recursal/Fanatic-Fandom huggingface dataset:
Chromatic Rose

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This magic rose comes in one of five colors, as noted in the Chromatic Roses table. While a rose is held, it gains a harmless visual effect as indicated on the table.

While holding the rose by its stem, you gain resistance to damage of the type associated with the rose's color. If you would take more than 10 damage of this type from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.

As an Action, you can blow the petals from the rose to produce a 20-foot cone of Acid, Lightning, Poisonous Gas, Fire, or Cold, as dictated by the rose's damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 damage of the appropriate type on a failed save, or half as much damage on a successful one. Using this property destroys the rose.

Chromatic Roses
 Blue
 Green
 Red
 White
Altea

## Description:

Altea is one of the seven major continents in The Old Realm. It’s form of government is Theocracy and is ruled by the High Cleric of each city. It’s landmass is very similar to Hyranor with plains and forests covering the surface.

## Politics in Altea:

Holy folk travel to Altea and are visited by their respective deities and told of a location that will work for them to set up a settlement to create around a church in the effort to gain more worshippers and therefore power.

### Political Regions:

Each settlement in Altea is controlled by the High Cleric of whatever deity has inspired them and commanded them to build the settlement and are thus very separate and only meet when there is any sort of conflict, either with their deities and their people.

### Legislative:

High Clerics speak the word of their deity who creates any and all rules and makes decisions for them on the bigger things, though many things are trusted to the High Cleric to interpret.

### Executive:

Each High Cleric has a group of devout worshipers who they can send to do just about anything and solve any problems encountered.

### Judiciary:

Each settlement is different in what they do with their prisoners as they do what is expected of their deity.

## Infrastructure:

Even if you are not a worshipper of the deity of the settlement that you are within, you are expected to behave in accordance with their laws, with special exceptions being made for other High Clerics and other high ranking folks of other settlements
Bow of Melodies

**Type:** Weapon (Any Bow)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.

You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack:

* Melody of Precision: If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.

* Melody of Reverberation: The melody you strum echoes loudly. On a hit, the target takes extra Thunder damage equal to your Charisma modifier.
Blood Archer

***Blood archers are cursed beings that should not exist. Birthed from nightmarish experiments by the Obitus Scholare, these hunters use a cursed method of archery, weaving their own blood into attacks to produce supernatural effects. Their powers come from tarblood, an amalgamation of hundreds of species’ blood that was forcefully injected in the veins of hunters. Those who didn’t die or go insane during the procedure became the first blood archers; only they and their descendants can wield this vicious power.***

## Blood Archer Features:

### 3rd Level: Blood Shot

You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Blood Shot Options of your choice.

Once per turn when you fire an arrow from a Shortbow or Longbow as part of the Attack action, you can apply one of your Blood Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to 1 + your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.

You gain an additional Blood Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

### 3rd Level: Blood Archer Anatomy

Your body adapts to the tarblood within. You are immune to disease, have resistance to Poison damage, and have advantage on saving throws against Poison.

In addition, once you've fought a creature, you can relentlessly track it, sensing the blood of your prey. You have advantage on any Perception or Survival check you make to find a creature you've dealt damage to and has blood.

### 7th Level: Blood Arrows

you gain the ability to create arrows with your blood. When you make a ranged attack using a shortbow or longbow, you can create a blood arrow in place of standard ammunition. Blood arrows are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, when you use your Blood Shot feature, you can add your Constitution modifier to the damage roll of the effect.

### 10th Level: Blood Recall

You learn how to recall your arrows. When you make an attack roll with a blood arrow and miss, you can use a bonus action to reroll the attack roll against the original target, as the arrow flies back towards you.

