recursal/Fanatic-Fandom huggingface dataset:
Grandma Wright

**Grandma Wright** is Tam, Terry, Tim, Tom and Tori's grandmother.

## Family

* Terry, Tim and Tom Wright (grandsons)
* Tam and Tori Wright (granddaughters)
* Mr. Wright (son-in-law)
* Mrs. Wright (daughter)
* Maxine Wright (sister)
* Grandpa Wright (husband)
* Matt and Max Wright (nephews-in-law)
* Mon Wright (niece-in-law)
Elise

**Elise** - The Spider Queen - (Beauty and Trickery)

"Only the spider is safe in her
web."

Once mortal, she was the mistress of a
powerful house, but the bite of a vile demigod transformed her into something
beautiful, yet utterly inhuman—a spider-like creature, drawing unsuspecting
prey into her web. To maintain her eternal youth, Elise now prefers to feed
upon the naive and the faithless, and there are few who can resist her
seductions.

**Alignment:** CE, NE, CN

**Edicts:** Use others, Power hungry

**Anathemas:** Serving anyone but her, Killing
spiders
Korenita

**Korenita** is the capital city of Balance that was built at the center of a delicate island and is truly an evergrowing wonder. Its grace is matched by the backdrop of tall mountains which have helped shape the city to what it is today.

The climate these mountains brought were of great importance, but they were also influential when it came to architectural designs as the vast majority of buildings were designed with shapes and elements found in the mountains.

The skyline is scattered with elegant skyscrapers and there is no place on earth with anything like this. Trade is at an all time high in Korenita and it has attracted a lot of attention. New cultures have left their mark not just on the architecture, but also upon the city's identity. What historically was a city of few differences has grown into a large melting pot and it's this that unites the 14 million people to this day.

It's this multicultural identity that has truly left its mark. Hundreds of theme restaurants, coffeehouses and bakeries offer a plethora of culinary choices and those who feel hungry for something else can enjoy musical activities, one of the many parks, water sports or one of the many other recreational venues.
Crown of Madness

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

One humanoid of
your choice that you can see within range must succeed on a Wisdom saving throw
or become charmed by you for the duration. While the target is charmed in this
way, a twisted crown of jagged iron appears on its head, and a madness glows in
its eyes.

The charmed target
must use its action before moving on each of its turns to make an attack
against a creature other than itself that you mentally choose. The target can
act normally on its turn if you choose no creature. If none within reach it moves towards the mentally chosen target, but is unable to attack it until next round.

The target can make a Wisdom saving throw at the end of each
of its turns. On a success, the target regains the control over it's body, but doesn't end the spell.

**Classes:** Bard,
Sorcerer, Warlock, Wizard

**Subclasses:** Arcane
Trickster Rogue, Eldritch Knight Fighter, Oathbreaker Paladin

**Races:** Tiefling
(Baalzebul), Tiefling (Baalzebul)

**Backgrounds:**
Rakdos Cultist

**Source:** PHB, page
229
Aurelion Sol

**Aurelion Sol** – The Star Forger – (creation)

“Cower. Worship. Marvel. They are all
appropriate responses.”

Aurelion Sol once graced the vast emptiness
of the cosmos with celestial wonders of his own devising. Now, he is forced to
wield his awesome power at the behest of a space-faring empire that tricked him
into servitude. Desiring a return to his star-forging ways, Aurelion Sol will
drag the very stars from the sky, if he must, in order to regain his freedom.

**Alignment:** LN,
NN, NG, LG

**Edicts:** Prosper, Strive to be the best

**Anathemas:** Lying, Trickery
Dying

**Falling Unconscious**

If damage reduces you to 0 hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you reach maximum hit points. The creature is considered dying upon dropping to 0 hit point for the first time until it is stable or dead.

**Death Saving Throws**

Whenever you start your turn while dying, you must make a death saving throw, to determine whether you creep closer to death or hang onto life. DC15 Death Saving Throw is required to gain a success, otherwise you fail, On your third success, you become stable (see below). On your third failure, you die. The number of both is reset to zero when you are no longer dying.

**Rolling 1 or 20**

When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, it counts as two successes

**Damage and Healing while Dying**

If you take any damage while you have 0 hit points, it is kept track of as negative hit points, as well as you loose (if any) 1 successful death saving throw and 2 successful death saving throws on a crit. If you reach negative hit points equal to your maximum hit points you die. If you receive healing, it counts as 1 successful death saving throw as well as increase your hit points.

**Stabilizing a Creature**

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 15 Wisdom (Medicine) check which will give the creature 1 successful death saving throw.

A **stable** creature doesn't make death saving throws, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage, however both successes and fails are reset. A stable creature that isn't brought to maximum hit point becomes conscious in 1d4 minutes after becoming stable.

