recursal/Fanatic-Fandom huggingface dataset:
Wizard - Runeweaver

Wizards who specialize in the Runeweaver tradition have dedicated themselves to the study and mastery of runic magic. They possess an intricate knowledge of ancient symbols and the ability to channel their magic through inscribed runes. By harnessing the power of runes, the Runeweaver can enhance their spells, protect themselves and their allies, and wield unique runic abilities.

Runeweaver Features

Bonus Proficiencies

At 2nd level, you gain proficiency with calligrapher's supplies and the ability to use them as a spellcasting focus for your wizard spells.

Runic Inscription

Also at 2nd level, you gain the ability to inscribe runes on surfaces and objects. As an action, you can inscribe a rune on a surface or object using your calligrapher's supplies. The rune lasts until you finish a long rest or until you inscribe a new rune. The effects of the rune depend on the type of rune you inscribe, such as increasing a spell's range, adding damage, or granting a protective barrier. The number of runes you can have inscribed at a time is equal to your Intelligence modifier (minimum of one).

(Power runes):Uruz, Haglaz,Sowilo,Thurisaz: Add an extra 1d6 force Damage

(Insight Runes):Kenaz,Ansuz,Fehu,Nauthiz: You impose disadvantage on the saving throw

(Companionship Runes): Raidho,Wunjo,Gebo,Ehwaz,Othala: Your allies gain advantage on one saving throw

(Warding runes):Eihwaz,Tiwaz,Elhaz,Mannaz :You half Damage towards you

(Healing runes);Berkana, Jera,Inguz,Laguz: whenever You deal Damage with a spell, heal 1d6 hitpoints

Runic Empowerment

Starting at 6th level, you can empower your spells with the energy of your runes. When you cast a spell and expend a spell slot, you can choose to enhance the spell by consuming one of your inscribed runes. The rune is erased and the spell gains additional effects based on the type of rune consumed. For example, consuming an amplification rune could increase the spell's damage, while consuming a warding rune could grant the spell resistance against a specific damage type.

Runic Mastery

At 10th level, you have gained a deeper understanding of rune magic. You can now inscribe a number of additional runes equal to one fourth of your level (minimum of one, round down). Additionally, you gain advantage on ability checks made to decipher or identify runes.

Runebound Aegis

Starting at 14th level, you can infuse yourself with the power of your runes, creating a protective barrier. As an action, you can activate your Runebound Aegis, gaining temporary hit points equal to your wizard level + your Intelligence modifier. While the Runebound Aegis is active, you have resistance to damage from spells. The Runebound Aegis lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
Ranger - Lunar Sentinel

Rangers who follow the path of the Lunar Sentinel are chosen by the moon itself. They are entrusted with the task of safeguarding the natural world under the watchful gaze of the moon. Lunar Sentinels possess a deep attunement to the lunar cycle and draw upon its power to enhance their abilities, tap into lunar magic, and navigate the darkness. They are skilled hunters and trackers, utilizing the moon's guidance to locate and eliminate threats to the natural order.

Lunar Attunement

At 3rd level, when you choose the Lunar Sentinel subclass, you gain a mystical attunement to the moon and its phases. You gain darkvision with a range of 60 feet. Additionally, you can use your bonus action to activate your Lunar Sight, which grants you advantage on Wisdom (Perception) checks that rely on sight in dim light or darkness. This effect lasts for 1 minute and ends early if you dismiss it as a bonus action or fall unconscious.

Moonlight Blade

Also at 3rd level, you learn to channel the lunar energy into your weapon strikes. Whenever you hit a creature with a melee weapon attack, you can choose to expend a spell slot to deal additional radiant damage equal to 2d8 + the level of the spell slot. The radiant damage increases to 3d8 at 11th level and 4d8 at 17th level.

Moonlit Step

Starting at 7th level, your connection to the moon grants you supernatural agility and mobility in the darkness. While you are in dim light or darkness, your movement speed increases by 10 feet, and you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.

Lunar Veil

At 11th level, you gain the ability to blend seamlessly with the moonlit shadows. While you are in dim light or darkness, you have advantage on Stealth checks. Additionally, if you are hidden from a creature and make a ranged weapon attack against it, you have advantage on the attack roll, and the target has disadvantage on its saving throws against the attack.

Moon's Resilience

Starting at 15th level, your bond with the moon grants you exceptional resilience. You gain resistance to radiant damage, and you have advantage on saving throws against spells and effects that would charm or frighten you.
Sorcerer - Flaming Soul

Sorcerers with the Flaming Soul origin have an inherent affinity for fire magic, drawing upon the primordial essence of flames. They are able to control and shape fire, inflicting burning damage upon their foes and immersing themselves in the fiery power of their bloodline.

