recursal/Fanatic-Fandom huggingface dataset:
Lycander's Flank

*Weapon (Pike), Legendary (Requires Attunement)*

You have a +3 bonus to attack and damage rolls with this magic weapon. Also, while wielding this pike, you can, as a bonus action, claim the might of Lycander for 1 minute. Once you used this feature, you can't do so again until you finish a short or long rest.

Lycander's might provides you with a flying (hover) speed of 50 feet and once on each of your turns, when you attack using the attack action, you can make one additional attack as part of the same action. Also, the damage type of this pike becomes radiant.
Savage Attacker and Weapon Master (Revised)

You have practiced extensively with a variety of weapons, gaining the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.
* You gain expertise with a weapon of your choice you have proficiency with.
* Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Slow Missiles

**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V S
**Duration:** Concentration, up to 1 minute
 A flash of light emanates from nearby creatures. Creatures of your choice within range must make a Wisdom saving throw. On a failed save, the creatures have disadvantage on their ranged attacks for the duration.
Mastermind

## Hivemind

You have the talent and knowledge to share your mind with your allies in combat. You can grant them special power or temporarily use theirs.

### KNOWLEDGE IS POWER

When you reach 2nd level, you learn some new specific spells which you can copy in your spellbook. You can copy any spells that requires concentration in your spellbook even if it's not a wizard spell.

### MIND SHARING

Starting at 2nd level, your mind expands beyond the impossible. You can concentrate on up to two spells at once. Also, as a bonus action, you can touch a willing creature, if it is concentrating on a spell, you can take control of the spell. Otherwise, you can give control of one of your spell you're concentrating on. Transferring a spell doesn't change the targets nor the owner of the spell, it still uses the spellcasting ability of the caster. The number of spells you can concentrate on increases by 1 at 10th level. Whenever you do concentration checks, you do them individually for each spell you're concentrating on.

### CLEAR THOUGHTS

At 6th level, you provide your allies with resources. You can, as an action, touch an allied creature, it regains an expanded resource as if it had completed a short rest. Also, at 10th level, a creature can expand a hit dice and regains hit points equal to the number rolled plus its constitution modifier as part of the same effect. A creature can't regain a resource from this feature again until it has finished a short or long rest.

### MULTIFACETED MIND

Beginning at 10th level, you use parts of your brain at the same time. You can cast two spells that require concentration as part of the same action.

### NULLIFY DAMAGE

At level 14th, you can alter reality with you thoughts. Whenever you are dealt damage, you can forgo your concentration on a spell to reduce the damage to 0.
Schaefer's Hammer

*Weapon (Warhammer) Legendary (Requires Attunement)*

You have a bonus to attack and damage rolls made with this magic weapon equal to a quarter of your level (rounded down). Also, whenever you score a critical hit with this weapon, each creature within 10 feet, other than you, must make a DC15 Constitution saving throw. On a failed save, a creature takes lightning damage equal to half its current hit points (rounded down).
The Redeemer

*Weapon (Morningstar), Legendary (Requires Attunement by a Paladin)*

You have a +3 bonus to attack and damage rolls made with this magic weapon and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your paladin spells. Also, whenever a creature dies within 30 feet of you, you can use your reaction to absorb its soul in this weapon. This weapon can only contain one soul at a time.

Additionally, if the soul is neutral or evil, whenever you hit a creature with this weapon, you can expend the soul inside it to either add a 1d8 additional damage, to knock the target prone or to, as a free action, cast a spell on the target. If the soul is neutral or good, you can expand the soul, as an action, to restore 5d8 hit points to a creature within 30 feet, cure a disease or neutralize a poison on a creature within 30 feet or regain your channel divinity.

As long as this weapon contains a soul, you both can talk to each other telepathically. If the soul is neutral or good, this weapon can act as a creature for the purpose of casting a True Resurrection spell.

This weapon may or may not start with a soul inside it, at GM's discretion.
Way of the Burning Fists

Setting your fists ablaze is all you need to conquer in combat.

### FISTS OF FIRE

Starting when you choose this tradition at 3rd level, you learn to engulf you fists in flame. You can, as a free action, set your fists on fire for 1 minute. The flames shed bright light up to a 20-foot radius and dim light for up to an additional 20 feet. As an Attack, you can hurl parts of the flames at a creature within 30 feet of you. Make a ranged weapon Attack. On a hit, the target takes fire damage equal to your Martial Arts die. Also, while the flames are active, your unarmed strikes deal fire damage instead of bludgeoning damage.

At 17th level, the maximum bright light and dim light becomes 40-foot radius each instead.

### EMBER PULSE

Beginning at 3rd level, you are able to splash some fire when attacking. While your fists are on fire, whenever you hit with an unarmed strike, you can cause fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your Martial Arts die. The range of the leap increases by 5 feet when you reach 6th level (10 feet), 11th level (15 feet), and 17th level (20 feet).