**Aftereffects**

After becoming stable a creature is treated as if it has 3 levels of exhaustion – which can be removed the same way normal exhaustion is removed as well as: a short rest removes 2 levels of exhaustion (only the first short rest counts), a long rest removes all 3 levels of exhaustion.
Lesser Restoration

**Duration:** Instantaneous

You touch a creature and can end either one
disease or one condition afflicting it. The condition can be blinded, deafened,
paralyzed, poisoned or 1 level of exhaustion.

**Classes:** Artificer, Artificer (Revisited),
Bard, Cleric, Druid, Paladin, Ranger

**Subclasses:** Celestial Warlock, Devotion
Paladin, Divine Soul Sorcerer, Life Cleric

**Subclasses (legacy):** Celestial (UA)
Warlock, Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer

**Races:** Aasimar

**Source:** PHB, page 255
Astakish

Astakish is a very old language spoken by the elders of Freljord. The language is slowly dying as the few tribe members who speak it continue to die without passing their knowledge on to younger generations. Astakish is hard to preserve given that it has no written form and must be passed down by word of mouth. The language itself is very grotesque, idiomatic and loud.

**Script:** None
True Polymorph

**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 a nonmagical 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 lasts forever.

This spell has no effect on a shapechanger
or a creature with 0 hit points. An unwilling creature can make a Wisdom saving
throw, and if it succeeds, it isn't affected by this spell.

**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, as long as the object's size is no larger than the
creature's size. 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.

**Classes:** Bard, Warlock, Wizard

**Subclasses:** Arcana Cleric, Arcane Trickster
Rogue, Eldritch Knight Fighter

**Source:** PHB, page 283
Sun

**Sun** – Unknown – (Knowledge, Life and Light)

Fashioned under the guidance of the
Targonians, the great Sun Disc brought the favor of divine, celestial powers to
Shurima. Once it was complete, it is said the waters of life flowed through the
canyons surrounding the city, bringing life to the desert.

**Alignment:** NN, LN, NE, NG, CN

**Edicts:** Keeping live alive

**Anathemas:** Undead
True Seeing

**Components:** V, S, M (an ointment for the eyes that costs 25 gp;
 **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, The creature can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and can see into
the Ethereal Plane, all out to a range of 120 feet.

**Classes:** Bard, Cleric, Sorcerer, Warlock,
Wizard

**Subclasses:** Arcana Cleric, Arcane Trickster
Rogue, Divine Soul Sorcerer, Eldritch Knight Fighter

**Subclasses (legacy):** Favored Soul v2 (UA)
Sorcerer, Favored Soul v3 (UA) Sorcerer

**Source:** PHB, page 284
Spells

**General rule changes:**

**All cantrips that target a creature with a ranged or melee attack can target objects.**

**The Following Spells are REMOVED: See Invisibility.**

All of the following spells are new that aren't in the core rule books or changes to existing spells.

Choose by which sorting method you would like to view the spells:

* By level
* By Class
* By School
* God Granted Spells
Nagakabouros

**Nagakabouros** – The Kraken – (Life, Tempest and Order)

“Nagakabouros, the deity of her faith, is
usually depicted as an enormous serpent head with tentacles spiraling around it
in endless motion, with no beginning and no end. Also called The Mother
Serpent, The Great Kraken, or even The Bearded Lady, Nagakabouros is the
Serpent Isles’ god of life, ocean storms, and motion.”

**Alignment:** LN

**Edicts:** Determination, Strive, Motion

**Anathemas:** Giving up
Frelian

Frelian is a more modern take on Astakish, which was previously the main language of Freljord. It is similar to Astakish and two people interacting, one knowing Frelian and one knowing Astakish, will most likely understand one another. The biggest difference between the two languages is that Frelian has a script, unlike Astakish. Frelian is quite vulgar and many of its words and phrases are literal and diatribe in nature.

**Script:** Runic
Spells(Cleric)

Cantrip:

* Guidance
* Resistance

1st Level:

* Bane
* Bestow Curse
* Bless
* Dispel Magic
* Detect Curse
* Remove Curse

2nd Level:

* Detect Life, Death, Disease and Charm
* Lesser Restoration
* Warding Bond

3rd Level:

* Create Food and Water
* Delay Death
* Discern Lycanthrope

5th Level:

* Greater Restoration

6th Level:

* True Seeing

9th Level:

* True Resurrection
Soroka's Gift

**Duration:**1 minute (concentration)

For the duration of the spell you can use a bonus action to give an ally within range that you can see or yourself temporally hit points of 1d4+your spellcasting modifier

**At Higher Levels:** If casted with a 5th level spells temporally hit points for 2d4+your spellcasting modifier. If casted with a 8th level has a 10 minute duration with no concentration.

**Prerequisite:** Worshiping Soroka, Spellcasting
Summon Mephit

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

You call forth a Mephit servant. Choose to conjure a mud, smoke, steam, ice, magma or dust Mephit in an occupied space with in range. A Mephit appears in the designated area. The Mephit disappears when it drops to 0
hit points or when the spell ends.