Ignite

At 1st level, when you choose the Flaming Soul subclass, you gain the ability to ignite your spells with fiery energy. Whenever you cast a sorcerer spell of 1st level or higher that deals fire damage, you can choose to add your Charisma modifier to the damage roll. Additionally, if a creature within 5 feet of you hits you with a melee attack, it takes fire damage equal to your Charisma modifier.

Flame Tongue

Also at 1st level, your connection to fire magic allows you to conjure flames at will. You can use your bonus action to surround your melee weapon with magical flames. The next time you hit with a melee attack using that weapon before the end of your turn, it deals an extra 1d6 fire damage. The damage increases as you gain sorcerer levels: at 6th level (2d6), 14th level (3d6), and 18th level (4d6).

Burning Aura

Starting at 6th level, you radiate an aura of searing heat. When a creature starts its turn within 5 feet of you, it takes fire damage equal to half your sorcerer level (minimum of 1). Additionally, any creature that hits you with a melee attack takes fire damage equal to your Charisma modifier.

Inferno Form

At 14th level, you gain the ability to transform into a blazing inferno. As an action, you can assume your Inferno Form, which lasts for 1 minute. While in this form, your body becomes wreathed in flames, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Your melee weapon attacks deal an additional 1d8 fire damage, and you have resistance to fire damage. Once you use this feature, you can't use it again until you finish a long rest.

Blazing Mastery

Starting at 18th level, you have achieved mastery over the element of fire. You gain the following benefits:

- Your sorcerer spells ignore resistance to fire damage.

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

- You have immunity to fire damage.
Crystal Dwarf

Crystal dwarves, one of the rarest and most fascinating kinds of dwarves, possess a lustrous and beautiful quality that sets them apart. Their hair colors span the entire range of possibilities, as do their eyes, with purple being common, while the rarest eyes shimmer like white diamonds, signifying great significance in their hierarchy. Their skin always appears clear, and their beards exude an exquisite beauty that captivates those who behold them. The reason behind their crystalline allure remains a mystery, a unique and enchanting characteristic that truly makes them stand out in any gathering.

Crystal dwarves hold their eyes in high regard, for they are believed to possess the power to perceive magic in its purest form. With their crystal-clear vision, they can discern arcane energies and unravel the secrets of the mystical world, making their abilities a valuable tool in various situations.

Residing in the depths of deep mines, crystal dwarves often interact and mingle with other dwarves, expressing a genuine joy in meeting new people. This propensity for mingling has led to an increase in merchant dwarves among their ranks, and they revel in crafting their own exquisite goods, adding an unparalleled touch of beauty and elegance to their creations.

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

* Ability Score Increase: Your charisma (CHA) score increases by 1, reflecting your captivating and alluring presence that mesmerizes those around you.
* Crystal Clear: You can cast detect magic a number of times equal to your proficiency bonus per long rest, using your crystal clear eyes to unravel the arcane and perceive the essence of magic without expending a spell slot.
* Beautiful: You possess proficiency in the jeweler's kit, showcasing your skill and artistry in crafting stunning and elegant jewelry and ornaments.
Raven Elf

Raven Elves, characterized by their average height and slender build, have a distinctive appearance with grey or purple-grey skin tones. Their eyes display a range of colors, from grey, brown to green or yellow, adding to the air of mystery that surrounds them. Hair colors often include white, silver, brown, or black, and they prefer short hairstyles that complement their dark and moody attire. These elves are typically found dwelling in windy and upland climates, seeking solace in gloomy hills and shadowed landscapes.

Unlike most other elves, Raven Elves possess physical strength that surpasses their kin, though many do not openly display their muscular build. It is often reserved for the elite among them, who serve as the guardians and protectors of their communities. Their remarkable immune systems contribute to their rarity of falling ill, making them a robust and hardy race.

Legends and whispers speak of the Raven Elves having glimpses of the future, a gift that sets them apart from others. Whether true or not, this aura of foresight adds to the enigmatic nature of their kind.

In terms of military strength, Raven Elves are known to have a formidable alliance with Winged Elves, and together, their combined forces are a force to be reckoned with. However, the Raven Elves are more inclined towards defensive strategies, using their physical prowess to protect their lands and people.

The core of Raven Elf culture centers around the acceptance of Fate, viewing it as an inevitable and essential aspect of existence. Blood and necromancy practices are common, as they believe in embracing both the light and dark aspects of life. Despite the gloom and doom that reigns over their lands, Raven Elves maintain a somewhat light-hearted disposition, expressing themselves through various artistic pursuits. Their philosophical nature allows them to explore the deeper mysteries of life and the universe, seeking meaning and understanding.