At 17th level, you can target up to two creatures with the leaping fire.

### BURNING FLAME

Starting at 6th level, you learned to release a cone of engulfing flame. While your fists are on fire, you can, as an action, spend 1 ki point to release a cone of flame in front of you. Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature takes fire damage equal to four times your Martial Arts die, or half as much on a success. The fire damage increases by one Martial Arts die when you reach, 11th level, and 17th level.

The fire ignites any flammable Objects in the area that aren't being worn or carried.

At 17th level, the cone becomes a 30-foot cone.

### ABLAZING STRIKE

At 11th level, your fire is more powerful, it can now ignite enemies ablaze. Whenever you deal fire damage to a creature, it must succeed on a Dexterity saving throw. On a failed save, the creature has disadvantage on attack rolls and has its speed reduced by half until the end of your next turn. A creature immune to fire is unaffected by this feature.

At 17th level, the duration changes to until someone takes an Action to douse the fire.

### FIERY SWIRL

Beginning at 17th level, you mastered and control your elemental fire. You can, as a bonus action, douse the fire from a target within 30 feet. If you do, your next unarmed strike deal additional damage equal to two times your Martial Arts die.
Valkyrie

**Armor Class** 9 + the level of the spell (Natural Armor)
**Hit Points** 50 + 15 for each level of the spell above 5th
 STR16(+3)
 **Condition Immunities** charmed, frightened
**Senses** darkvision 60 ft., passive Perception 13
**Languages** Celestial, Understands The Languages you Speak
**Challenge** -
 ***Dodge.*** Whenever the Valkyrie would take a hit, it can use its reaction to take the dodge action until the start of its next turn.
 **ACTIONS**
***Multiattack.*** The Valkyrie makes a number of attacks equal to half this spell’s level (rounded down).
***Pike.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 1d10 + 3 + the spell’s level piercing damage.
Wraith

**Armor Class** 8 (Natural Armor)
**Hit Points** 31 (7d8)
 STR6(-2)
 **Saving Throws** Dex +0
**Skills**
**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities** poison, necrotic
**Condition Immunities** poisoned, exhaustion, grappled, prone, petrified
**Senses** darkvision 60 ft., passive Perception 13
**Languages**
 **Incorporeal Movement.** The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
**Necrotic Panache.** The wraith attacks with its Charisma modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
 **ACTIONS**
***Drain.*** *Melee Weapon Attack:* +5, reach 5 ft., one target. Hit: 7 (1d8+3) necrotic damage, the target must succeed on a DC13 Constitution saving throw. On a failed save, the creature loses a spell slot of any level. If it can't its Intelligence score is reduced by 1d4. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its Intelligence score to 0.
Skystrike

*Weapon (Shortbow), Rare*

Whenever you score a critical with this weapon, a boulder of fire reaches from the sky onto your target. Each creature in a 20-foot radius Sphere centered on your target must make a DC13 Dexterity saving throw. On a failed save, a target takes 4d6 bludgeoning damage and 4d6 fire damage, or half as much damage on a successful one. Once this occured, it cannot occur again until next dawn.
Elmo

**Elmo** ist ein pelziges rotes Muppet-Monster mit oranger Nase, das in der Sesamstraße lebt. Er bezeichnet sich selbst als dreieinhalb Jahre alt und bezeichnet sich fast immer in der dritten Person. Die Popularität des Charakters führte zu seinen eigenen Segmenten in der Sesamstraße, darunter "Elmo the Musical".
Oath of the Phoenix

Taking an oath to the phoenix grants you fire-oriented spells and abilities to scorch and burn your enemies on the battlefield. It also provides eternal life.

### TENETS OF THE PHOENIX

The tenets of the Oath of the Phoenix have been memorised for eternity. This oath puts justice first with a trial by fire. Its three central principles are simple.

*Cleansing by Fire.* Wrongly resolved justice must be punished with fire.

*Rebirth.* Always do better in your next life.

*Learning Memory.* Remember your previous lives, learn from your mistakes and act accordingly.

### OATH SPELLS

Starting at 3rd level, you gain oath spells at the paladin levels listed in the Oath of the Phoenix Spells table. See the Sacred Oath class feature for how oath spells work.