### 15th Level: Blood of Creation

As an action, you can choose to sacrifice your lifeforce to reinvigorate control over your blood magic. You take Necrotic damage equal to 1d10 + your Constitution modifier, which you cannot reduce in any way, and regain 1d4 uses of your Blood Shot.
Absorb Elements

*1st Level Abjuration*

**Casting Time:** 1 Reaction, which you take when you take Acid, Cold, Fire, Lightning, or Thunder damage

**Range:** Self

**Components:** Somatic

**Duration:** 1 Round

**Description:** The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

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

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an Action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Catnap

*3rd Level Enchantment*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Somatic, Material (a pinch of sand)

**Duration:** 10 minutes

**Description:** You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
Accursed Tiefling

***The city of Luyarnha has never experienced the threat of devils, as if fiends fear coming near the city walls. This absence extends to those of infernal descent; tieflings born in the gothic city are severed from their devilish origins, their blood becoming tied to something far more sinister.***

***Called “accursed” due to their monstrous appearance, they are feared by most, and their powers envied by nearly as many, letting their jealousy morph into hatred; an accursed existence indeed. These tieflings possess a fraction of the power of their dark mother’s boundless reproduction and are incapable of creating life, though they can create figments of it, with the most powerful capable of creating ephemeral copies of themselves to fight in battle. These tieflings never stay in the city for long, vanishing shortly after reaching adulthood.***

## Accursed Tiefling Traits:

**Creature Type:** Yharnamite

**Size:** Medium (about 5-6 feet tall) or Small (about 3-5 feet tall)

**Speed:** 30 feet

**Life Span:** 120 years on average

**Child of the Black Goat:** You have a Climbing Speed equal to your walking speed

**Darkvision:** You have Darkvision with a range of 60 feet

**Eldritch Resistance:** You have resistance to Necrotic damage

**Legacy of a Thousand Young:** You know the Spare the Dying cantrip. When you reach 3rd level, you can cast the False Life spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the Mirror Image spell once with this trait. You regain the ability to cast these spells with this trait when you finish a long rest. Constitution is your spellcasting ability for these spells.

**Call of the Brood:** If a Blood Moon is out while you are asleep, you have a Dream (as per the spell, save DC 16). In this dream, the Black Goat places a compulsion within your mind, ordering you to carry out some activity as a torrent of images and sensations. When you awaken, you are automatically affected by a Suggestion spell (save DC 16, cast as a 7th-level spell) in addition to the effects of Dream, and must carry out the order.
Blade Ward

*Abjuration Cantrip*

**Casting Time:** Reaction, which you take in response to a visible creature targeting you with a melee attack

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You trace a sigil of warding, imposing Disadvantage on the creature’s attack roll against you.
Berserker Axe

**Type:** Weapons (Any Axe)

**Attunement:** Yes

**Rarity:** Rare

**Description:** You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

**Curse:** This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your Action each round to attack the creature nearest to you with the axe. If you can make Extra Attacks as part of the Attack Action, you use those Extra Attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Abracadabrus

**Type:** Wondorus Item

**Attunement:** No

**Rarity:** Very Rare

**Description:** An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1 1/2 feet on a side.

The chest has 20 charges. A creature can use an Action to touch the closed lid of the chest and expend 1 of the chest's charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn't contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute.

The chest regains 1d20 expended charges daily at dawn. If the item's last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.
Bestow Curse

*3rd Level Necromancy*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

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

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

* Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.

* While cursed, the target has disadvantage on attack rolls against you.

* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

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

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

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** While a fire burns in this brass brazier, you can use an Action to speak the brazier's command word and summon a fire elemental, as if you had cast the Conjure Elemental spell. The brazier can't be used this way again until the next dawn.

The brazier weighs 5 pounds.
Arc V NPC’s

## Allies:

* King Henric Alaric - The King of Hyranor who’s youngest son has gone missing. One of his other sons suggest he hire The Mountainbreakers and he agrees, knowing they will be able to handle this without an international incident
* Donovan Alaric - The 2nd child of King Henric Alaric, who at this point is a full blown Hunter. He joins The Mountainbreakers in their initial search until he is trapped within The Nightmare Plane
* Lombarghdi - The former Mountainbreaker has gone off on his own and created his own Druid enclave. He helps the Mountainbreakers with getting to Lovejoy manor after Vikaal goes off on his own. He later becomes a god after a ritual to help The Mountainbreakers get into Hell.

## Enemies:

* The Old Hunter - The last remaining soul in The Hunters Nightmare. He has killed and absorbed the souls of the rest of The Old Hunters who were trapped within the Nightmare. His death by Donovan passes his curse onto Donovan and traps him in The Nightmare Plane
* Titivilus - 2nd in command to Dispater
* Gem Lovejoy - The Matriarch to the Lovejoy Empire of Glycaria. Ever since the Mountainbreakers broke into her home 5 years ago, she has been searching for revenge, especially since one of her children has run off to join them.
* Dispater - The Lord of Dis, the second layer of Hell. He has been plotting since the beginning of time to take over both Hell and The Material Plane. He has captured Lucas to have an agent within the Royal Family of Hyranor, but ends up with some this far better, a vessel.

