recursal/Fanatic-Fandom huggingface dataset:
Warrior of the Drunken Master

***The Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.***

***A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.***

## Warrior of the Drunken Master Features:

### 3rd Level: Bonus Proficiencies

You gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

### 3rd Level: Drunken Technique

You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

### 6th Level: Tipsy Sway

You can move in sudden, swaying ways. You gain the following benefits.

* **Leap to Your Feet:** When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

* **Redirect Attack:** When a creature misses you with a melee attack roll, you can spend 1 Discipline Point as a Reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

### 11th Level: Drunkard’s Luck

You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 Discipline Points to cancel the disadvantage for that roll.

### 17th Level: Intoxicated Frenzy

You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Swarmkeeper Conclave

***Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.***

## Swarmkeeper Conclave Features:

### 3rd Level: Gathered Swarm

A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

Swarm Appearance
 2
 3
 4

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

* The attack's target takes 1d6 Piercing damage from the swarm.
* The attack's target must succeed on a Strength Saving Throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
* You are moved by the swarm 5 feet horizontally in a direction of your choice.

### 3rd Level: Swarmkeeper Magic

You learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Swarmkeeper Spells

### 7th Level: Writhing Tide

You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### 11th Level: Mighty Swarm

Your Gathered Swarm grows mightier in the following ways:

* The damage of Gathered Swarm increases to 1d8.
* If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
* When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

### 15th Level: Swarming Dispersal

You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The Winter Court

## Description:

The Winter Court, also known as Frostvale, is a land of eternal wintertime. Very few things can survive within Frostvale, and what can is extremely strong. The strongest among them are the Firbolg, Fey Giants who have a militant prescience throughout the Winter Court. Travelers who find themselves in Frostvale should find their way out as soon as possible, as the people of Frostvale would sooner kill any outsider then waste their limited resources on someone who was going to die within the week.
The Astral Plane

## Description:

The Astral Plane, also known as the Astral Sea is a barren vacuum that houses all of the psychic energy in the Multiverse. The Astral Sea is full of tears to other Planes where that psychic energy leaks through and gives power to those who are exposed to it. It is also the gateway to the wider multiverse, where you can find tears to alternate versions of The Material Plane. As of yet, no one has been able to fully map The Astral Sea and where each tear leads, but there are chunks of it mapped that Astral Sailors use to traverse the Multiverse and the Prime Material Plane much faster than usual.

## Notable Locations:

* The Prime Realm Tear - The tear that leads to the Prime Material Plane that has been featured in the Arcs so far.

## Prime Being:

Each Plane has a Prime Being, and they are the most powerful beings on said Plane and have near unending levels of power. The Prime Being Of The Astral Plane is known simply as The Web
Swashbuckler

***As a Swashbuckler, you focus on the art of the blade, bringing speed, elegance, and charm to your combat style—topped off with an exquisite flourish of panache. You excel in single combat, and your methods make a duel look like a flamboyant performance.***

## Swashbuckler Features:

### 3rd Level: Fancy Footwork

You’ve learned how to land a strike and then slip away without reprisal. If you make a melee attack against a creature during your turn, that creature can’t make Opportunity Attacks against you for the rest of that turn.

### 3rd Level: Rakish Audacity

When you roll Initiative, you can give yourself a bonus to the roll equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need Advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have Disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

### 9th Level: Panache

You have practiced new ways to use your Sneak Attack. The following effects are now among your Cunning Strike options.

***Goad (Cost: 1d6):*** The target must succeed on a Wisdom saving throw, or until the end of its next turn, the target has Disadvantage on attack rolls against targets other than you and can’t make Opportunity Attacks against targets other than you.

***Awe (Cost: 3d6):*** Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or have the Charmed condition until the end of your next turn.

### 13th Level: Dashing Strikes

You have practiced new ways to use your Sneak Attack. The following effects are now among your Cunning Strike options.

***Parrying Stance (Cost: 2d6):*** Roll a d6. Until the start of your next turn, you gain a bonus to your AC equal to the number rolled.

***Invigorate (Cost: 2d6):*** Choose a creature you can see within 30 feet of yourself. Until the end of that creature’s next turn, whenever it makes an attack roll or a saving throw, it can roll a d6 and add the number rolled to the attack roll or saving throw.