As a Raven Elf, your inherent traits are enhanced by the following characteristics:

* Ability Score Increase: Your constitution (CON) score increases by 1, reflecting your exceptional endurance and resilience.
* Foresight: You possess the innate ability to cast Augury at will, granting you glimpses of potential outcomes and guiding your decisions with a measure of foresight. You can use this ability once per long rest.
Warlock - The Corruptor

Warlocks who forge a pact with the Corruptor gain access to dark and corrupting powers. They are chosen by a malevolent entity that seeks to spread chaos and corruption throughout the world. The Corruptor grants the Warlock the ability to manipulate the minds of others, unleash vile energies, and bring about destruction.

Expanded Spell List

The following spells are added to the Warlock spell list for you:

1st level: Ray of Sickness, False Life

2nd level: Blindness/Deafness, Ray of Enfeeblement

3rd level: Bestow Curse, Vampiric Touch

4th level: Blight, Phantasmal Killer

5th level: Contagion, Negative Energy Flood

Touch of Decay

Starting at 1st level, your eldritch blasts and other spells that deal damage have a corrupting effect. When you hit a creature with an eldritch blast or a spell that deals damage, you can choose to inflict an additional 1d6 necrotic damage. Additionally, the target has disadvantage on its next saving throw against a spell cast by you before the end of your next turn.

Corrupting Presence

Also at 1st level, you emanate a corrupting aura that unnerves those around you. You gain proficiency in the Intimidation skill. Additionally, any hostile creature that starts its turn within 10 feet of you must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the creature has disadvantage on attack rolls against you until the start of its next turn.

Curse Manipulation

Starting at 6th level, you gain the ability to manipulate curses to your advantage. As an action, you can target a creature you can see within 60 feet of you that is under the effect of a curse. Make a Charisma check contested by the target's Wisdom saving throw. On a success, you can choose to amplify or suppress the curse. Amplifying the curse causes the target to suffer additional effects or penalties associated with the curse. Suppressing the curse temporarily nullifies its effects until the end of the target's next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.

Aura of Decay

At 10th level, your corrupting presence extends further, spreading an aura of decay around you. Any hostile creature that starts its turn within 30 feet of you takes necrotic damage equal to half your warlock level (rounded up). Additionally, the area within 10 feet of you is considered difficult terrain for creatures other than yourself.

Corrupting Blast

Starting at 14th level, your eldritch blasts become even more insidious. When you hit a creature with an eldritch blast, the target must make a Constitution saving throw against your warlock spell save DC or be afflicted by a corrupting effect until the start of your next turn. The effect depends on the number of eldritch blasts that hit the target:

- One Blast: The target has disadvantage on its next attack roll.

- Two Blasts: The target has disadvantage on its next saving throw.

- Three Blasts: The target has disadvantage on its next ability check.
Pyrophae

Pyrophae, the fiery flame spirits, exhibit a mesmerizing array of eye and hair colors, ranging from warm to cool hues. Some Pyrophae attempt to blend in with humans and possess typical human colors, excluding the rare green and blue eyes. On the other hand, those who fully embrace their fiery essence have flaming hair and eyes that glow with a passionate and fierce flame, leaving no doubt about their nature.

Fiesty and intensely passionate, Pyrophae possess an unbridled fervor that can sometimes be overwhelming. Their desire to help and their fierce nature can lead to unintended destruction, as their actions are often guided by their emotions rather than careful consideration. Their short temper and propensity for sudden outbursts create an uneasy atmosphere among other nature spirits who find them intimidating.

Pyrophae harbor a particular aversion towards humans, holding stored resentment for being treated as mere playthings. However, they can quickly warm up to those who treat them kindly, showcasing their intelligence and capacity for forming meaningful connections.

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

* Ability Score Increase: Your wisdom (WIS) score increases by 2, showcasing your innate understanding of the natural world, and your intelligence (INT) score increases by 1, reflecting your intellect and cleverness.
* Burning Embers: You gain knowledge of the fire bolt cantrip, allowing you to harness and project flames as a manifestation of your fiery spirit.
* Rebuke: On a critical hit, you deal an additional 1d8 fire damage, further showcasing the fiery power that lies within you. Additionally, you are resistant to fire damage, granting you a measure of protection against flames.
* Speed: Your walking speed is 30 feet, granting you both agility and swiftness on land.
* Size: You are a medium-sized creature, exuding an intense and captivating aura.
* Darkvision: Your fiery nature grants you darkvision, enabling you to see in dim light conditions and darkness.
* Languages: You can communicate in Ignan, the language of fire and its elemental beings, as well as Common, the shared language among many races.
* Fey Ancestry: You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
* Alignment: Guided by their passionate and intense nature, Pyrophae tend towards chaotic neutral alignment, driven by their fiery emotions and desires.
Rogue - Chemical expert

Rogues who follow the path of the Chemical Expert have devoted themselves to the study and mastery of alchemy. They are skilled in the creation and utilization of various chemicals, poisons, and concoctions to enhance their abilities and gain advantages in combat. Chemical Experts are adept at crafting deadly toxins, explosive mixtures, and helpful elixirs, utilizing their knowledge of alchemy to manipulate the battlefield and control the flow of encounters.

