recursal/Fanatic-Fandom huggingface dataset:
True Polymorph

*9th Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 hour

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.

Shapechangers aren’t affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.

This spell can’t affect a target that has 0 hit points.

* ***Creature into Creature.***
	+ If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
	+ The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
	+ The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.
* -The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
* ***Object into Creature.***
	+ You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement.
	+ If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
* ***Creature into Object.***
	+ If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

***Spell Lists.*** Bard, Warlock, Wizard
Wild Cunning

*1st-Level Alteration (ritual)*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:

* If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
* If there is edible forage within range, you know it and where to find it.
* If there is clean drinking water within range, you know it and where to find it.
* If there is suitable shelter for you and your companions within range, you know it and where to find it.
* Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.
* Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.

***Spell Lists.*** Druid, Ranger
Verdan

## Stats

* **Ability Score Increase.** Your Charisma score increases by 2, and your Constitution score increases by 1.
* **Age.** Verdan reach adulthood at age 24 and live up to 200 years. Saying this, none have yet to reach old age, so the top age is is just speculation.
* **Alignment.** Verdans are usually good aligned. Saying this, because of how new they are, there is not much of a framework of how they should align.
* **Size.** Verdans are between 3 and 4 feet tall at the start. Your size is Small until you reach 5th level where you get a 2 foot growth spurt and become a Medium creature.
* **Speed.** Your base walking speed is 30 feet.
* **Black Blood Healing.** When you roll either 1 or 2 on any Hit Die, you can instantly re-roll the die and take the new roll.
* **Limited Telepathy.** You can telepathically speak to any creature within 30 feet. You do not have to share a language to speak, however, they must be able to speak a language. You can only communicate simple ideas.
* **Persuasive.** Your people's lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.
* **Telepathic Insight.** You have advantage on all Wisdom and Charisma saving throws.
* **Languages.** You can speak, read, and write Common, Goblin, and one additional language.
Venomous Fangs

*5th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** S
* **Duration:** Concentration, up to 10 minutes

You summon a pair of Venomous Fangs on a target creature. Until the spell ends or the fangs are destroyed, whenever the creature Moves 15ft., Starts, or Ends its turn, they take 4d8 Piercing damage and 2d8 poison damage. The fangs have an AC of 15, and 25 HP.

***Spell Lists.*** Pyromancer
Virtue

*Abjuration Cantrip*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S
* **Duration:** 1 Round

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

***At Higher Levels.*** The amount of Temp Hit points increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

***Spell Lists.*** Cleric, Druid
Prismatic Spray

*7th Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self (60-Foot Cone)
* **Components:** V,S
* **Duration:** Instantaneous

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

##### Rays

 2
 3
 4
 5
 6
 7
 8

***Spell Lists.*** Bard, Sorcerer, Wizard
Tiki (NG)

### Hula Dance

Starting at 3rd level whenever you make a Performance check that has to do with dancing, you gain advantage if you are dancing alone.

### Enhance Flames

Also starting at 3rd level, whenever you cast a spell or deal any type of damage that is fire, you may add your highest hit die to the damage. This damage is fire damage.

### Firespin

Beginning at 6th level, as a bonus action, you may ignite your weapon with flames for one minute. This deals 1d8 fire damage extra. You may do this an amount of times equal to your Charisma modifier.

### Crucable

Starting at 14th level, you may add flames to your flames. Whenever you use your *Firespin* feature, you may do it a second time to the same weapon. If you do this, it instead deals 2d8 fire damage, you may do it to two weapons at once, and you may attack one more time than you normally could while the feature is active
Braziliam

Braziliam é o terceiro planeta do sistema Sol-1 e é composto por 26 Países e uma nação livre.

## Países

* A'kir ü
* Lacus
* A'm-apã
* Ha-mazan
* Porto
* Cemo-Ará
* Gewone
* Sancti
* Goy'áz
* Mar'Anhan
* Kaaguaz
* Kaaguazú
* Mea
* Flumare
* Lumalum
* Itaipu
* Nã'buka
* Piagüí
* Terras de Rijá
* Gran-Ume
* Gran-Laguna
* Wap'or
* Roro'imã
* Catarina
* Saint-Paul
* Siri'ype
* Timnokati
Modify Memory

*5th-Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.