OATH OF THE PHOENIX SPELLS
 5th
 9th
 13th
 17th

### CHANNEL DIVINITY

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

> **Bearer of the Flame.** You can use your Channel Divinity to inflict fire damage to a target. As an action, you can set a creature within 30 feet of you that you can see on fire for 1 minute. At the end of each of its turns, the target takes 1d6 fire damage. The damage increases by 1d6 at 7th level (2d6), 15th level (3d6) and 20th level (4d6).
>
>

> **Phoenix's Flight.** You can use your Channel Divinity to make moving easier. As a bonus action, for the remainder of the turn, your movement is doubled, you do not provoke opportunity attacks and whenever you move within 5 feet of a creature for the first time, it takes 1d6 fire damage. The damage increases by 1d6 at 7th level (2d6), 15th level (3d6) and 20th level (4d6).
>
>

### AURA OF FLAME

Beginning at 7th level, fire damage gets stronger within your vicinity. Whenever fire damage is dealt to a creature within 10 feet of you, you can use your reaction to deal an additional 1d6 fire damage. The damage increases by 1d6 at 15th level (2d6) and 20th level (3d6).

At 18th level, the range of this aura increases to 30 feet.

### ASHES OF THE PHOENIX

Starting at 15th level, your death carries you back to life. Whenever you succeed a death saving throw, deal 3d6 fire damage to creatures of your choice within 30 feet of you.

Once you've done a total of three saving throws, regardless of the outcome, you die and come back to life with all your hit points. You can't use this feature again until you finish 2d4 long rests.

### FIERY TRANSFORMATION

At 20th level, you can assume the form of the phoenix, 2 fiery wings grows on your back aswell as a long fiery tail.

As a bonus action, you undergo a transformation. For 1 minute, you gain the following benefits:

 - You ignore fire resistance on enemy creatures.

 - You gain fire immunity.

 - Your attacks deal an additional 1d6 fire damage.

 - You gain a flying speed equal to your walking speed.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Teeth

**Casting Time:** 1 action
**Range:** Self(30-foot line)
**Components:** V S M (Jaw of any creature)
**Duration:** instantaneous
 **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d12 and the wideness increases by 5 for each slot level above 2nd.
Rod of Dragonbreathing

*Rod, Uncommon (Requires Attunement by a Draconic Bloodline Sorcerer)*

As an action you can spend 5 Sorcery Points to exhale destructive energy on a creature within 5 feet. Your dragon ancestor determines damage type of the exhalation. When you use this action, the target creature of the exhalation must make a dexterity saving throw. The creature takes 4d6 damage on a failed save, or half as much damage on a successful one.
Treehead Woodfist

**Armor Class** 13 (Natural Armor)
**Hit Points** 42 (5d10+15)
 STR15(+2)
 **Saving Throws** Str +4
**Skills**
**Damage Resistances**
**Damage Immunities**
**Condition Immunities**
**Senses** passive Perception 10
**Languages**
 **Sweeping Attack.** When the Wendigo hits a creature with its slam attack, it can attempt to damage other creatures with the same attack. Choose two creatures within 10 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes as much bludgeoning damage as the original target.
 **ACTIONS**
***Multiattack.*** Treehead Woodfist makes two Slam attacks.
***Slam.*** *Melee Weapon Attack:* +4, reach 5 ft., one target you can see. Hit: 16 (4d6 + 2) bludgeoning damage.
Tomb Reaver

*Weapon (Halberd), Very Rare (Requires Attunement)*

You have a +2 bonus to attack and damage rolls made with this magic weapon. Also, Whenever you reduce a non-undead hostile creature to 0 hit points, it becomes an undead, has its hit points restored for 1 minute and it is under your control. It shares your initiative count, but it takes its turn immediately after yours.
Radament's Sphere

*Armor (Shield), Rare*

While wearing this shield, whenever you are targeted by an ability or a spell dealing poison damage or inflicting the poison condition, you can, as a reaction, give yourself and all creatures, in a 15-foot cone behind you, resistance to poison damage and advantage on saving throws against poison.
Shadow Killer

*Weapon (Claw), Rare (Requires Attunemet)*

You have a +1 bonus to attack and damage rolls made with this magic weapon. Also, whenever you score a critical hit using this weapon, each creature within 15 feet of you must make a DC13 Constitution saving throw. On a failed save, a creature takes 1d4 cold damage and is restrained until the end of your next turn.
Ring Blade

Martial Weapon

### Special

**Ring Blade.** The damage type can be changed to piercing. Also, if you attack with a ring blade as part of the Attack action on your turn, you can do so by changing the damage to 1d4 slashing instead of 2d4. If you do, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Pompeii's Wrath

*Weapon (War Pick), Rare*

You have a +1 bonus to attack and damage rolls made with this magic weapon. Also, whenever you hit a creature with this weapon, the target must make a DC13 Strength saving throw. On a failed save, it is pushed 5 feet away from you and its speed is reduced by half. This movement doesn't provoke attack of opportunity.
Werebear

*An optional Druid feature*

At 2nd level, you can expand a wild shape as a free action, whenever you use the primal savagery cantrip, to assume the form of a werebear for 1 minute. While transformed, you gain resistance to bludgeoning, piercing and slashing damage and a +1 bonus to AC. You can revert to your normal form earlier as a free action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Raven Claw