Alchemical Knowledge

At 3rd level, when you choose the Chemical Expert subclass, you gain proficiency in the Alchemist's Supplies tool. Additionally, you have advantage on Intelligence (Investigation) checks made to identify or analyze chemicals, poisons, or explosives.

Toxic Strike

Also at 3rd level, you gain the ability to coat your weapon with a toxic substance. When you hit a creature with a weapon attack, you can choose to apply a dose of poison or acid to the target. The target must make a Constitution saving throw against your Rogue spell save DC. On a failed save, it takes additional poison or acid damage equal to your Sneak Attack damage dice. The damage type depends on the substance applied.

Explosive Expertise

Starting at 9th level, you become adept at creating and utilizing explosive devices. You gain proficiency with explosives, such as bombs and traps. Additionally, when you use your Thieves' Tools to set up a trap or create an explosive device, you can do so in half the usual time.

Chemical Resistance

At 13th level, your extensive exposure to various chemicals has granted you resistance to their harmful effects. You have resistance to poison damage and advantage on saving throws against being poisoned. Additionally, you have advantage on saving throws against harmful gases or fumes.

Chemical Mastery

Starting at 17th level, you have mastered the art of chemical warfare. You gain the following benefits:

- Your Sneak Attack damage increases to 8d6.

- When you use Toxic Strike, the target must make the saving throw against your Rogue spell save DC with disadvantage.

- When you create an explosive device or set up a trap, it is considered a masterwork, increasing its effectiveness and damage by 50%.
Cleric - Love domain

Clerics who follow the Love Domain are devoted to the power of love and the bonds it creates. They embody and spread the ideals of compassion, empathy, and emotional connection. These clerics channel the divine energy of love to heal wounds, inspire courage, and foster harmony in the world.They might worship Sune, Aphrodite or Bolderi

Bonus Proficiencies

When you choose the Love Domain at 1st level, you gain proficiency in the Persuasion skill. Additionally, you gain proficiency with the Painter's Tools, allowing you to create art that embodies love and beauty.

Channel Divinity: Aura of Adoration

Starting at 2nd level, you can use your Channel Divinity to radiate an aura of love and adoration. As an action, you can create a magical aura with a 30-foot radius centered on yourself. Creatures of your choice within the aura must make a Wisdom saving throw against your cleric spell save DC. On a failed save, a creature becomes charmed by you for 1 minute. While charmed, the creature has advantage on saving throws against being frightened and gains temporary hit points at the start of each of its turns equal to your cleric level. Once you use this feature, you can't use it again until you finish a short or long rest.

Healing Embrace

At 6th level, you gain the ability to heal emotional wounds and restore the spirits of those you touch. As an action, you can touch a creature and expend a spell slot to restore hit points to the creature equal to 2d8 + your cleric level. Additionally, the creature gains advantage on Wisdom saving throws until the end of its next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Potent Spellcasting

Starting at 8th level, you can also add your Wisdom modifier to the damage you deal with any Cleric Cantrip

Divine Love

At 17th level, your love and compassion reach divine levels, allowing you to protect and empower your allies. You gain the following benefits:

- When you cast a spell of 1st level or higher that restores hit points, you can choose a number of creatures affected by the spell equal to your Wisdom modifier (minimum of one). Those creatures gain advantage on attack rolls and saving throws until the start of your next turn.

- Once per long rest, you can cast the \*Mass Heal\* spell without expending a spell slot or requiring material components.

Love Domain Spells

1st level: Charm Person, Cure Wounds

3rd level: Enthrall, Calm Emotions

5th level: Beacon of Hope, Sending

7th level: Compulsion, Aura of Life

9th level: Dominate Person, Mass Cure Wounds
Druid - Circle of Serpents

Druids who follow the Circle of Serpents have a profound connection to the serpentine creatures of the natural world. They emulate the serpents' agility, venom, and primal instincts, utilizing their unique powers to protect nature, strike with deadly precision, and command the primal forces of venom and poison.

Bonus Proficiencies

When you choose the Circle of Serpents at 2nd level, you gain proficiency with the Animal Handling skill. Additionally, you gain the ability to speak and understand the language of serpents.