## Neutral Parties:

* Lucas Alaric - The 4th child of King Henric Alaric. He is captured by Dispater and is not only willing to be one of his agents, but wants more. He knows that Demons and Devils need mortal vessels to be on The Material Plane and offers to be that vessel for Dispater. He is saved by The Mountainbreakers, but not before his final deal is made.
* Robin Lovejoy - The 15th Lovejoy child. She is starting to rebel, and is only spurred on by Archer reappearing for a short time.
* Penny Lovejoy - The 1st Lovejoy child. She is ever loyal to her mother and alarms her when Archer and The Mountainbreakers break into her room.
* Freya - A female Goliath who was captured by Gem. Once she is freed she offers to take Nalath to see what remains of The Goliath, but never gets the chance to.
Arcane Eye

*4th Level Divination*

**Casting Time:** 1 Action

**Range:** 30 feet

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

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

**Description:** You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Banishing Smite

*5th Level Conjuration (Paladin Only)*

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

**Range:** Self

**Components:** Verbal

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

**Description:** The target hit by the strike takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration.

While in the demiplane, the target has the Incapacitated condition. When the spell ends on the target, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.

**At Higher Levels:** N/A
Arc IX NPC’s

## Allies:

* Burdall Hatebad - A member of the Hatebad family, who tried to rob Lovejoy manor 10 years ago but was stopped too early on. They have gathered more information and have hired Robin and their cousin Wendrid to do the job
* Barrick Hatebad - A member of the Hatebad family, who tried to rob Lovejoy manor 10 years ago but was stopped too early on. They have gathered more information and have hired Robin and their cousin Wendrid to do the job
* Hunter Lovejoy - Lovejoy child #12. He is a gunsmith and tinkerer who helps Robin and Wendrid unknowingly by making Robin a grappling hook and Wendrid a device to bring his hammer back to his hand
* Ambrosious - One of the Four Genies of The Old Realm. He is trapped within the Ember Gem and released by Robin and Wendrid, and gives them each a wish.

## Enemies:

* Gem Lovejoy - The Matriarch of the Lovejoy Empire. She has let Penny plan and run this decades celebration and is so proud until she discovers Robins plans and is later killed as a result of the loss of the Ember Gem and Ambrosious
* Penny Lovejoy - Lovejoy child #1. She has been put in charge of the celebration this decade and does everything she can to make it go well, including begging her sister to kill and blame The Who thing on Wendrid. Both her heart and her body are broken by Robins betrayal

## Neutral Parties:

* Richard Lovejoy - Lovejoy child #2
* Melody Lovejoy - Lovejoy child #3
* Art Lovejoy - Lovejoy child #4
* Paige Lovejoy - Lovejoy child #5
* Miles Lovejoy - Lovejoy child #7
* Chase Lovejoy - Lovejoy child #8
* Clay Lovejoy - Lovejoy child #9
* Mason Lovejoy - Lovejoy child #10
* Rose Lovejoy - Lovejoy child #11
* Tanner Lovejoy - Lovejoy child #13
* Reid Lovejoy - Lovejoy child #14
Abyss Warden’s Axeblade

**Type:** Trick Weapon (Longsword, Battleaxe)

**Attunement:** No

**Rarity:** Rare

**Description:** Infused with otherworldly ichor, this dark blade is given to warriors of the Abyss Warden, forged from the remains of the monsters they’ve slain. The elegant and virtuous design of the weapon hides its macabre origins, mirroring the order it came from.

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon by sliding the pommel up and down on the blade. In its untransformed state, the abyss warden's axeblade is a longsword. In its transformed state, the weapon becomes a battleaxe. As part of this Bonus Action, you can slam the weapon down, emitting a wave of radiance centered on you. Each creature within 5 feet of you must succeed on a DC 13 Constitution saving throw or take 1d6 Radiant damage.

Both forms of the weapon deal an extra 1d6 Radiant damage on a hit. This damage increases to 2d6 for the longsword against Medium or smaller Aberrations and to 2d6 for the battleaxe against Large or larger Aberrations.
Cauldron of Plenty

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3 1/2 feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.