***At Higher Levels.*** If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

***Spell Lists.*** Bard, Warlock, Wizard
Weird

*9th Level Illusion*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.

Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

***Spell Lists.*** Warlock, Wizard
Water Walk

*3rd-Level Alteration (ritual)*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** 1 Hour

This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

***Spell Lists.*** Artificer, Cleric, Druid, Ranger, Sorcerer
Привилегии

Привилегии (роли) - права, бонусы и усиления действующие во время игры на проекте 30 дней с момента выдачи.

Одна привилегия выдается на один сервер (при переносе персонажа на другой сервер переносится вместе с персонажем)

## Бонусы

У всех привилегий имеется:

* право входа на заполненный сервер

* Хускарл
* Лагман
* Хэрсир
* Ярл
• Увеличение получаемого опыта +5%

• Увеличение шанса выпадения ресурсов +5%

• Снижение теряемого опыта при смерти +10%

• Дополнительный вес +150• Увеличение получаемого опыта +10%

• Увеличение шанса выпадения ресурсов +10%

• Снижение теряемого опыта при смерти +20%

• Дополнительный вес +250

Возможность 1 раз сменить название префикса и его цвет (все цвета в HEX кодировке)• Увеличение получаемого опыта +15%

• Увеличение шанса выпадения ресурсов +15%

• Снижение теряемого опыта при смерти +30%

• Дополнительный вес +400

Возможность 1 раз сменить название префикса и его цвет (все цвета в HEX кодировке)

Возможность 1 раз сменить цвет кожи и волос (все цвета в HEX кодировке)• Увеличение получаемого опыта +20%

• Увеличение шанса выпадения ресурсов +20%

• Снижение теряемого опыта при смерти +40%

• Дополнительный вес +600

Возможность 1 раз сменить название префикса и его цвет (все цвета в HEX кодировке)

Возможность 1 раз сменить цвет кожи и волос (все цвета в HEX кодировке)

Наборы
 Лагман
 Хэрсир
 Ярл
True Seeing

*6th-Level Divination*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S,M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
* **Duration:** 1 Hour

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

***Spell Lists.*** Bard, Cleric, Sorcerer, Warlock, Wizard
Triton

> Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, the noble tritons have gradually become increasingly active in the world above.
>
>

## Stats

* ***Ability Score Increase:*** Your Strength, Constitution, and Charisma scores each increase by 1.
* ***Age:*** Tritons reach maturity around age 15 and can live up to 200 years.
* ***Alignment:*** Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.
* ***Size:*** Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
* ***Speed:*** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
* ***Amphibious.*** You can breathe air and water.
* ***Control Air and Water.*** A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
* ***Emissary of the Sea.*** Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
* ***Guardians of the Depths.*** Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
* ***Languages:*** You can speak, read, and write Common and Primordial.
Vicious Mockery

*Enchantment Cantrip*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V
* **Duration:** Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

***At Higher Levels.*** This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

***Spell Lists.*** Bard
Water Pulse

*4th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You send forwards a pulse of water. Chose one creature within the spell's range. Make a ranged spell attack, and on a hit you deal 5d8 cold damage, in addition, the creature must make an intelligence saving throw. On a failed save, they are confused for 1 minute as per the *Confuse Ray* spell.

***Spell Lists.*** Druid, Sorcerer
Tree Stride

*5th-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.

Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

***Spell Lists.*** Druid, Ranger
Water Breathing

*3rd-Level Alteration (ritual)*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** 24 Hours

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

***Spell Lists.*** Artificer, Druid, Ranger, Sorcerer, Wizard
Static Burn

*2nd-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 15 Foot Line
* **Components:** V,S
* **Duration:** Instantaneous

You let out a large bolt of electricity. This bolt goes 15 Feet forwards, and on the ground where it went over it leaves fire. Once this bolt hits its target it explodes in fire and electricity. Make a ranged spell attack against a target and on a hit deal 1d8 Lightning damage + 2d6 Fire damage.