Serpent Shape

At 2nd level, you gain the ability to transform into a snake-like form. As a bonus action, you can assume the shape of a Medium-sized snake, such as a constrictor snake or a venomous viper. While in this form, you gain certain benefits:

- You have a climbing speed equal to your normal walking speed and can move through narrow spaces without squeezing.

- You have advantage on Dexterity (Stealth) checks made to hide in areas of foliage or natural surroundings.

- You can understand and speak the language of snakes, and you have advantage on Charisma (Animal Handling) checks when interacting with snakes and serpent-like creatures.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses after finishing a long rest.

Venomous Strikes

Starting at 6th level, your attacks in snake form become infused with venomous magic. When you hit a creature with a melee attack while in your serpent shape, you can choose to deal an additional 1d8 poison damage. Additionally, the creature must make a Constitution saving throw against your druid spell save DC. On a failed save, it becomes poisoned until the end of its next turn.

Serpentine Presence

At 10th level, your connection to serpents grants you a commanding presence. You have advantage on Charisma (Intimidation) checks when interacting with snakes and serpent-like creatures, and they are less likely to attack you unless provoked. Additionally, you have advantage on saving throws against poison and resistance to poison damage.

Coiling Constriction

Starting at 14th level, you gain the ability to constrict your enemies with serpentine strength. As an action, you can make a grapple attack against a creature within reach while in your serpent shape. If the attack hits, the target is restrained, and it takes bludgeoning damage equal to your druid level at the start of each of its turns while restrained. The target can repeat the saving throw at the end of each of its turns to try to escape the restraint. Once you use this feature, you can't use it again until you finish a long rest.
Winged Elf

Winged Elves, known for their ethereal beauty and majestic presence, possess a slender and graceful build. Their striking appearance is further enhanced by their captivating eyes, which can range in color from orange, gold, red, to purple. One of the most distinctive features of Winged Elves is their magnificent feathered wings, which are a symbol of their status and hierarchy within their society.

The color of the wings plays a significant role in Winged Elf culture and signifies their position and role in society. A hierarchy is established based on the wing color, with each hue representing a particular status. Red wings denote rulers and leaders, while blue wings signify nobility and influential figures. Gold wings are associated with individuals who possess great magical or physical strength, and silver wings represent exceptional warriors. Turquoise and green wings are often seen among the working class, while grey wings are indicative of a lower social class. Brown, pink, orange, and yellow wings are commonly found among the religious orders. White wings symbolize those who are without a kingdom or land, while black wings indicate individuals who are either nearing death or hold significant power. Dull-colored wings are associated with traitors and outcasts within the Winged Elf society.

Winged Elves have a preference for temperate climates, as it complements their delicate nature and enhances their ability to maneuver gracefully through the air. Unfortunately, their unique wings have made them the target of hunters seeking to capture and exploit their beauty. This constant threat has led Winged Elves to develop a cautious and vigilant attitude towards outsiders.

In terms of economy, the Winged Elves predominantly engage in military and commerce-related activities. They excel in trading various commodities such as fruits, weapons, and minerals, utilizing their ability to fly to establish vast networks and connections across different lands. While they value knowledge, magic, and physical prowess, Winged Elves tend to show a certain disdain for art, perceiving it as a less practical pursuit.

The natural agility and aerial mobility granted by their wings make Winged Elves formidable in combat. As a Winged Elf, your inherent abilities are enhanced by the following traits:

* Ability Score Increase: Your intelligence (INT) score increases by 1, reflecting your affinity for knowledge and strategic thinking.
* Wings: You are gifted with a pair of feathered wings, granting you a flying speed of 30 feet. This enables you to soar above your foes and gain a tactical advantage.
* Training: Due to your natural dexterity and keen eye for precision, you are proficient in the use of ranged weapons. This skill allows you to excel in long-range combat and engage enemies from a safe distance.
Cleric - Darkness Domain

Clerics who follow the Darkness Domain delve into the depths of shadow and embrace the power that lies within darkness itself. They draw upon the enigmatic forces of night, secrets, and the unknown to guide their actions and shape the world around them. With their connection to darkness, they manipulate shadows, invoke nightmarish energies, and ward off the light that threatens to expose the hidden truths of the world. Examples of these Gods these clerics might serve can be Shar, Nyx and Nerezza

Bonus Proficiencies

When you choose the Darkness Domain at 1st level, you gain proficiency with martial weapons and the Stealth skill.

Channel Divinity: Umbral Veil

Starting at 2nd level, you can use your Channel Divinity to envelop yourself in an umbral veil, shrouding your presence in darkness. As an action, you can magically become heavily obscured to all creatures except yourself for 1 minute. During this time, you have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made to listen or smell.