*Weapon (Longbow), Uncommon*

When you nock an arrow on this magic bow, you can speak this bow's command word as a bonus action. The projectile then explodes on the impact of a creature. Each creatures within 5 feet of the target must make a DC12 Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage. Once you used this feature in this way, you can’t use it again until next dawn.
Twister

**Casting Time:** 1 action
**Range:** Self(15-foot cone)
**Components:** V S M (breath in a vial)
**Duration:** instantaneous
 **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the bludgeoning damage or the cold damage (your choice) increases by 1d6 for each slot level above 1st.
Soul Drainer

*Wondrous Item (Gloves), Very Rare*

While wearing these gloves, whenever you successfully hit a creature with a melee attack, it suffers a -1 penalty to its AC and whenever the target makes an attack roll, the target must roll a d4 and subtract the number rolled from the attack roll for 1 minute. The AC penalty can stack up to 5 times.
The Reaper's Toll

*Weapon (Scythe), Legendary (Requires Attunement)*

You have a +3 bonus to attack and damage rolls made with this magic weapon, your attacks with this weapon score a critical hit on a roll of 17 to 20 and it deals an extra 2d6 cold damage to any target it hits. Also, your target is cursed until the end of your next turn, it has vulnerability against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Skeleton

**Armor Class** 14 (Armor Scraps, Shield)
**Hit Points** 13 (2d8+4)
 STR14(+2)
 **Saving Throws**
**Skills**
**Damage Resistances**
**Damage Immunities** poison
**Condition Immunities** exhaustion, poisoned
**Senses** darkvision 60 ft., passive Perception 9
**Languages** Understands The Languages Of Its Creator But Can't Speak
 **ACTIONS**
 **REACTIONS**
***Block.*** The skeleton adds 2 to its AC against one melee attack that would hit it. To do so, the skeleton must see the attacker and be wielding a shield.

 **Armor Class** 12 (Armor Scraps)
**Hit Points** 13 (2d8+4)
 STR10(+0)
 **Saving Throws**
**Skills**
**Damage Resistances**
**Damage Immunities** poison
**Condition Immunities** exhaustion, poisoned
**Senses** darkvision 60 ft., passive Perception 9
**Languages** Understands The Languages Of Its Creator But Can't Speak
 **ACTIONS**
***Longbow.*** *Ranged Weapon Attack:* +4, reach 150/600 ft., one target you can see. Hit: 6 (1d8 + 2) piercing damage.

 **Armor Class** 11 (Armor Scraps)
**Hit Points** 13 (3d8)
 STR10(+0)
 **Saving Throws**
**Skills**
**Damage Resistances**
**Damage Immunities** poison
**Condition Immunities** exhaustion, poisoned
**Senses** darkvision 60 ft., passive Perception 10
**Languages** Understands The Languages Of Its Creator But Can't Speak
 **Innate Spellcasting.** The skeleton's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Acid Splash, Frostbite, Lightning Lure, Poison Spray, Produce Flame, Shocking Grasp.
**Various Type.** The skeleton has a random element type between Acid, Cold, Lightning, Poison or Fire. It gains resistance to its element and it can only cast the cantrips of that element.
Plague Bearer

*Weapon (Scimitar), Rare (Requires Attunement by a Druid)*

While attuned to this magic weapon, you learn the Primal Savagery cantrip. This cantrip doesn’t count against the number of druid cantrips you know. In addition, whenever you deal acid damage with your Primal Savagery cantrip, you deal an additional 1d6 poison damage. This damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Telekinesis

You have the knowledge to displace objects and creatures. You gain the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the Lightning Lure and Mage Hand cantrips. Their spellcasting ability is the ability increased by this feat.
* Your Lightning Lure cantrips can move a creature in any direction and deals the lightning damage if a creature ends the movement next to another creature or a wall.
Shadow Master (Invocation)