If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.

The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.
Chill Touch

*Necromancy Cantrip*

**Casting Time:** Action

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You channel the chill of the grave toward one creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

**Cantrip Upgrade:** This spell’s damage increases by 1d8 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Alter Self

*2nd Level Transmutation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

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

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

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

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

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

*1st Level Enchantment*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** 1 hour

**Description:** You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Booming Blade

*Evocation Cantrip*

**Casting Time:** 1 Action

**Range:** Self (5-foot radius)

**Components:** Somatic, Material (a melee weapon)

**Duration:** 1 Round

**Description:** You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 Thunder damage, and the spell ends.

**Cantrip Upgrade:** At 5th level, the melee attack deals an extra 1d8 Thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Calm Emotions

*2nd Level Enchantment*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

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

**Description:** You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Arc I NPC’s

## Allies:

* Mirabella Alaric - The 3rd child of King Henric Alaric and his only daughter. She was finally allowed to go to the festival without her parents and got wrapped up in the battle before unknowingly absorbing both Shielle’s power and her soul

## Enemies:

* Shielle - The captain of one of the last Sky Pirate crews as well as a holder of the Wild Magic. She is the one who loops time at the festival due to the death of her Eyrden Tyrinalon

## Neutral Parties:

* Barrick Hatebad - A merchant for the Hatebads that knows Captain Swampass and sells him his floating rapier as well as helping Cadmus make his fusion Gold and Silver Dragonscale Armor
Abi-Dalzim’s Horrid Wilting

*8th Level Necromancy*

**Casting Time:** 1 Action

**Range:** 150 feet

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

**Duration:** Instantaneous

**Description:** You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 Necrotic damage on a failed save, or half as much damage on a successful one.
Epee Solaire

**Type:** Trick Weapon (Greatsword, Shortsword)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** While attuned to this weapon, you gain the following benefits:

* You are proficient with greatswords and shortswords.

* You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d4 Radiant damage on a hit. When you hit an Aberration or Undead with it, the extra Radiant damage increases to 2d4.

The weapon's blade emits bright light in a 10-foot radius and dim light for an additional 10 feet. You can summon or extinguish the light at will (no action required). This weapon has the Deflective Light property.

**Deflective Light:** When you are attacked by a creature within 30 feet of you that you can see, you can use your Reaction to cause a burst of sunlight to flare before the attacker, imposing disadvantage on the attack roll and transforming the weapon. An attacker that can't be blinded is immune to this property. This property can be used three times, regaining all expended uses daily at dawn.

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the blade is a metallic greatsword glowing with light. In its transformed state, the weapon is two shortswords emitting the same glow.

**Untransformed:** While wielding this greatsword, your reflexes are enhanced. You gain a +1 bonus to Strength, Dexterity, and Constitution saving throws.

**Transformed:** When you engage in two-weapon fighting with these shortswords, you can add your ability modifier to the damage of the second attack. In addition, this weapon gains the Brightburn property.

* **Brightburn:** Once on each of your turns when you hit a creature two times with these shortswords, the accumulated solar energy singes them. The target must make a DC 13 Constitution saving throw, taking 2d8 Radiant damage on a failed save, or half as much damage on a successful one.
Butcher’s Bib

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron:

* Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total.
* Your weapon attacks that deal Slashing damage score a critical hit on a roll of 19 or 20 on the d20.
Character Creation

## Introduction:

Howdy! This is going to serve as an explaination on how to make a charcater for this Dungeons and Dragons world. Going step by step through the parts of making a charcater, and having all of my additions and changes to the game so that it is all continently in one place, rather than spread between a handful of books and websites.

Making a charcater for D&D has three basic steps, choosing a Species, a Background, and a Class. Each one of these will be explained in more detail down below, but each puce will come together to make it so that you have a functional charcater for both the gameplay and role play aspects of dungeons and dragons.