The Mephit is friendly to you and your companions for the duration. Roll initiative for the Mephit, which has its own turns. It obeys any verbal commands that you issue
to it (no action required by you). If you don't issue any commands to the
Mephit, it defends itself from hostile creatures but otherwise takes no
actions.

If your
concentration is broken, the elemental doesn't disappear. Instead, you lose
control of the Mephit, it becomes hostile toward you and your companions,
and it might attack. An uncontrolled Mephit can't be dismissed by you, and
it disappears 1 minute after you summoned it.

The DM has the
elemental's statistics.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can summon an additional Mephit and double the duration of the spell each time for each level of spellslot used above level 3.

**Classes:** Druid,
Wizard

**Subclasses:** Arcane
Trickster Rogue, Eldritch Knight Fighter, Land (Coast) Druid

**Note:** Both the
Fighter (Eldritch Knight) and the Rogue (Arcane Trickster) spell lists include
all Wizard spells. Spells of 5th level or higher may be cast with the aid of a
spell scroll or similar.

**Source:** RT
Vel'Koz

**Vel'Koz** - The Eye of the Void (Aboleth of the Void) - Darkness, Death, Destruction and Knowledge

“Your species intrigues me, you seek
knowledge - the most valuable resource of all, as do I”

It is unclear if Vel’Koz was the first
Voidborn to emerge on Runeterra, but there has certainly never been another to
match his level of cruel, calculating sentience. While his kin devour or defile
everything around them, he seeks instead to scrutinize and study the physical
realm—and the strange, warlike beings that dwell there—for any weakness the
Void might exploit. But Vel’Koz is far from a passive observer, striking back
at threats with deadly plasma, or by disrupting the very fabric of the world itself.

**Alignment:** LE, NE

**Edicts:** Strive, Goals

**Anathemas:** Weakness, Despair, Mercy
Skinning

Skinning is a skill used to remove the skin from an animal without damaging the skin. Unlike other actions described this one will take more then 1 action and the duration as well as the DC varies depending on the animal. To perform such an action you require a small blade such as a dagger. You may perform this action with a longer blade such as a longsword or a different type of weapon such as an arrow or an axe, but in that case the check would be made at disadvantage.
Summon Meep

Summon Meep replaces Find Familiar for followers of Bard with certain changes. Using Summon Meep you can only gain a familiar that is a Meep. Meep has the following statistics: **AC**: 10
**hp:** 1d4-1 **Attribute Scores:**
STR 1(-5), DEX 10(0), CON 8(-1), INT 12(+1), WIS 12(+1), CHR 18(+4).  **Movement speed:** Fly 40 feet. Meeps also generate light in a 30 foot radius and can give the creature that summoned them a +2 to any charisma related check.
Gunpowder powered weapons

All Gunpowder powered weapons automatically have disadvantage while shot at a target within 5 ft. As well as rolling a natural 1 while firing will cause the weapon to jam making it impossible to use until a field strip is performed. A field strip takes 10 minutes to perform and requires proficiency with the weapon.

**Reload** - Reloading a gun replaces your next attack you would make with the firearm, refilling the ammunition in the gun up to its capacity(you need to have a free hand to reload). If you prefer, you may instead use an action to reload your firearm.

**Loading** - Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you can normally make.

**Capacity** -  A firearm's capacity is the number of shots it can hold at one time. When a firearm has been fired a number of times equal to its capacity, it must be reloaded before firing again.

**Conceal\*** - A small pistol created for surprise attacks at close range, the *derringer* is an assassin's best friend. *Derringer*s grant their wielder advantage on Sleight of Hand checks to draw, and can attack from within 5 feet without disadvantage.

**Reliability\*** - The Derringer was made to be reliable - when you roll a natural 1 while firing the weapon roll another d20 to determine if the weapon is jammed. On another natural 1 the weapon is jammed otherwise there is no ill effect.

**Bayonet\*** - If you charge at a target for at least 20 feet you may choose to as a full round action stab the creature you are charging with the bayonet attached to the end of your weapon. On hit the weapon does 2d8+STR/DEX modifier (p) damage and the bayonet sticks inside the skin of the creature you targeted (this may be not the case for certain creatures like oozes) treat this as you are grappling the creature. Every turn there after the creature will automatically take 1d8 damage at the end of it's turn while the bayonet is stuck inside it, additionally every shot fired from the rifle will automatically hit. The creature can attempt to escape by normal grapple escape rules.

**Bipod\*** - The Sniper has Disadvantage to shoot while it is not set up on any surface. Setting up the sniper with a Bipod on any hard surface will remove the disadvantage. Additionally if you set the sniper rifle on the floor it removes the heavy property.

**Reverse Range\*** - The sniper has disadvantage if shot at a target within 120 feet of it and it is a normal shot for a target 120<x<=1200 feet away.

**Spread\*** - The spread of the pellets causes all of the creatures within 5 feet of the creature shot take 1d4 damage. Additionally if you miss the target it takes 1d4 damage regardless.