**Armor Class** 17 (Studded Leather)
**Hit Points** 50
 STR10(+0)
 **Condition Immunities** charmed, frightened
**Senses** darkvision 60 ft., passive Perception 13
**Languages** Understands The Languages you Speak
 ***Fade.*** Whenever the Shadow Master is dealt acid, cold, fire, lightning, thunder, bludgeoning, piercing or slashing damage, it can use its reaction to roll a d4 and reduce the damage equal to the number you rolled.
***Weapon Block.*** The Shadow Master gains a +2 bonus to AC while it is wielding a claw in each hand.
***Claw Mastery.*** The Shadow Master's weapon attacks score a critical hit on a roll of 19 or 20.
 **ACTIONS**
***Multiattack.*** The Shadow Master makes 2 claw attacks.
***Claw.*** *Melee Weapon Attack:* +9, reach 5 ft., one target you can see. Hit: 8 (1d8 + 3) slashing damage.
***Lightning Sentry.*** The Shadow Master deploys a contraption in an unoccupied space within 30 feet until the end of its next turn. At the end of its turn. the contraption can shoot a bolt of lightning. Each creature in a 50 feet long line and 5 feet wide must succeed on a Dexterity saving throw against your spell save DC. On failed save, they take 1d6 lightning damage, half as much on a success.
***Mind Blast.*** The Shadow Master blasts the mind of the creatures in an area. Each creature in a 15-foot radius Sphere centered on a point it chooses must make a Wisdom saving throw against your spell save DC. On a failed save, a target takes 2d4 psychic damage and is charmed by you. On a success, the creature must make a Constitution saving throw against your spell save DC. On a failed save, it is stunned. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Quill Rat

**Armor Class** 12 (Natural Armor)
**Hit Points** 5 (2d6-2)
 STR6(-2)
 **Saving Throws** Dex +4, Wis +1
**Skills**
**Damage Resistances**
**Damage Immunities**
**Condition Immunities**
**Senses** passive Perception 9
**Languages**
***Spike.*** *Ranged Weapon Attack:* +3, reach 30 ft., one target you can see. Hit: 4 (1d6 + 1) piercing damage.
***Bite.*** *Melee Weapon Attack:* +0, reach 5 ft., one target you can see. Hit: 2 (1d4) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 2 (1d4) poison damage.
Woestave

*Weapon (Halberd), Legendary (Requires Attunement)*

On a successful hit with this weapon, the target's speed is halved, its AC is reduced by 1, it can’t regain hit points until the end of your next turn and it loses its reaction. Also, the target must make a DC15 Constitution saving throw. On a failed save it is blinded for 1 minute. At the end of each of its turn, the target can make another Constitution saving throw. On a success it is no longer blinded.
Wake of Fire and Wake of Inferno

## Wake of Fire and Wake of Inferno (Optional)

*An optional Artificer Feature*

At 2nd level, as an action, you can deploy a contraption in an unoccupied space within 30 feet until the end of your next turn. At the end of your turn, the contraption releases fire bursts. Each creature within 5 feet of the contraption must succeed on a Dexterity saving throw against your spell save DC. On failed save, they take 1d6 fire damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

At 6th level, at the end of your turn, your contraption can ignite a line of fire. Each creature in a 30 feet long line and 5 feet wide must succeed on a Dexterity saving throw against your spell save DC. On failed save, they take 2d6 fire damage, half as much on a success.
Shadow Warrior (Invocation)

**Armor Class** 10
**Hit Points** 15
 STRequals yours
 **Saving Throws** equals yours
**Skills** equals yours
**Damage Immunities**
**Condition Immunities** charmed
**Senses** passive Perception equals yours
**Languages** Understands The Languages Of Its Creator But Can't Speak
**Challenge** -
 ***Copycat.*** The Shadow Warrior is a copy of yourself and mimics your actions.
 **ACTIONS**
***Action.*** Copies your action.
***Bonus Action.*** Copies your bonus action.
Wendigo

**Armor Class** 13 (Natural Armor)
**Hit Points** 34 (4d10+12)
 STR15(+2)
 **Saving Throws** Str +4
**Skills**
**Damage Resistances**
**Damage Immunities**
**Condition Immunities**
**Senses** passive Perception 10
**Languages**
***Slam.*** *Melee Weapon Attack:* +4, reach 5 ft., one target you can see. Hit: 5 (2d6 + 2) bludgeoning damage.
Summon Iron Golem

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** S
**Duration:** 8 hours
 A point a finger at an object made of metal that isn't being worn or carried within range and an Iron Golem forms to fight for you for the duration. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Portable Sun Amulet

*Wondrous Item, Uncommon (Requires Attunement by a Way of the Sun Soul)*

Your critical range with radiant sun bolt becomes 18-20 and whenever you critically hit with your radiant sun bolt, regain a Ki. You cannot exceed the maximum number of Ki available at your level.

In addition, you can speak its Command Word as a Bonus Action to light up the amulet to provide bright light in a 30-foot radius and dim light for an additional 30 feet. The amulet remains lit, until you use a Bonus Action to end this Effect.
Might and Blessed Aim

*Prerequisite: a character with Spellcasting or Pact Magic feature*

You can bolster your allies with courage in combat.

You can, as a bonus action, release energy within yourself for 1 minute gaining one of the ability mentioned below. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Might.** You and friendly creatures within 30 feet of you gain a bonus to damage rolls equal to 1d6 plus your spellcasting ability modifier.