### Backgrounds:

A charcater s background is what they were doing before their adventuring days. Whether they were a soldier, a criminal or just a regular townsperson, it is important to know where your charcater comes from. Each background will give you a handful of proficiencies and pieces of equipment. Some folks choose their backgrounds after having some semblance of backstory, others choose to first to build a backstory around. It doesn’t matter which you choose, as long as you are happ with the end result

### Species:

There are a nearly endless amount of different fantastical species for you to play as, whether you are looking to play someone big and strong like a Goliath or Orc, or someone quick and dexterous like an Elf or Gnome, or even something more silly like a Goblin or some kind of Animalfolk. Your species gives you a handful of abilities and traits that will affect your gameplay

### Class:

A Class is like a characters job. It’s what they do in their adventures. Be it a powerful spellcaster, an expert in their craft, a warrior or a host to the Divine, your characters class will determine what kind of main abilities you have and how they interact with the world as well as the types of problems they solve best. There are 14 classes used in this Homebrew Multiverse, and eac Class has a Subclass that gives it a bit more personality and trebly hones in on the niche that you are trying to fill with this charcater you are creating
Arcane Cannon

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Very Rare

**Description:** This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one Action to aim the cannon and one Action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.

The creature firing the cannon chooses the effect from the following options:

* Acid Jet: The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) Acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) Acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.

* Fire Jet: The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) Fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

* Frost Shot: The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) Cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.

* Lightning Shot: The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6dl0) Lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.

* Poison Spray: The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) Poison damage and is Poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't Poisoned. A creature Poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Aegon Hatebad

* Arc XII

## Description:

Aegon is very small for a Dragonborn, but has never really noticed it due to who he grew up around. He is extremely proud of his Hatebad heritage and would never be seen outside of his families colors.

## Backstory:

Aegon has never known his true parents, as they abandoned him in the streets of Glycaria as an infant. Thankfully, Gwenlyn Hatebad found him and decided to take him in and adopt him as her own. Aegon grew up under the tutelage of the best gunsmith on The Material Plane and has always looked up to her. He was able to build his own pepperbox at the age of 8, and has recently designed and built something called an Arcane Palm Pistol. He loves making Firearms, but wasn’t sure if that was where his path was taking him. He sat with that for a while before seeing the advertisement about The Pirate Kings Challenge, and realized that it is the perfect opportunity for him to see more of the world, and supply The Hatebads with tons of potential buyers.

## Trivia:

* Aegon was originally an Artillerist Artifcer, but Walker wanted to experiment with other classes and character types
Glamerweave

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common, Uncommon

**Description:** Glamerweave is clothing imbued with harmless illusory magic. While wearing the Common version of these clothes, you can use a Bonus Action to create a moving illusory pattern within the cloth.

Uncommon glamerweave can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it.

When you make a Performance or Persuasion check while wearing the Uncommon version of glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can't be used again until the next dawn.
Circle of Death

*6th Level Necromancy*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Verbal, Somatic, Material (the powder of a crushed black pearl worth at least 500 GP)

**Duration:** Instantaneous

**Description:** A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 Necrotic damage on a failed save, or half as much damage on a successful one.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Arc XIX: Swampass Goes to Hell

## Arc XIX Characters:

* Eugene Swampass [He/Him] (played by Reagan - He/Him) - A Shadar-Kai Swashbuckler Rogue.
* Ronnie Duff [He/Him] (played by Evan - He/Him) - A Human Oath of the Crown Paladin.
* Mattias [He/Him] (played by Nora - She/Her) - A Dhampir Echo Knight Fighter.

## Arc XIX Synopsis:

* This Arc was originally run as Arc XII, but due to it not landing as well as Walker would have liked, they decided that it would be best to change its placement as well as the story to better fit the overall narrative that was being constructed.
Arc X NPC’s

## Allies:

* Johnny Duff - The Right Hand of the previous King, Henric Alaric. He aids Donovan by giving him advice as to how to become the next King
* Cassandra Haxel-Alaric - The wife of Henric Alaric and mother to Donovan and Lucas. She tries to help both of her children, without directly helping either to not look like she is playing favorites.
* Archer Lovejoy - One of the Chosen Heroes of Henric Alaric. He is there throughout the ceremonies and invited to the vote
* Kendel Inagwyn - One of the Chosen Heroes of Henric Alaric. He is there throughout the ceremonies and invited to the vote

## Enemies:

* Dispater - The Archdevil Lord of Dis, the second layer of Hell. He has made a deal with Lucas to help him get the crown