**Double-Barrel\*** - You may choose to fire from both of the barrels of the double barrel shotgun - doing so you roll two attack rolls as part of a single attack, however the second attack is taken at a disadvantage.

**Sneak Attack\*** - If the enemy is surprised when you take the attack action with this weapon you can add d6/your level damage to the damage roll.
Confusion

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

This spell assaults and twists creatures'
minds, spawning delusions and provoking uncontrolled action. Each creature in a
10-foot-radius sphere centered on a point you choose within range must succeed
on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and
must roll a d20 at the start of each of its turns to determine its behavior for
that turn.

**Confusion Behaviour**

**D20 Behavior**

1-3 The creature uses its action to make a melee attack against itself, which is an automatic crit.

4-6 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn

7-10 The creature uses all its movement to move in a random direction. To determind the direction roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

11-15 The creature doesn't move or take actions this turn

16-18 The creature can act and move normally

19-20 The creature can act and move normally and breaks from the spell effect.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

**Classes:** Bard, Druid, Sorcerer, Wizard

**Subclasses:** Arcane Trickster Rogue,
Eldritch Knight Fighter, Knowledge Cleric, Oathbreaker Paladin, Spores Druid,
Treachery (UA) Paladin

**Subclasses (legacy):** Knowledge (PSA)
Cleric, Spores (UA) Druid

**Backgrounds:** Rakdos Cultist

**Source:** PHB, page 224
Yooyesh

Yooyesh is the language of yordles. Very few being besides yordles know this language as yordles are quite devoted to not sharing this language with anyone else. Aside from it being old, it is impossible to know when this language was created or when yordles first shared it with the outside world. Yooyesh sounds very strange and hardly resembles an actual language. Most people have described it as to be soft, animal-like noises of an creature they haven't have heard before.

**Script:** Slavic
Dulunian

Dulunian is the language spoken by the people of Demacia. A language full of history and flavor, it originated long ago. While the language is quite old, it has become more and more complex and enriched through out its history, making it quite abstruse, emotional and figurative. Being tied to deeply to Demacian culture, it is difficult for outsiders to learn.

**Script:** Ideogram
Magic Stone

**Duration:** 1 minute

You touch one pebble and imbue
it with magic. You or someone else can make a ranged spell attack with one of
the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has
a range of 60 feet. If someone else attacks with a pebble, that attacker adds
your spellcasting ability modifier, not the attacker's, to the attack roll. On
a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting
ability modifier. Whether the attack hits or misses, the spell then ends on the
stone.

If you cast this spell again, the spell
ends on any pebbles still affected by your previous casting.

This spell's damage increases by 1d6 and you can apply it to two peddles, when you reach 5th level (2d6+ability mod) and you can apply it to three peddles, 11th level (3d6+ability mod), and 17th level (4d6+ability mod) and you can apply it to four peddles.

**Classes:** Artificer Revisited, Druid,
Warlock

**Subclasses:** Nature Cleric

**Source:** XGE, page 160.
Ornn

**Ornn** – The Fire Below The Mountain – (Forge)

"A day away from my forge is a day
wasted."

During the wars to come, and in their
aftermath, Ornn knows the Freljord—and the rest of Runeterra—will have need of
a good blacksmith.

**Alignment:** LG, NG, LN

**Edicts:** Improving your craftsmanship,
striving to do better

**Anathemas:** giving up, fraud, cheating
Half-Races

## Compatibility Table

**\*1**- if Yuan-ti is a Malison Type 3 it is only compatible with a Yuan-ti of the same type.

\*2 - Only compatible with Yuan-ti Malison Type 3.

Lisune is compatible with any other race that is organic, humanoid and is alive due to their deep connection with fey magic.

Maybe means that it is uncertain if a particular specimen of that specie is compatible with a different particular specimen of a different specie. To determine that simply roll d20 and on 11 or higher the 2 particular individuals are compatible.

Rules for creating half races exists but difficult to make firm rules for such so ask DM.
Bane

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

Up to three creatures of your choice that
you can see within range must make Charisma saving throws. Whenever a target
that fails this saving throw makes an attack roll or a saving throw before the
spell ends, the target must roll a d4 and subtract the number rolled from the
attack roll or saving throw.

**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. When you cast this spell using a spell slot of 4th level or higher you can choose to target an area within a circle with a radius of 20 feet centered on yourself instead of targeting specific creature, and all opposing creatures will receive the bonus. When you cast this spell using a spell slot of 5th level or higher the circle increases by 5 feet.

**Classes:** Bard, Cleric

**Subclasses:** Divine Soul Sorcerer, Grave
Cleric, Vengeance Paladin, Ambition (PSA) Cleric

**Subclasses (legacy):** Favored Soul v2 (UA)
Sorcerer, Favored Soul v3 (UA) Sorcerer, Grave (UA) Cleric

**Source:** PHB, page 2**1**6
Ivern

**Ivern** – The Green Father – (Nature)

“The cleverness of mushrooms always
surprises me.”