**Blessed Aim.** You and friendly creatures within 30 feet of you gain a bonus to attack rolls equal to 1d6 plus your spellcasting ability modifier.
Que-Hegan's Wisdom

*Armor (Breastplate), Rare (Requires Attunement by a Sorcerer)*

This armor can be worn by a character with Light Armor proficiency. Also, while wearing this armor, whenever you create a spell slot with your font of magic, the spell slot is 1 level higher and it can't be used to convert spell slot to sorcery points.
Todesfaelle Flamme

*Weapon (Flamberge), Very Rare (Requires Attunement)*

Whenever you are subjected to fire damage while wielding this weapon, you take no damage and regain a number of hit points equal to the fire damage dealt. Also, whenever you score a critical hit, each creature in a 20-foot radius Sphere centered on the target must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much damage on a success.
Summon Dire Wolf

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V S
**Duration:** 8 hours
 **At Higher Levels:** When you cast this spell using certain higher-level Spell Slots, more creatures appear - two wolves with a 5th-level slot, three wolves with a 7th-level slot, and four wolves with a 9th-level slot.
Kaeji Kann

Kaeji Kann is a commander of the Celestial Army, an alien race, who took part in the invasion of Earth. He is a **Villain** character, a **Mage** character, and a **Military** character. Kaeji is best suited as a **Support** and a **Mage** in his normal form and a **Support** and **Fighter** in his injured form.

## Skills

In his normal form, his skills are as followed:

* **Passive: Vengeance** Since the Elementals were the ones who stopped the Celestials' invasion, Kaeji now hates the Elementals and wishes to eradicate them.
* **Just Surrender Now** Kaeji creates whips to tie up the enemy, having a chance of inflicting Bind. This skill has a cooldown of 3 turs, consumes 10 ENR, and uses 1 action.
* **Teleportation** Kaeji casts a teleportation spell on himself, moving him to any tile on the arena. This skill can be used as a counter. This skill has a cooldown of 4 turns, consumes 5 ENR, and uses 1 action (no actions if used as a counter).
* **Hold Still While I Kill You** Kaeji launches 5 magic orbs at the enemy, dealing 60 damage. This skill has a cooldown of 3 turns, consumes 15 ENR, and uses 2 actions. This skill does ER (Energy Ranged) damage.
* **It's Not Over Yet!** Kaeji launches 50 orbs at any enemy, dealing 160 damage. This skill has a cooldown of 7 turns, consumes 40 ENR, and uses 2 actions. This skill does ER (Energy Ranged) damage.

In his injured form, his skills change into the following:

* **Passive: Vengeance** Since the Elementals were the ones who stopped the Celestials' invasion, Kaeji now hates the Elementals and wishes to eradicate them.
* **Let's See You Defend Against This!** Kaeji punches the enemy in R2 and knocks them back 7 tiles, dealing 65 damage. This skill has a cooldown of 5 turns, consumes 20 ENR, and uses 1 action. This skill does PM (Physical Melee) damage.
* **I Have to Save Them!** Kaeji tells himself that he has to save his people, having a chance of inflicting Encourage and Patriotic on himself. This skill has a cooldown of 3 turns, consumes 5 ENR, and uses no actions.
* **Where Do You Think You're Going?** Kaeji teleports to an enemy and punches their face, dealing 45 damage in R2. This skill has a cooldown of 6 turns, consumes 20 ENR, and uses 2 actions.
* **Think You Can Survive This?** Kaeji punches an enemy in R2 with an empowered punch, dealing 150 damage and has a chance of inflicting Stunt. This skill has a cooldown of 6 turns, consumes 25 ENR, and uses 2 actions. This skill does PM (Physical Melee) damage.
Strafe

*Prerequisite: Penetrate and Pierce*

Stand your ground with a bow or crossbow to attack more.

As a bonus action, you give yourself 3 Extra Ranged Attacks with bow or crossbow on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Skill Expert and Skilled (Revised)

You have honed your proficiency with particular skills, granting you the following benefits:

* Increase one ability score of your choice by 1, to a maximum of 20.
* You gain proficiency in any combination of four skills or tools of your choice.
* Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Penetrate and Pierce

*Prerequisite: Dexterity 13 or higher*

Your masteries with ranged weapons are beyond limits. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* Add half your proficiency bonus, rounded down, to ranged attack rolls.
* Before you make an attack with a ranged weapon that you are proficient with, you may, instead, have the projectile fire forward in a line, which is 1 foot wide and 100 feet long. Make a ranged attack and compare the attack result with the AC of all creatures in the line to see if they are dealt the damage rolled.
Medusa's Gaze

*Armor (Shield), Very Rare (Requires Attunement)*

While wearing this shield, whenever score a critical hit on a creature with a melee attack, it must make a DC14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. A creature immune to the restrained condition is immune to this effect. Also, when you fall unconscious, you are petrified instead. Magical healing of 3rd level or higher ends the petrified effect on you.
Sacrifice