Eyes of Night

At 6th level, you gain darkvision out to a range of 120 feet. Additionally, you can expend a spell slot to grant yourself or a willing creature you touch temporary blindsight with a range of 30 feet. This blindsight lasts for 1 hour or until you end it as a bonus action.

Potent Spellcasting

Starting at 8th level, you can also add your Wisdom modifier to the damage you deal with any Cleric Cantrip

Shadow Step

Starting at 17th level, you gain the ability to teleport through shadows. As a bonus action, you can magically teleport up to 60 feet to an unoccupied space that you can see dim light or darkness, provided that the space is within range of your darkvision. Once you use this feature, you can't use it again until you finish a short or long rest.

Darkness Domain Spells

1st level: Cause Fear, Inflict Wounds

3rd level: Darkness, Shadow Blade

5th level: Animate Dead, Vampiric Touch

7th level: Shadow of Moil, Blight

9th level: Hallow, Negative Energy Flood
Shader Packs

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

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

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

## Rethinking Voxels:

"This shader is an edit of Complementary Reimagined that aims to be decently fast (when compared to path tracing shaders) while having block lights cast sharp shadows."

Rethinking Voxels is a gameplay shaderpack based on complementary reimagined that has coloured block light with sharp shadows.

https://modrinth.com/shader/rethinking-voxels
Monk - Way of the Sage

Monks who follow the Way of the Sage seek enlightenment through the pursuit of knowledge and the mastery of arcane energies. They combine physical training with the study of ancient texts and magical techniques, enabling them to harness the power of magic in their martial arts. Sages are both scholars and warriors, blending intellect with physical prowess.

Student of Lore

At 3rd level, when you choose the Way of the Sage, you gain proficiency in two skills of your choice from the following list: Arcana, History, Nature, or Religion. Additionally, you gain proficiency in one tool of your choice related to scholarly pursuits, such as calligrapher's supplies or herbalism kit.

Intuitive Defense

Also at 3rd level, your deep understanding of the world grants you enhanced defensive abilities. When you aren't wearing armor or using a shield, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier.

Sage's Insight

Starting at 6th level, your keen perception and knowledge grant you an edge in combat. You can use your reaction to gain advantage on an attack roll against a creature you can see that is about to make an attack against you or an ally within 5 feet of you. Additionally, once per short rest, when you make an Intelligence (Arcana), Intelligence (History), Intelligence (Nature), or Intelligence (Religion) ability check, you can roll a d4 and add the result to the check.

Esoteric Strike

At 11th level, your strikes become infused with the esoteric knowledge you have attained. Whenever you hit a creature with an unarmed strike, you can choose to expend 2 ki points to deal an additional 2d6 force damage. The damage increases to 3d6 at 17th level.

Unraveling Mind

Starting at 17th level, your mastery of the mind and secrets of the universe reaches its zenith. You can use your action to unleash a burst of psychic energy. Each creature of your choice within 30 feet of you must make an Intelligence saving throw against your monk spell save DC. On a failed save, a creature takes psychic damage equal to 6d8 + your Wisdom modifier and is stunned until the end of its next turn. On a successful save, a creature takes half damage and is not stunned. Once you use this feature, you can't use it again until you finish a long rest.
Sorcerer - Frostweaver

Sorcerers with the Frostweaver origin possess an innate affinity for ice and cold magic. They can tap into the elemental forces of frost, shaping and controlling the chilling energies. Frostweavers excel at manipulating ice, freezing their enemies, and creating icy barriers to protect themselves and their allies.

Ice Shaper

At 1st level, when you choose the Frostweaver subclass, you gain the ability to shape and manipulate ice with ease. You have proficiency in the Ice Shaper's Tools, which allows you to craft simple ice sculptures and manipulate ice-based objects. Additionally, you can use your action to create a small, handheld ice construct, such as an ice dagger or shield. This construct lasts for 1 hour or until it is destroyed, and it counts as a simple melee weapon with which you are proficient.

Chilling Touch

Also at 1st level, your touch carries the essence of frost. When you hit a creature with a melee spell attack, you can choose to deal cold damage instead of the spell's normal damage type. The target must make a Constitution saving throw against your Sorcerer spell save DC. On a failed save, it is also affected by the chilling touch, reducing its speed by 10 feet until the start of your next turn.

Frozen Veil

Starting at 6th level, you gain the ability to surround yourself in an icy aura. As a bonus action, you can activate your Frozen Veil, gaining resistance to cold damage and advantage on saving throws against effects that would impose the paralyzed or restrained condition on you. Additionally, any creature that starts its turn within 5 feet of you takes cold damage equal to your Charisma modifier. The aura lasts for 1 minute or until you dismiss it as a bonus action.