Ivern Bramblefoot, known to many as the
Green Father, is a peculiar half man, half tree who roams Runeterra’s forests,
cultivating life everywhere he goes. He knows the secrets of the natural world,
and holds deep friendships with all things that grow, fly, and scuttle. Ivern
wanders the wilderness, imparting strange wisdom to any he meets, enriching the
forests, and occasionally entrusting loose-lipped butterflies with his secrets.

**Alignment:** NG

**Edicts:** Spreading positivity, Being one
with nature

**Anathemas:** Abusing nature, destroying order
of nature
Cleric(Creationism)

**Cleric –**
**Creation**

The Gods of creation are the very beings
that brought life into motion. From the starts seen in the night sky to the
very planet you are standing on the Gods of creation are responsible. Weather
they want to observe the cute creatures of their creation, inspire their hard
work to strive to create themselves or marvel at their own creation they are to
be respected. Clerics of these deities search for the history of the world or
try to learn how to forge a new path for themselves or for humanity, how to found
a new kingdom or repair the damages done by war. Most of all they seek
enlightenment from the deity to learn the truths of the world. Followers of
these gods take great pride in their work. Deity from this domain is Aurelion
Sol.

At each indicated cleric level, add the
listed spells to your spells prepared.

  1st
  3rd
  5th
  7th
  9th

**Knowledge of the Past.** When you choose this domain at 1st
level, you gain proficiency in history and arcane, if you already had
proficiency in history you gain expertise in history.

**Conjuring essence.** You know if any spell that you are aware of
being cast if it is of conjuring school, you can an arcane check against the DC
of the caster to see what the effect of the spell is. (level 1)

**Channel Divinity:** Conjure Trinket. As an action, you conjure a trinket in your
hand that can fit in your hand and isn’t a magical item. The trinket behaves as
a normal item (will be detected as a magical item with detect magic) but only
keeps its form for a day or until you use channel divinity again. (level 2)

**Channel Divinity:** Conjuring Spells. When you use this channel divinity you can
cast 1 conjuring school spell without expending a spell slot(level 6)

**Familiarity in Creation.** You can cast level 1 conjuring school
spells at will. (level 8)

**Improved Conjuring.** When you cast a conjuring school spell you
may choose to enhance it in 1 way. E.g. doubling the range, doubling the damage
(the number of dices rolled), doubling the duration. (level 17)
Guidance

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

You touch one willing creature. Once before
the spell ends, the target can roll a d4 and add the number rolled to one
ability check of its choice. It can roll the die before or after making the
ability check. The spell then ends.

The spell's no longer requires concentration at level 5, the spell lasts for 10 minutes instead of 1 at level 11, the spell gives 2d4 instead of d4 at level 17.

**Classes:** Artificer Revisited, Cleric,
Druid, The Witch

**Subclasses:** Divine Soul Sorcerer, Nature
Cleric

**Subclasses (legacy):** Favored Soul v2 (UA)
Sorcerer, Favored Soul v3 (UA) Sorcerer

**Backgrounds:** Orzhov Representative

**Source:** PHB, page 248
Moon

**Moon** – Unknown – (Beauty, Life and Order)

“Yet Diana found moonlight entrancing and
beautiful in a way the harsh sun glaring down the mountain could never match.”

Not much is known about the powers of the
moon, some speculate that the powers of the moon are the same as that of the
sun and both are the same divine wonder.

**Alignment:** NN,
LN, CN

**Edicts:** Respecting the cycle of life,
forgiveness

**Anathemas:** out casting others, betrayal
Locate Object

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

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 100 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

**At Higher Levels.** Casting the spell at a higher level increases the distance the object can be from you by 10 (at 3rd level you can detect objects 10,000 feet away). If casting the spell at 3rd level or higher the duration increases to 1 hour. If casting the spell at 5th level or higher the duration increases to 8 hours and require no concentration and you know the exact location of the object. If casting the spell at 7th level or higher the duration increases to 24 hours and you can detect an object if its on your plane of existence. If casting the spell at 9th level you can detect an object on any plane of existence.
Identifying a Potion

This skill is used to identify a potion and takes an action to perform. Some potions are made through the use of arcana while others through the use of plants. If a potion was made using magic you can attempt to identify it if you have proficiency in Arcana, if a potion was made using natural means you can attempt to identify it if you have proficiency in Nature. The DC varies based on the potion, you do not require an item to perform this task, however having a component pouch will grant you an advantage and an auto success for common potions.
Flanking

To half-flank a creature you need to stay over 90 degrees of the direction a creature is facing which gives you a +2 to hit.

To flank a creature you need to stay over 180 degrees of the direction a creature is facing which gives you advantage.