*An optional Paladin Feature*

At 5th level, before you make an attack with a melee weapon, you can expand up to 1 hit points from your pool of healing power, if you do, your attack roll increases by the same amount expanded. Also, when you hit a creature with a melee weapon, you can expand up to 1 hit points from your pool of healing power, if you do, your attack deals additional damage equal to the same amount expanded. The number of hit points you can expand as you attack or on a hit increases by 1 at 11th level (2) and 18th level (3). The weapon also becomes magical until the end of your turn, if it isn’t already.
Sureshrill Frost

*Weapon (Mace), Uncommon (Requires Attunement)*

You can forgo an attack to cast a Ray of Frost. Your spell attack bonus is equal to your proficiency bonus + either your intelligence, wisdom or charisma modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at dawn.
Sanctuary

*An optional Paladin Feature*

At 13th level, at the start of your turn, undead creatures within 10 feet of you must succeed on a Strength saving throw against your spell save DC. On a failed save, a creature takes radiant damage equal to 1d10 plus your spellcasting ability modifier and are pushed 5 feet away from you. You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.
Rat Man

**Armor Class** 12 (Natural Armor)
**Hit Points** 12 (5d6-5)
 STR8(-1)
 **Saving Throws**
**Skills**
**Damage Resistances**
**Damage Immunities**
**Condition Immunities**
**Senses** darkvision 60 ft., passive Perception 11
**Languages** Abyssal
 **Nimble Escape.** The rat man can take the Disengage action as a bonus action on each of its turns.
**Pack Tactics.** The rat man has advantage on an attack roll against a creature if at least one of the rat man's allies is within 5 feet of the creature and the ally isn't incapacitated.
 **ACTIONS**
***Dagger.*** *Melee Weapon Attack:* +4, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Raven

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V S
**Duration:** 8 hours
 You call forth a raven to assist you in battle. The raven appears in a space that is a 5-foot cube you can see within range.
 **At Higher Levels:** This spell’s maximum number of raven increases by 1 when you reach 5th level (2 ravens), 11th level (3 ravens), and 17th level (4 ravens).
Vampire

**Armor Class** 13 (Natural Armor)
**Hit Points** 21 (6d8-6)
 STR8(-1)
 **Saving Throws** Con +1
**Skills**
**Damage Resistances** necrotic
**Damage Immunities**
**Condition Immunities**
**Senses** darkvision 60 ft., passive Perception 11
**Languages**
 **Spellcasting.** The vampire is an 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The vampire has the following wizard spells prepared:
Cantrips (at-will) : firebolt
1st level (3 slots) : absorb elements, shield
2nd level (2 slots) : continual flame
3rd level (0 slot) : fireball
 **ACTIONS**
***Life Steal.*** *Melee Weapon Attack:* +5, reach 5 ft., one target. Hit: 6 (1d6+3) necrotic damage, and the vampire regains hit points equal to the damage dealt.
Maelstrom

*Weapon (Wand), Rare (Requires Attunement by a character with Spellcasting or Pact Magic feature)*

The wand has 10 charges. While holding it, you can use a bonus action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Amplify Damage (2 charges), Iron Maiden (2 charges), or Terror (2 charges). Also, you can use an action to expend 1 of its charges to cast Corpse Explosion from it, using your spell save DC.

The wand regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the wand turns to dust and is destroyed.
Lightning

*Prerequisite: a character with Spellcasting or Pact Magic feature*

You cannot be bested when it comes to lightning magic. You gain the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the Lightning Bolt spell.
* You are able to cast lightning bolt with spell slots below 3rd level. When you cast this spell using a spell slot of 2nd level or lower, the damage decreases by 2d6 for each slot level below 3rd.
Stormshield

*Armor (Shield), Legendary (Requires Attunement)*

This shield requires 17 Strength to wear.

While wearing this shield, you gain a +2 bonus to AC, you are immune to cold damage and have resistance to lightning damage. Also, your Strength score changes to 25. The item has no effect on you if your Strength without the shield is equal to or greater than 25.
Lightning Fury

## Lightning Fury (Optional)

*An optional Artificer Feature*

At 13th level, as a bonus action, you can enchant a javelin, until the end of your turn, when thrown, hit or miss, the javelin releases bolts of lightning from the target and up to three additional target within 30 feet. A target can be targeted by only one of the bolts.

A target must make a Dexterity saving throw against your spell save DC. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one. Once you used this in this way, you can’t use this attack in this way again until you finish a long rest. You can also make these attacks using spell slots you have of level 4 or more.
Потомство Чаки

**Потомство Чаки** (англ. *Seed of Chucky*) — пятый фильм в серии о кукле-убийце Чаки, комедийный слэшер, премьера которого состоялась 12 ноября 2004 года, продолжение фильма Невеста Чаки.