## Neutral Parties:

* Feylen Ianfiel - The Headmaster of the Tyle Arcane Academy during Henric Alaric's rule. She is one of the voters for the Kingsvote
* KA-C3 - The Captain of the Kingsguard during Henric Alaric's rule. He is one of the voters for the Kingsvote
* Alodar Wakar - The Grand Cleric of Hyranor during Henric Alaric's rule. They are one of the voters for the Kingsvote.
* Mirabella Lyrian - The only daughter of Henric and Cassandra Alaric. She visits her family during her fathers funeral and chats with her brothers one last time.
* Albane Alaric - The oldest son of Henric and Cassandra Alaric who is in training to be a Cleric. He returned home for the mourning period.
* Jonathan Varyc - The Lord of Far Ridge and previously Goblin Lord and now in the running for the next King despite his lack of public appliance since Arc II
* Aura Ashcreek - A Gold Dragon disguised as a woman. After her kidnapping in Arc IV she has become the Lady of Summermoon to create a new "Hoard" for herself and keep her family as safe as possible
* The Ringmaster - The Lord of Solaris. His life revolves around the planning and executing of The Festival of the Dawnfathers Rest. A low level Crossroads Demon, he has been given permission by Dispater to be on Earth as a way to get souls in Hell through deals during the Festival.
* J3-BB - The "Sherrif" of Sunwell. He has been in charge since the town was founded and isn't showing any sign of stopping soon.
* Marianna Moore - The Lady of Autumnswind and secretly a Simulacrum of Mother Lyrian. She did this as a sort of revenge for not getting Mirabella to stay in Lyria like she wanted in Arc III
* Ragnar Lunarmane - The Lord of Dawnfall, he has kept the peace with animal folk throughout Hyranor by giving them a home that feels safe and inclusive for them
* Narissca Barona - The Lady of Ravensrest, she is secretly a vampire and keeps other human like monsters in line.
Circlet of Blasting

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** While wearing this circlet, you can use an action to cast the Scorching Ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
Blinding Smite

*3rd Level Evocation (Paladin Only)*

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

**Range:** Self

**Components:** Verbal

**Duration:** 1 minute

**Description:** The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded 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 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.
Antagonize

*3rd Level Enchantment*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (A playing card depicting a Rogue)

**Duration:** Instantaneous

**Description:** You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 Psychic damage and must immediately use its Reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.

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

***Aetherborn are a strange living by-product of the process of extremely powerful magic, cast in humanoid form but lacking any of the biological qualities of other races. They don’t eat or sleep, and they don’t reproduce—nor do they have any physical sexual characteristics. Language that categorizes people into male or female categories thus breaks down when it comes to aetherborn. Most aetherborn prefer that others use the pronoun “they” to refer to them, since it doesn’t attribute a gender that they don’t possess. Only a relative few prefer “he” or “she,” having chosen to adopt a gender.***

## Aetherborn Traits:

**Creature Type:** Magic Folk

**Size:** Medium

**Speed:** 30 feet

**Life Span:** 5 years on average

**Darkvision:** You have Darkvision with a range of 60 feet.

**Menacing:** You gain Proficiency in the Intimidation Skill

**Innate Magic:** Aetherborn are beings of pure magic and have advantage on Saving Throws against magical effects

**Born of Aether:** Aetherborn can be created from any of the three primary forms of magic, which gives them additional effects based on their type: A resistance, and a cantrip. The Spellcasting Ability Modifier is either Intelligence, Wisdom or Charisma, picked when you choose this species.
Athlete

*4th Level Feat*

**Prerequisite:** Strength, Dexterity, or Constitution 13+

**Repeatable:** No

You have undergone extensive physical training to gain the following benefits:

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

**Climb Speed:** You gain a Climb Speed equal to your Speed.

**Hop Up:** When you are Prone, you can right yourself with only 5 feet of movement.

**Jumping:** You have Advantage on any Ability Check you make for the Jump Action.
Bobbing Lily Pad

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water's surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it.

The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Belt of Dwarvenkind

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** While wearing this belt, you gain the following benefits:

* Your Constitution score increases by 2, to a maximum of 20.

* You have advantage on Persuasion checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

* You have advantage on saving throws against Poison, and you have resistance against Poison damage.

* You have Darkvision out to a range of 60 feet.

* You can speak, read, and write Dwarvish.
Amulet of Protection from Turning

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that Turn Undead.

If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.

Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.