## Focus

If you are within more then 1 enemies threat zones, each round you can declare a target that will be your focus and you can change the focus with a reaction, said target cannot get an aoo if you move inside of his threat zone so if you are moving throught multiple enemies threat zones the rest will be able to attack you - given you move more then 5 feet but that one won't be able to.
Nigel

Nigel is the main protagonist in Nigel and The Rebellious. He also appears in Chris and The Grouchy Richardson.

## Personality

Nigel is a dimensional traveler who try to stop Rebellious's plans. Rebellious betrayed Nigel and now he wants payback.

## First Appearance

Nigel first appeared in "The Garbage Collectors" episode where he and Rebellious were garbage collectors.
Create Food and Water

**Duration:** Instantaneous

You create 45 pounds of food and 30 gallons
of water on the ground or in containers within range. The food is bland but
nourishing, and spoils if uneaten after 24 hours. The water is clean and
doesn't go bad.

**Classes:** Cleric, Paladin

**Subclasses:** Divine Soul Sorcerer, Land
(Desert) Druid, Alchemist Artificer (Revisited)

**Subclasses (legacy):** Favored Soul v2 (UA)
Sorcerer, Favored Soul v3 (UA) Sorcerer

**Source:** PHB, page 229
Rebellious

Rebellious is the main antagonist in Nigel and The Rebellious. He also appears in Chris and The Grouchy Richardson.

## Personality

Rebellious is a dimensional traveler from the future who try to control the world. He betrayed Nigel and since then Nigel is chasing him and tries to stop his plans.

## First Appearance

Rebellious first appeared in "The Garbage Collectors" episode where he and Nigel were garbage collectors.
The Grouchy Richardson

## Richardson

### Enemies:

Chris, General Cop Norris, Albert Thomas, Enrique Lorenzo, Alonzo, Animatron, Robo-Ninjas, Carlos, more...

### First Appearance:

The Water Balloon

Richardson is the main antagonist in Chris and The Grouchy Richardson. He is also a honorary member of The Lightning Wolves.

## Personality

Richardson lives in Sweetville City as a math teacher on High School Gable. He is neighbor and a good friend with professor Charles. No one likes him because of his rough behavior. His only friends and Charles, Igor, The Lightning Wolves and his rake. He is always annoyed by Chris's pranks at school and home.

## First Appearance

Richardson first appeared in "The Water Balloon" episode where he was hitted with a water balloon by Chris
Nagakabouros' Will

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

Summons a tentacle of Nagakabouros in unoccupied point with in range that you can see. When summoned it strikes as a reaction the tentacle strikes at two squares in a 10 feet line around it of your choice forcing anyone in its path to make a Dexterity save and take 1d8 cold damage on fail and half on a success. On your turn the tentacle can make a slam on another two squares in a 10 feet line around it of your choice. As an action as long as the spell is active you can summon another tentacle in unoccupied point with in range. It behaves in the same fashion as described above. As a bonus action you can dismiss one of the tentacles. For every tentacle that hits the same target on the same round deal an extra d6 cold damage. You can summon up to 3 tentacles.

**At higher Levels:** for each spells slot above level 2 you can summon 2 more tentacles. If the spell casted with a 6th level spell or above the tentacles do 2d8 cold damage and 2d6 extra cold damage. If casted with a 3rd level spells slot or above the duration is 10 minutes

**Prerequisite:** Worshiping Nagakabouros, Spellcasting
Oesish

Oesish is the original language of Noxus. Oesish started to be replaced by Velarian after difficulty communicating with new settlements occurred. Noxian forces found it hard, if not impossible, to communicate with the peoples they conquered and forced them to learn a new language. Being simple and much easier to learn, Velarian quickly replaced Oesish among the people of Noxus. Oesish is known for being a strong, loud language.

**Script:** Hieroglyphic
Dispel Magic

**Duration:** Instantaneous

Choose one creature, object, or magical
effect within range. Any spell of 3rd level or lower on the target ends. For
each spell of 2nd level or higher on the target, make an ability check using
your spellcasting ability. The DC equals equal to 15 + the spells level difference between your spell's level and the level of the magic effect you are trying to dispel, per each magic effect that meets the condition. On a
successful check, the spell ends.

**At Higher Levels.** When you cast this spell
using a spell slot of 2nd level or higher, you automatically end the effects of
a spell on the target if the spell's level is equal to or less than the level
of the spell slot you used.

**Classes:** Artificer Revisited, Bard, Cleric,
Druid, Paladin, Sorcerer, The Witch, Warlock, Witch, Wizard

**Subclasses:** Arcana Cleric, Arcane Trickster
Rogue, Devotion Paladin, Divine Soul Sorcerer, Eldritch Knight Fighter,
Trickery Cleric

**Subclasses (legacy):** Favored Soul v2 (UA)
Sorcerer, Favored Soul v3 (UA) Sorcerer

**Source:** PHB, page 234
Delay Death

**Duration:** 1 minute

You give one willing creature you can see
the ability to keep fighting despite near-lethal wounds. When the creature
drops to 0 hit points without being instantly killed, it does not become
unconscious but can keep acting normally. The creature still makes death saving
throws and dies if it fails three times or if it takes enough damage to cause
instant death. The creature does not automatically fail death saving throws
when it takes damage. Delay death has no effect on a creature already at 0 hit
points when the spell is cast.