***Spell Lists.*** Pyromancy
Mold Earth

*Alteration Cantrip*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** S
* **Duration:** Instantaneous or 1 Hour

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

* If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
* You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
* If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

***Spell Lists.*** Druid, Sorcerer, Wizard
Wrathful Smite

*1st-Level Evocation*

* **Casting Time:** 1 Bonus Action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

***Spell Lists.*** Cleric, Paladin
Wrath of Nature

*5th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

* ***Grasses and Undergrowth.*** Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
* ***Trees.*** At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
* ***Roots and Vines.*** At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
* ***Rocks.*** As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

***Spell Lists.*** Druid, Ranger
Undying

### Among the Dead

Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

### Defy Death

Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.

Once you use this feature, you can't use it again until you finish a long rest.

### Undying Nature

Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

### Indestructible Life

When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

Once you use this feature, you can't use it again until you finish a short or long rest.
Wall of Light

*5th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall’s area takes 4d8 radiant damage.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Thunderclap

*Evocation Cantrip*

* **Casting Time:** 1 Action
* **Range:** Self (5-Foot Radius)
* **Components:** S
* **Duration:** Instantaneous

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

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

***Spell Lists.*** Bard, Druid, Sorcerer, Warlock, Wizard, Artificer
Widogast's Transmogrification

*6th-Level Alteration*

* **Casting Time:** 1 Hour
* **Range:** Touch
* **Components:** V,S
* **Duration:** Instantaneous

You permanently alter the physical body of a humanoid creature into another type of humanoid body. After encasing the target in clay, you conduct a rigorous, one-hour-long ritual that manipulates the flesh and function of the target's body into that of another humanoid race. They lose their previous racial traits and instead gain the racial traits of another humanoid race of the target's choice, aside from languages known (which remain unchanged). Should the target wish to alter their gender along with or instead of their race, they can choose to do so as part of the spell. When the ritual is completed, you and the target suffer one level of exhaustion.

Once a creature's race or gender has been changed via this spell, they cannot be affected again by this spell for 1 year.

***Spell Lists.*** Wizard
A Main Character

Fa Hua is the most outstanding genius in the Jurisdiction. He lives in the Jurisdiction, obeys the order, conforms to etiquette, is good at reigning and controlling the law.

Lan Ge is the best genius of Blue Domain. He lives in Blue Domain, advocating freedom, good at fighting, and controlling the elements.

Judiciary believes that people are descendants of gods, and they were blessed by codes in ancient times to create and observe order.

Blue Domain believes that man is the darling of nature, and controls the ten elements of nature: **gold**, **wood**, **water**, **fire**, **earth**, **wind**, **thunder**, **light**, **darkness**, and **space**, advocating freedom.

Although both are human regions, the two areas are always in a state of semi-opposition and semi-cooperation because of their disagreement with each other. When they encounter ethnic invasions from other regions, they will cooperate and confront each other. When there is no external threat, they are not tolerant of each other.

It was against this background that Fa Hua and Lan Ge met in an adventure, and by chance, they unexpectedly obtained an ability called the Equal Life Contract. So that they can summon each other.
Void (HB)

### Nothingness

Starting at 2nd level, you gain the ability to completely destroy creations with the blink of an eye. You deal double damage to constructs, and to you, they are immune/resistant to nothing.

### Walker Among the Deprived

Starting at 2nd level, your bare, ragged, clothing and suit makes you look as if you walked among the poor as a begger. Creatures that are looking for you have disadvantage if you are in an urban environment, and you have advantage on all stealth rolls if you in an urban environment.

### Empty Mind

Starting at 6th level, you have advantage on rolls against being charmed, frightened, or put to sleep. In addition to this, you gain resistance to Psychic damage

### Consumer of All

Beginning at 10th level, you gain the ability to consume spell slots from yourself or other casters, to empower your own spells. Whenever a spell caster casts a spell, roll 1d20, if you roll above their spell save DC, the spell fails and you consume the level of spell slot it is. When you consume anothers spell slot, you can use it refil one of your own. If you consume one of your own spell slots, you are able to cast a spell at will as a reaction if it is of the same spell level.