### 17th Level: Master Duelist

Immediately after you use your Sneak Attack, you can make another attack against the same target, provided you are within 5 feet of it and no other creatures are within 5 feet of you.
Wingwear

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of Wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn’t fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.

The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.
Wand of Binding

**Type:** Wand

**Attunement:** Yes (Spellcasting Feature Required)

**Rarity:** Rare

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

* Spells: While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): Hold Monster (5 charges) or Hold Person (2 charges).

* Assisted Escape: While holding the wand, you can use your Reaction to expend 1 charge and gain Advantage on a Saving Throw you make to avoid being Paralyzed or Restrained, or you can expend 1 charge and gain advantage on any check you make to escape a Grapple.
Time Stop

*9th Level Transmutation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal

**Duration:** Instantaneous

**Description:** You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Thunderous Smite

*1st Level Evocation (Paladin Only)*

**Casting Time:** 1 Bonus Action, which you take immediately after hitting a target with a Melee Weapon or an Unarmed Strike

**Range:** Self

**Components:** Verbal

**Duration:** Instantaneous

**Description:** As you hit the target, your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.

**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.
Toll the Dead

*Necromancy Cantrip*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

**Cantrip Upgrade:** The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
The Spring Court

## Description:

The Sping Court, also known as Vernaltide, is a land of eternal springtime, with new flowers and plants blooming at a surprising rate and new life flourishing everywhere. It is the most populated court, due to the nature of the land itself, and its inhabitants, the Harrengon, who have lots of children, very quickly. The people of Vernaltide are the kindest among the Fey, as they have the highest respect for life due to how much new life they see, and are the best bet when it comes to receiving help as a traveler of the Feywild.
Wrathful Smite

*1st Level Necromancy*

**Casting Time:** 1 Binus Action, which you take immediately after hitting a creature with a Melee Weaopn or an Unarmed Strike

**Range:** Self

**Components:** Verbal

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

**Description:** The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the saving throw, ending the spell on itself on a success.

**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.
Warrior of the Hand

***Warriors of the Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.***

## Warrior of the Hand Features:

### 3rd Level: Open Hand Technique

Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target:

**Addle:** The target can’t make Opportunity Attacks until the start of its next turn.

**Push:** The target must succeed on a Strength saving throw, or you push it up to 15 feet away from yourself.

**Topple:** The target must succeed on a Dexterity saving throw, or it has the Prone condition.

### 6th Level: Wholeness of Body

You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

### 11th Level: Fleet Step

You can easily stride out of harm’s way. When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind as part of that Bonus Action.

### 17th Level: Quivering Palm

You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can spend 4 Discipline Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you use your action to end them. Alternatively, when you take the Attack action on your turn, you can replace one of the attacks with this action. To use this action, you and the target must be on the same plane of existence. When you use this action, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.

You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly without using an action.
The Hatebad Family

The Hatebad Family is a family of Hill Dwarves who are the rivals of the Lovejoy Family. They are the largest weapons manufacturer across Hyranor, The Upnorth and Lyria. They have a close working relationship with the Dinferni whom they sell their most premium weapons to for them to enchant and sell. The Family is separated differently than most, being grouped together by the services they provide to the family once they reach adulthood.

## Hatebad Family Jobs:

### Criminal Operations:

* Burdall Hatebad
* Barrik Hatebad
Wand of Magic Missiles

**Type:** Wand

**Attunement:** No

**Rarity:** Uncommon

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

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

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

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

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

**Type:** Wand

**Attunement:** No

**Rarity:** Uncommon

**Description:** The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Sunburst

*8th Level Evocation*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Verbal, Somatic, Material (fire and a piece of sunstone)

**Duration:** Instantaneous

**Description:** Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and is Blinded for 1 minute. On a successful save, it takes half as much damage and isn’t Blinded by this spell. Undead and Oozes have disadvantage on this saving throw.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This spell dispels any darkness in its area that was created by a spell.
Masque Charm

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** A masque charm is a small silver pin. While wearing this charm, you can use an action to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast, it can't be cast from the charm again until the next sunset. When casting the spell, you can have the spell last for its normal 1 hour duration or for 6 hours. If you choose the 6-hour duration, the charm becomes nonmagical when the spell ends. In either case, the spell ends if the charm is removed from you.
Warrior of the Sun Soul

***Warriors of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.***

## Warrior of the Sun Soul Features:

### 3rd Level: Radiant Sun Bolt

You can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Discipline Point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

### 6th Level: Searing Arc Strike

You gain the ability to channel your energy into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 Discipline Points to cast the Burning Hands spell as a bonus action.