**Classes:** Cleric, Warlock, Wizard

**Subclasses:** Arcane Trickster Rogue, Divine
Soul Sorcerer, Eldritch Knight Fighter

**Subclasses (legacy):** Favored Soul v2 (UA)
Sorcerer, Favored Soul v3 (UA) Sorcerer

**Source:** BoLS (3pp), page 42
Chris and The Grouchy Richardson Wiki

C&R={|cellpadding="0" width="100%"

## Welcome to the Wiki

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Professor Charles

## Charles

### Friends:

Haunter, Chris, Mikey, Patron, Igor, The Grouchy Richardson, Pete, Matt, Andy, Eliza, Stephen

### Enemies:

Albert Thomas, Enrique Lorenzo, Alonzo, Carlos, Animatron, Robo-Ninjas

### First Appearance:

Time For Sleep

Professor Charles is the craziest scientist in the world and a honorary member of The Lightning Wolves.

## Personality

Charles lives in Sweetville City where he is a scientist, a hotel manager, a roboticist, a manager, a technician and many more. He is the best friend of Richardson and he created Igor in his laboratory. He use his hotel clients as lab rats for his crazy experiments.

## First Appearance

Charles first appeared in "Time For Sleep" episode in a party at the house of Richardson.
Mikey

### Friends:

Haunter, Chris, Patron, Professor Charles, Igor, The Grouchy Richardson, Eliza, General Cop Norris, Nick, Matt, Andy, Stephen, Raphael

### Enemies:

Albert Thomas, Enrique Lorenzo, Alonzo, Animatron, Carlos, Robo-Ninjas

### First Appearance:

The Army

Mikey is a member of The Lightning Wolves.

## Personality

Mikey lives in Sweetville City in the house of professor Charles and is a student of High School Gable. He is the zen member of the Lightning Wolves. His music tool is a guitar.

## First Appearance

Mikey first appeared in "The Army" episode as a soldier.
Runeterra Wiki

Runeterra

## Welcome to the Wiki

Easy access pages:

* Classes
* Spells
* Religion
* Runes
* Races
* Rules
* Feats
* Equipment
* World
* Languages

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

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The Watchers

The Watchers originated from The Void, a
vast canvas of nothingness, in which the concept of its existance is a mystery,
even to themselves. From the time the bravest among them first entered
Runeterra, The Watchers did not possess material form, nor were they even aware
of their own sentience. The Watchers did not know why they or the Void existed,
only that it perturbed them that something, that something being our universe,
existed in the vast blackness of nothing.

**Alignment:** NE, CN, CE, NN

**Edicts:** Eagerness to learn.

**Anathemas:** Stopping progress.
Haunter

### Friends:

Chris, Mikey, Patron, Professor Charles, Igor, The Grouchy Richardson, Eliza, Stephen, Raphael, Matt, Andy, Nick, General Cop Norris

### Enemies:

Albert Thomas, Enrique Lorenzo, Alonzo, Animatron, Carlos, Robo-Ninjas

### First Appearance:

The Army

Haunter is the leader of the Lightning Wolves.

## Personality

Haunter lives in Sweetville City in the house of professor Charles. He is a bookkeeper and a student of High School Gable. He doesn't know much of his past, he was raised in circus when he was a little kid. There Haunter became a acrobat and he moved to Sweetville City years later. He is the strategic and acrobatic member of Lightning Wolves, also the leader. He is the bizziest member of the team.

## First Appearance

Haunter first appeared in "The Army" episode as a soldier.
Chris

### Relatives:

Pete (father), Anastasia (mother), Nick (step-brother), Matt (uncle), Andy (uncle)

### Friends:

Haunter, Mikey, Patron, Professor Charles, Igor, The Grouchy Richardson (rarely), Raphael, Stephen, Eliza, General Cop Norris, Pete, Anastasia, Nick, Matt, Andy, Richardson's rake

### Enemies:

The Grouchy Richardson, Albert Thomas, Enrique Lorenzo, Alonzo, Animatron, Robo-Ninjas, Kevin, Carlos

### First Appearance:

The Water Balloon

Chris is the main protagonist in Chris and The Grouchy Richardson. He is also affiliated to the Lightning Wolves group.

## Personality

Chris lives in Sweetville City in the house of professor Charles and is a student of High School Gable. He is very friendly with everyone but he also likes to annoy his teacher Richardson. And been neighbor with Richardson, Chris meets him at school and home. He is the wacky and goofy member of Lightning Wolves. When he's not saving the world with Lightning Wolves he makes pranks to Richardson.