### Shape of the Abysas

Starting at 14th level, you are able to give nothing an image. You may use your wild shape ability to turn into a "Voidwalker".

## Voidwalker

*Large Monstrosity, Chaotic Evil*

* **Armor Class** 16
* **Hit Points** 76
* **Speed** 30ft.

* **Condition Immunities** Frightened, Charmed
* **Senses** passive Perception 16
* **Languages** Abyssal

***Horrifying Image*** All creatures that are able to see you must make a Wisdom saving throw (DC+17), on a failed save, they are frightened of you for one minute.

### Actions

***Slam.*** *Melee Attack:* +6 to hit, on hit deals 3d8 bludgeoning damage + 1d6 Acid damage
Vengeance

### Tenents of the Vengeful

***Fight the Greater Evil***. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

***No Mercy for the Wicked***. Ordinary foes might win my mercy, but my sworn enemies do not.

***By Any Means Necessary***. My qualms can't get in the way of exterminating my foes.

***Restitution.*** If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

* Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

* Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

### Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

### Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

### Avenging Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

* Wings sprout from your back and grant you a flying speed of 60 feet.
* You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

*Once you use this feature, you can't use it again until you finish a long rest.*
War

### War Preist

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

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

### Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Channel Divinity: War God's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

### Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Time Stop

*9th Level Alteration*

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** S
* **Duration:** Instantaneous

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

The spell ends if you move to a place more than 1,000 feet from the location where you cast it.

***Spell Lists.*** Sorcerer, Wizard
Viashino (UA)

## Stats

* **Ability Score Increase.** Your Dexterity score increases by 2, and your Strength score increases by 1.
* **Age.** Viashino mature quickly, reaching adulthood in their early teens. They live violent lives and rarely die of old age, but they would rarely live past 60 anyway.
* **Alignment.** Viashino strongly tend toward chaotic alignments. They have no particular inclination toward good or evil.
* **Size.** Viashino are about as tall as humans, but they have lithe, wiry frames. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Bite.** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4+ your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Lashing Tail.** Your semi-prehensile tail is tipped with a bony blade. Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Wiry Frame.** You gain proficiency in the Acrobatics or the Stealth skill (your choice).
* **Languages.** You can speak, read, and write Common and Draconic.
Weaponokinesis

### Ferocious Attacks

Beginning at 1st Level in addition to normally attacking, you may make a second weapon attack with a bonus action.

### Aura of Knives

Starting at 5th level, your Aura summons 6 Psychic Knives that always hover around you. As a reaction, you may throw one of these knives at a target. The knives use Wisdom as their attacking modifier, and deal 1d4 psychic damage on a hit. The knives regenerate at the start of your next turn. Or, as an action you may throw all 6 knives at once.

### Extra Attack

Starting at 6th level You may attack twice on your turn instead of once.

### Aura of Glaives

Starting at 10th Level the damage for your *Aura of Knives* deals 1d6 of damage instead of 1d4, in addition you now have 8 Glaives, instead of knives. The glaives ignore immunities and resistances.

### Psychic Blades

Beginning at 14th Level you add a psychic sharpening to all of your blades. Whenever you make an attack with a melee weapon, you may add your Wisdom Modifier + 1/2 Of your Mystic Level worth of Psychic damage.

### Extra Attack

Starting at 18th Level you may attack thrice instead of twice.
Toxic

*2nd-Level Necromany*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** 1 Hour

You chose one creature within the spell's range. That creature must make a Constitution saving throw against your spellsave DC, creatures that are immune to being poisoned automatically succeed. On a fail, the creature is poisoned with *Toxicity*, and at the end of their turn until the spell ends they take 1/32 of their max health in damage. They may only repeat the save if they are healed in some way or another.