You can spend additional Discipline Point to cast Burning Hands as a higher level spell. Each additional Discipline Point you spend increases the spell's level by 1. The maximum number of Discipline Points (2 plus any additional points) that you can spend on the spell equals half your monk level.

### 11th Level: Searing Sunburst

You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending Discipline Points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

### 17th Level: Sun Shield

You become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal Radiant damage to the creature. The Radiant damage equals 5 + your Wisdom modifier.
Warrior of the Elements

***The tradition of the Four Elements encompasses Monks who tap into the power of the Elemental Planes through their practice of martial arts. Some of these Monks focus on a single element, learning to wreathe their fists in fire and cause explosive bursts of flame, or to wield mighty gusts of icy wind. Others weave the elements together and learn a variety of techniques to harness the appropriate elemental force for each particular circumstance.***

## Warrior of the Elements Features:

### 3rd Level: Elemental Attunement

You have attuned yourself with the elemental forces of the multiverse. You know the Elementalism cantrip. In addition, at the start of your turn, you can spend 1 Discipline Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits for the duration:

**Elemental Strikes:** Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, or Lightning damage rather than its normal damage type. When you deal one of these types with your Unarmed Strike, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.

**Reach:** When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you

### 6th Level: Environmental Burst

As a Magic action, you can spend 2 Discipline Points to cause environmental energy to burst in a 20-foot-radius sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, or Lightning.

Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage. Before or after you take this action, you can make one Unarmed Strike as a Bonus Action.

### 11th Level: Stride of the Elements

When you use your Step of the Wind, you gain a Fly Speed and Swim Speed equal to your Speed for 10 minutes.

### 17th Level: Elemental Epitome

When you use the Elemental Attunement feature, you also gain the following benefits for the duration:

**Damage Resistance:** You gain resistance to one of the following damage types of your choice: Acid, Cold, Fire, or Lightning. At the start of each of your turns, you can change this choice.

**Destructive Stride:** When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage is the same type you chose for this feature’s damage resistance. A creature can take this damage only once per turn.

**Empowered Strikes:** Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The damage is the same type you chose for this feature’s damage resistance.
Teleport

*7th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 10 feet

**Components:** Verbal

**Duration:** Instantaneous

**Description:** This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

“Permanent circle" means a permanent Teleportation Circle whose sigil sequence you know.

"Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

"Seen casually" is someplace you have seen more than once but with which you aren't very familiar.

"Viewed once" is a place you have seen once, possibly using magic.

"Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.

"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

* **On Target:** You and your group (or the target object) appear where you want to.

* **Off Target:** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

* **Similar Area:** You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

* **Mishap:** The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Vikaal

## Vikaal

* Arc II
* Arc V

## Appearance

### Notable Physical Traits

* His hair is made of water
* He has a Gem on his back that he uses to channel his Magic

## Connections

### Occupation

* Monster Hunter
* Cleric of Selune

### Affiliation

* The Mountainbreakers
* Selune

## Appearance

### Notable Physical Traits

* His hair is made of water
* He has a Gem on his back that he uses to channel his Magic

## Connections

### Occupation

* Monster Hunter
* Cleric of Selune

### Affiliation

* The Mountainbreakers
* Selune
Warrior of Mercy

***Warriors of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.***

***Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.***

***The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.***

## Warrior of Mercy Features:

### 3rd Level: Implements of Mercy

You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance.

### 3rd Level: Hands of Healing and Harm

Your mystical touch can mend wounds. As an action, you can spend 1 Discipline Point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a Discipline Point for the healing.

Additionally, When you hit a creature with an unarmed strike, you can spend 1 Discipline Point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn

### 6th Level: Physicians Touch

You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm. When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

### 11th Level: Flurry of Healing and Harm

You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending Discipline Points for the healing. In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the Discipline Point for Hands of Harm. You can still use Hands of Harm only once per turn

### 17th Level: Hand of Ultimate Mercy

Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Discipline Points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while Blinded, Deafened, Paralyzed, Poisoned, or Stunned, it revives with them removed.
Temple of the Gods

*7th Level Conjuration*

**Casting Time:** 1 hour

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a holy symbol worth at least 5 GP)

**Duration:** 24 hours

**Description:** You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.

You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.

