with the shears, if you have a free hand, you can use your reaction to pull the lever, snapping the blades together and dealing an extra 1d12 Slashing damage to the target. If the triggering attack was a critical hit, you deal an extra 1d12 Slashing damage. If this attack deals more than one-quarter of a creature’s hit point maximum, you also chop off one the creature's limbs (anything but the head) at the GM’s discretion. If this attack reduces a creature to 0 hit points, it is decapitated.
Lantern of Revealing

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an Action to lower the hood, reducing the light to dim light in a 5-foot radius.
Oathbreaker

***An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.***

## Oathbreaker Features:

### 3rd Level: Oath Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oathbreaker Spells table, you thereafter always have the listed spells prepared.

Oathbreaker Spells

### 3rd Level: Control Undead

As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

### 3rd Level: Dreadful Aspect

As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

### 7th Level: Aura of Hate

You, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

### 15th Level: Supernatural Resistance

You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.

### 20th Level: Dread Lord

You can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

After activating the aura, you can't do so again until you finish a long rest.
Gravity Whip

*Evocation Cantrip*

**Casting Time:** 1 Action

**Range:** 10 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You weave gravity in your palm before striking. Make a melee spell attack against a creature within range. On a hit, it takes 1d4 bludgeoning damage and is pushed 10 feet in a straight line in a direction of your choice. In addition, its speed is reduced by 5 feet until the start of your next turn.

**Cantrip Upgrade:** This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Investiture of Ice

*6th Level Transmutation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** Concentration, up to 10 minutes

**Description:** Until the spell ends, ice rimes your body, and you gain the following benefits:

* You are immune to Cold damage and have resistance to Fire damage.

* You can move across difficult terrain created by ice or snow without spending extra movement.

* The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.

* You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 Cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.