## First Appearance

Chris first appeared in "The Water Balloon" episode where he hitted Richardson with a water balloon.
Bless

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

You bless up to three creatures of your
choice within range. Whenever a target makes an attack roll or a saving throw
before the spell ends, the target can roll a d4 and add the number rolled to
the attack roll or saving throw.

**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. When you cast this spell using a spell slot of 4th level or higher you can choose to target an area within a circle with a radius of 20 feet centered on yourself instead of targeting specific creature, and all allied creatures will receive the bonus. When you cast this spell using a spell slot of 5th level or higher the circle increases by 5 feet.

**Classes:** Cleric, Paladin

**Subclasses:** Divine Soul Sorcerer, Life
Cleric, Solidarity (PSA) Cleric

**Subclasses (legacy):** Favored Soul v2 (UA)
Sorcerer, Favored Soul v3 (UA) Sorcerer

**Source:** PHB, page 219
Vladamir

**Vladamir** - The Crimson Reaper - (Blood)

“Time has made me wiser, but no more
patient.”

fiend with a thirst for mortal blood,
Vladimir has influenced the affairs of Noxus since the empire’s earliest days.
In addition to unnaturally extending his life, his mastery of hemomancy allows
him to control the minds and bodies of others as easily as his own. In the
flamboyant salons of the Noxian aristocracy, this enabled him to build a
fanatical cult of personality around himself—while in the lowest back alleys,
it allows him to bleed his enemies dry.

**Alignment:** LE, NE

**Edicts:** Take what you want, Use others

**Anathemas:** Wasting time, Serving others
Lightning Wolves

Lightning Wolves is a team who fight against evil.

## Description

Haunter, Chris, Mikey and Patron are a team who fight against evil with the help of Professor Charles. Their biggest threats are Albert Thomas and Enrique Lorenzo.

## First Appearance

Lightning Wolves first appeared all together in "Time For Sleep" episode on a party in Richardson's house.
Igor

### Friends:

Chris, Haunter, Mikey, Patron, Professor Charles, The Grouchy Richardson (rarely), Raphael, Stephen, Eliza, Nick, Matt, Andy

### Enemies:

Albert Thomas, Enrique Lorenzo, Alonzo, Animatron, Robo-Ninjas, Kevin, Carlos

### First Appearance:

Time For Sleep

Igor is a hunched monster created by Professor Charles to help and serve him. And he is a honorary member of The Lightning Wolves.

## Personality

Igor lives in Sweetville City in the house of professor Charles. A beast without brain, he serves his creator in his crazy experiments and the hotel.

## First Appearance

Igor first appeared in "Time For Sleep" episode in a party at the house of Richardson.
Cempala

**Cempala** was a rocky planet located in the galaxy's Core Worlds and a colony of the Lakian race. Despite a smaller, population, Cempala was a prime exporter of metals and minerals to other worlds along the Drette Route.

In ancient times, before colonists from Latitoon arrived on the world, Cempala was the site of a battle between the Sidin Order and the Legions of Valiik who had built a temple on the planet. After the defeat of the valiik, the world was abandoned until its colonization in 27,290 B.W.

## Astrographical Information

The planet was situated in the Core Worlds in Gauneb sector, close to the border of the Capitol sector. Cempala orbited around its star, Jela, once every 288 days and around its axis once every 27 hours. In its orbit was the moon of Revel, a corporately-owned site of operations for mining companies. Cempala was located on the Drette Route, a trade route that ran from Elsor in the Core Worlds to planets in the Outer Territories.

## Climate and Terrain

Because of its close proximity to its star, Cempala was generally hot in temperature year round. The heat made conditions unbearable for some species such as Humans, who were recommended to wear cooled suits. Under the right conditions, storms could form over the ocean and were comprised of flash lightning and waterspouts. If caught in these storms, ships would be susceptible to electrical overload resulting in destruction.

Cempala's surface was 87% water, with the landmass divided into large islands. The terrain on these islands were generally flat and rocky with large protruding mesas and plateaus. These rock formations were large in size, spanning up to one kilometer high and 1.5 kilometers wide, and were widest at the top. As a result of the desolate terrain, flora was uncommon and limited to multi-colored spiky grasses and mushrooms near the coasts.

There were five main islands on Cempala. Most of the world's inhabitants including its major settlements were based on the island of Thunara, located in the western hemisphere. Even though Cempala was operated as a colony of Latitoon, the mining companies CorTek and C.M.C. owned most of its land.
Cody Maverick

Cody Maverick is the main protagonist of the 2007 film Surf's Up and it's 2017 sequel Surf's Up 2: Wavemania. He is the son and youngest child of Edna and the late Bob Maverick, the younger brother of Glen and the boyfriend of Lani . He is a 17-year-old Northern Rockhopper Penguin who's determined to win the tenth annual Big Z Memorial Surf Off ever since an encounter with Big Z in childhood.
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