Frost Nova

At 14th level, you can unleash a powerful burst of icy energy. As an action, you can create a 20-foot radius sphere of freezing cold air centered on yourself. Each creature within the area must make a Dexterity saving throw against your Sorcerer spell save DC, taking cold damage and becoming restrained for 1 minute on a failed save, or half damage and no restraint on a successful one. A restrained creature can repeat the saving throw at the end of each of its turns, ending the restraint effect on a success.

Master of Winter

Starting at 18th level, you have become a true master of frost and winter. You gain the following benefits:

- Your sorcerer spells ignore resistance to cold damage.

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

- Your Frozen Veil now extends to a 10-foot radius, and any creature that starts its turn within the aura takes cold damage equal to your Charisma modifier.
Fae Elf

Fae Elves, a diminutive and enchanting race, possess a slender and shorter stature compared to most elves. They are a diverse people, with their eyes displaying a wide spectrum of colors, including silver, green, purple, and blue. One of the most striking features of Fae Elves is their tendency towards heterochromia, granting them a captivating and unique gaze. Additionally, their pupils often exhibit unusual and mesmerizing shapes, adding to their mystique.

Occasionally, Fae Elves bear the rare gift—or burden—of growing delicate and ethereal horns. These horned individuals are considered cursed and are often ostracized from their communities, destined to wander as outcasts.

The hallmark ability of Fae Elves is their innate power to turn invisible at will, an ability that surpasses any magical spell or potion. Their invisibility is a formidable advantage, especially considering their smaller size, enabling them to move through the world with grace and stealth. This exceptional trait likely evolved as a survival mechanism, allowing them to navigate their cold, rainy lands and evade potential threats with ease.

Fae Elves are inherently attuned to magic and possess boundless creativity. Their minds are often brimming with innovative ideas, making them exceptional strategists and problem solvers. Embracing the gifts of nature, art, and beauty, Fae Elves find their cultural foundation in these core values. However, it is important to note that some individuals may deviate from these principles, choosing violence or alternative paths, though the majority find little interest in such pursuits.

Their economy primarily revolves around agriculture, as they cultivate the lush lands they prefer to inhabit. The cold and rainy climate provides fertile ground for their agricultural endeavors, and their magical abilities further aid in the cultivation of bountiful harvests.

As a Fae Elf, your inherent traits are heightened by the following characteristics:

* Ability Score Increase: Your charisma (CHAR) score increases by 1, reflecting your enchanting presence and inherent ability to connect with others.
* Invisibility: Due to your potent magical gift, you can cast invisibility a number of times equal to your proficiency bonus (P.B) before requiring rest or replenishment. This unparalleled ability allows you to move undetected and remain elusive even in the most challenging situations.
Fighter - Shielder

Fighters who follow the path of the Shielder dedicate themselves to the art of defense and protection. They specialize in wielding shields as both defensive tools and offensive weapons, and they excel at keeping their allies safe on the battlefield.

Bonus Proficiencies

At 3rd level, when you choose the Shielder archetype, you gain proficiency with shields, and you can don and doff a shield as a bonus action. Additionally, you gain proficiency in the Athletics skill if you don't already have it.

Defensive Stance

Also at 3rd level, you gain the ability to adopt a defensive stance, focusing on protecting yourself and your allies. While you are wearing a shield, you gain a +1 bonus to your AC. Additionally, when you take the Dodge action, you can choose one creature within 5 feet of you. Until the start of your next turn, that creature has disadvantage on attack rolls against targets other than you.

Shield Wall

Starting at 7th level, you become a master of using shields to protect yourself and your allies. While you are wielding a shield, you can use your reaction to grant a +2 bonus to the AC of an ally within 5 feet of you when they are targeted by an attack. This bonus lasts until the start of your next turn. Additionally, if you are wielding a shield and an ally within 5 feet of you is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, you can use your reaction to grant them advantage on that saving throw.

Guardian's Shield

At 10th level, your shield becomes an even more formidable tool of protection. While you are wielding a shield, you can use your reaction to impose disadvantage on an attack roll made against you or an ally within 5 feet of you. Additionally, when you use the Help action to aid an ally's attack, you can grant them a +2 bonus to the attack roll instead of the usual +1.

Bulwark

Starting at 15th level, you become an unyielding bulwark, capable of withstanding even the most powerful assaults. While you are wielding a shield, your AC increases by 1. Additionally, when you use your Second Wind feature, you regain hit points equal to 1d10 + your fighter level + your Constitution modifier.