***Spell Lists.*** Druid, Sorcerer, Warlock
Skill Empowerment

*5th-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S
* **Duration:** Concentration, up to 1 hour

Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

***Spell Lists.*** Bard, Sorcerer, Wizard, Artificer
Wild Magic (Redone)

### Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

### Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

### Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

### Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

### Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Time Ravage

*9th Level Necromancy*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the Wish spell or the Greater Restoration spell cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

***Spell Lists.*** Wizard
Thunderous Smite

*1st-Level Evocation*

* **Casting Time:** 1 Bonus Action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

***Spell Lists.*** Paladin
Witchhunter (HB)

### Sylvan Horror

This subclass is only allowed for creatures of sylvan descent. (Elves, Gnomes, Eladrin, Firbolg (Fey)). This is because the subclass has to do with their ability to cast spells innately.

Starting at 3rd level, when you pick this order, your fey beauty, guile, or any other form of being pretty becomes reversed, and you are disgusting to look at. When you are not covering your face, you have disadvantage to Persuasion, Performance, or Deception checks, but you have advantage on Intimidation checks.

### Sylvan Nightmare

All spells that you gain from your innate spellcasting feat are replaceable with a druid spell of equal level. You may switch them out once per long rest. In addition to this, any spell damage that you deal to creatures of the type *fey* deal double damage.

### Sylvan Hunter

At 7th level you gain the ability to tell where all fey are. As a bonus action, you can sense any fey within 180ft. of you as long as they are not behind more than 10ft. of solid material, or under the effects of any spell that would mask their location (Invisibility, Darkness, etc.). If you detect a fey in this way, you are able to mark one fey, you will always know this fey's location as long as you are on the same plane. This effect lasts for one day. Once you use this feature, you can't use it again until a long rest.

### Sylvan Slayer

Starting at 11th level, you gain the ability to bless one type of metal (Copper, Iron, etc.). This metal type deals double damage to fey whenever you are using it, but it deals 1/2 damage to creatures who are not fey. You cannot change what type of metal this is by any means.

### Blood Curse of Anti-Magic

at 15th level You gain the ability to cast the blood curse of anti-magic. This does not count towards your total blood curses known.

### Sylvan Dread Lord

Starting at 18th level, you gain the ability to let your sylvan bloodline completely take control of you. For 1d8+Your Blood Hunter Level Minutes you gain the following effects:

* Your alignment becomes Chaotic Good or Chaotic Evil
* You are able to cast all druid spells 5th level or lower, but only once
* All damage dealt to Fey is doubled
* You are unable to use metal weapons, armor, or shields
* you sprout wings, allowing you to fly 45ft.

You may dispel this ability at any time. Once you use this feature, you cannot use it again for 1d4+1 days.
Toll the Dead

*Necromancy Cantrip*

* **Casting Time:** 1 action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Instantaneous

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

***At Higher Levels.*** The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

***Spell Lists.*** Cleric, Warlock, Wizard
Word of Recall

*6th-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 5 Feet
* **Components:** V
* **Duration:** Instantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.

***Spell Lists.*** Cleric
Staggering Smite

*4th-Level Evocation*

* **Casting Time:** 1 Bonus Action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

***Spell Lists.*** Paladin
Wave of Lava

*6th-Level Pyromancy*

* **Casting Time:** 1 Minute
* **Range:** Self (50 Foot Line)
* **Components:** V,S
* **Duration:** Instantaneous

The Pyromancer summons a wave of rushing lava in a 50 Foot Straight line. This wave is 30 Feet Wide, 5 Feet Thick, and 25 Feet Tall. All creatures that are within the spell's range must make a Constitution saving throw. On a failed save, the creatures take 8d10 fire damage, or half as much on a successful save. This spell deals double damage to structures.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, You may summon an additional wave that travels in a different direction per spell slot used above 6th.

***Spell Lists.*** Pyromancer
Transmute Rock

*5th-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Instantaneous

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

***Transmute Rock to Mud.***

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

***Transmute Mud to Rock.***

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

***Spell Lists.*** Druid, Wizard, Artificer
Transport Via Plants

*6th-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 10 Feet
* **Components:** V,S
* **Duration:** 1 Round

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

***Spell Lists.*** Druid