The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: Celestials, Elementals, Fey, Fiends, or Undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addition, the sensors created by Divination spells can’t appear inside the temple, and creatures within can’t be targeted by Divination spells.

Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A Disintegrate spell destroys the temple instantly.

Casting this spell on the same spot every day for a year makes this effect permanent.
Transmute Rock

*5th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (clay and water)

**Duration:** Instantaneous

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

* **Transmute Rock to Mud:**
	+ Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration.
	+ If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
	+ If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

* **Transmute Mud to Rock:**
	+ Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.
Thief

***You have honed your larcenous arts. Burglars, bandits, cutpurses, and other criminals typically adopt this Subclass, but so do Rogues who prefer to think of themselves as treasure seekers, explorers, delvers, and investigators.***

***In addition to improving your agility and stealthiness, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.***

## Thief Features:

### 3rd Level: Fast Hands

As a Bonus Action, you can do one of the following:

**Sleight of Hand:** Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.

**Use an Object:** Take the Use an Object action, or take the Magic action to use a magic item that requires that action.

### 3rd Level: Second-Story Work

You have trained to reach especially hard-to- reach places, granting you these benefits:

**Climber:** You gain a Climb Speed equal to your Speed. On your turn, you can move on a ceiling without making an ability check, provided there is at least one handhold during the move, but you fall if you end the turn there without a handhold.

**Jumper:** Your jump distance is determined by your Dexterity rather than your Strength.

### 9th Level: Supreme Sneak

You gain the following Cunning Strike option.

***Stealth Attack (Cost: 1d6):*** If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

### 13th Level: Use Magic Device

In your treasure hunting, you have learned how to maximize use of magic items, granting you the following benefits:

**Attunement:** You can attune to up to four magic items at once.

**Charges:** Whenever you use a magic item property that expends charges, roll a d6. On a roll of 6, you use the property without expending the charges.

**Scrolls:** You can use any *Spell Scroll*, using Intelligence as your Spellcasting Ability for the spell. If the spell is a cantrip or a 1st-level spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

### 17th Level: Thief’s Reflexes

You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.
Mishigami

## FLAG

Mishigami flag

**Mishigami** is the 3rd largest province in **Miligame**, **Mishigami** is bordered by ***Sweedshells***, ***Nassau***, ***Lutzy***, ***Dreamland***, and ***Mesepetamia***. *Green Po* is the largest city in *Mishigami*

Câphatién (ca-fay-shin) County is the most populous county in Mishigami
Wand of Conducting

**Type:** Wand

**Attunement:** No

**Rarity:** Common

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

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

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

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

*6th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Material (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)

**Duration:** 24 hours

**Description:** You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed.

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

**At Higher Levels:** When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
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Synaptic Static

*5th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Transport via Plants

*6th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 10 feet

**Components:** Verbal, Somatic

**Duration:** 1 Round

**Description:** This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Warrior's Passkey

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an Action to cast the Knock spell from the key.

* Transforming the Key: While holding the key, you can use a Bonus Action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals 1d10 Force damage. The item remains in its sword form until it leaves your grasp or you use another Bonus Action to revert it to its key form.

If you end your attunement to the item while it’s in its sword form, it automatically reverts to its key form.
Warrior of the Long Death

***Warriors of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.***

## Warrior of the Long Death Features:

### 3rd Level: Touch of Death

Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

### 6th Level: Hour of Reaping

You gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

### 11th Level: Mastery of Death

You use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 Discipline Point (no action required) to have 1 hit point instead.

### 17th Level: Touch of the Long Death

Your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 Discipline Points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per Discipline Points spent on a failed save, or half as much damage on a successful one.
Summon Greater Demon

*4th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a vial of blood from a humanoid killed within the past 24 hours)

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

**Description:** You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
Vicious Mockery

*Enchantment Cantrip (Bard Only)*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal

**Duration:** Instantaneous

**Description:** The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.

**Cantrip Upgrade:** This spell’s damage increases by 1d6 when you reach certain Bard levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).