Shield Mastery

At 18th level, you have mastered the art of shield combat. While you are wielding a shield, you can add your proficiency bonus to the damage roll of any melee weapon attack you make that uses Strength. Additionally, if you are subjected to an effect that allows you to make a Strength saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, or half damage if you fail.
Cleric - Time domain

Clerics who follow the Time Domain have a unique understanding of the temporal weave that binds reality together. They have the ability to manipulate the flow of time, glimpse into the past and future, and alter the course of events. These clerics serve as guardians of chronology, seeking to maintain the balance and integrity of time itself.They might worship Mystra, Istus, or Chronos

Time Domain Features

Bonus Proficiencies

When you choose the Time Domain at 1st level, you gain proficiency with the Insight skill. Additionally, you gain proficiency with the Calligrapher's Tools, allowing you to inscribe and interpret symbols related to time and temporal magic.

Channel Divinity: Temporal Shift

Starting at 2nd level, you can use your Channel Divinity to manipulate time and change the outcome of events. As a reaction when a creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your Channel Divinity to force the creature to reroll the d20 and use the new result. Once you use this feature, you can't use it again until you finish a short or long rest.

Temporal Awareness

At 6th level, your connection to time allows you to perceive and react to events with exceptional swiftness. You gain a bonus to your initiative rolls equal to your Wisdom modifier. Additionally, you can use your reaction to gain advantage on a Dexterity saving throw. You can use this feature a number of times equal to your Wisdom modifier (minimum of one) and regain all expended uses after finishing a long rest.

Potent Spellcasting

Starting at 8th level, you can also add your Wisdom modifier to the damage you deal with any Cleric Cantrip

Temporal Mastery

At 17th level, you become a master of time, gaining control over the flow of moments and events. You gain the following benefits:

- You can cast the \*Haste\* spell once without expending a spell slot or requiring material components. You regain the ability to cast it in this way after finishing a long rest.

- When you cast the \*Haste\* spell using a spell slot, you can target one additional creature.

- Once per long rest, you can cast the Time Stop spell without expending a spell slot.

\*\*Time Domain Spells\*\*

1st level: Expeditious Retreat, Feather Fall

3rd level: Enhance Ability, Misty Step

5th level: Haste, Slow

7th level: Dimension Door, Polymorph

9th level: Animate Objects, Telekinesis
Quite Confusing

> If that's the case, then it was simply "what" cut off.
> - I don't know. What was cut off?
> - Correct!
>
> Two unnamed Williams, What is that/What was that

**Quite Confusing** is a series in the Jaden Williams Cinematic Universe.

## Series premise

The series features skits that either break the fourth wall, show continuims.ty awareness within the skits or introduce time travel in general. The beforementioned contents in these skits can stump or confuse a William, which can sometimes cause conflict between one or more William.

## Skit list

There are currently five videos from the series.

You can view the playlist here.

 Runtime
Ranger - Aqua Stride

Rangers who follow the path of the Aquastrider possess a deep connection to the aquatic world. They are at home both above and below the water's surface, moving with grace and ease through aquatic environments. Aquastriders are stewards of the sea, protecting its creatures and ecosystems from harm and utilizing their unique skills to navigate the challenges presented by underwater and coastal settings.

Aquatic Adaptation

At 3rd level, when you choose the Aqua Strider subclass, you gain the ability to adapt to aquatic environments. You can breathe underwater, and you have a swim speed equal to your movement speed. Additionally, you gain proficiency in the Athletics skill if you don't already have it.

Waterborne Weaponry

Also at 3rd level, you gain proficiency with nets and tridents. Additionally, you can use your bonus action to control water around your weapon, causing it to deal an additional 1d4 cold damage until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Fluid Fighter

Starting at 7th level, you become a master of water-based combat techniques. While you are in water, you gain the following benefits:

- You have advantage on melee weapon attack rolls against creatures that are also in water.

- When you hit a creature with a melee weapon attack, you can choose to push it 10 feet away from you, potentially knocking it prone.

Fluid Movement

At 11th level, your connection to the ebb and flow of water enhances your mobility and agility. While you are in water, your movement speed increases by 10 feet, and you have advantage on Dexterity saving throws.

Aquatic Mastery

Starting at 15th level, you have achieved mastery over aquatic environments. You gain the following benefits:

- You have resistance to cold damage and advantage on saving throws against effects that would freeze or immobilize you.

- You can cast the Water Breathing spell on yourself and up to five willing creatures within 30 feet of you without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.

- When you hit a creature with a melee weapon attack while you are in water, you can expend a spell slot to deal additional cold damage equal to 2d8 + the level of the spell slot.
SlimeKeep Wiki

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