В 2013 году вышло продолжение: Проклятие Чаки.

## Краткое описание

В 2004 году шестилетний кукольный ребёнок, позже названый Гленом, находит тела своих родителей Чаки и Тиффани в Голливуде. Случайным образом он проводит ритуал Вуду и воскрешает убийц из мёртвых. Поскольку Чаки и Тиффани теперь родители, они решают больше времени уделять своему ребёнку. Тиффани принимает решение завязать с убийствами и вселиться в голливудскую актрису Дженнифер Тилли, чтобы стать звездой. Чаки же по-прежнему хочет устроить массовую резню и вырастить из своего ребёнка настоящего убийцу.

## Персонажи

* Чарльз Ли Рэй (Брэд Дуриф) — серийный убийца по прозвищу Чаки, душа которого заключена в детскую куклу.
* Тиффани Валентайн (Дженнифер Тилли) — любовница Чарльза Ли Рэя, душа которой заключена в куклу невесты.
* Глен (Билли Бойд/Бинс Эль-Балави) — кукольный сын Чаки и Тиффани, не желающий кого-либо убивать.
* Гленда (Билли Бойд/Кристина Хьюит) — кукольная кровожадная дочь Чаки и Тиффани, живущая в теле Глена.
* Дженнифер Тилли (Дженнифер Тилли) — голливудская актриса, которая стала целью для вселения Тиффани.
* Редман (Редман) — рэп исполнитель и режиссёр фильма «Дева Мария», который стал целью для вселения Чаки.
* Джоан (Ханна Спирритт) — киноагент Дженнифер.
* Стэн (Стив Лоутон) — личный водитель Дженнифер, который стал целью для вселения Чаки после смерти Редмана.
* Пит Питерс (Джон Уотерс) — папарацци, делающий тайные и скандальные фотографии Дженнифер.
* Тони Гарднер (Тони Гарднер) — кукловод аниматронных кукол для фильма «Чаки сходит с ума».
* Психс (Кит-Ли Касл) — британский чревовещатель и владелец Глена в течение шести лет.
* Бритни Спирс (Надя Дина Арикат) — популярная американская певица.
* Фульвия (Ребекка Сантос) — няня детей Дженнифер во время её одержимости Тиффани.

## Заметки

* Актёру Крису Сарандону предложили вернуться к роли Майка Норриса, однако тому пришлось отказаться из-за конфликтов в расписании с другим фильмом.
Ripsaw

*Weapon (Flamberge), Uncommon*

You can speak this magic weapon's command word as a bonus action activating its mechanical blade. Whenever you hit a creature with this weapon, with the blade active, the target is grappled (Escape DC12). At the start of each of your subsequent turn, you can use your action to deal the weapon's damage to the target automatically as long as the target is still grappled. The blade remains activated, until you use a bonus action to end this Effect.
Umbral Disk

*Armor (Shield), Uncommon*

While wearing this shield, whenever you shove a creature with your shield, the target must make a DC12 Constutition saving throw. On a failed save, the creature is blinded for 1 minute. At the end of each of its turn, the target can make another Constitution saving throw. On a success it is no longer blinded.
Magewrath

*Weapon (Shortbow), Very Rare (Requires Attunement)*

You have a +1 bonus to attack and damage rolls made with this magic weapon. Also, when you nock an arrow on this bow, you can speak this bow's command word as a bonus action. The projectile becomes black smoke. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, it takes damage as if it were hit by the arrow and must make a DC14 Constitution saving throw. On a failed save, the creature is blinded until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at next dawn.
Necromancy Domain

Instead of devoting yourself to a deity, you will choose to tag along with a patron which will give you powerful abilities in return.

### NECROMANCY DOMAIN SPELLS

You gain domain spells at the cleric levels listed in the Necromancy Domain Spells table. See the Divine Domain class feature for how domain spells work.

Necromancy Domain Spells
 3rd
 5th
 7th
 9th

### NECROMANCY INITIATE

When you choose this domain at 1st level, you learn the Chill Touch cantrip. For you, this cantrip count as a cleric cantrip.

### STUDENT OF THE OCCULT

Starting at 1st level, studying occult lore, you have unlocked necromancer powers within yourself. You learn two Necromancy Domain Knowledge options of your choice. If the knowledge has a prerequisite, you can choose that knowledge only if you meet the prerequisite. A level prerequisite refers to your level in this class.

Whenever you finish a long rest, you can replace the knowledges with another.

### CHANNEL DIVINITY : LIFE DRAIN

Beginning at 2nd level, you can use your Channel Divinity to steal hit points from a creature.

As an action, you can make a spell attack on a creature within 30 feet. On a hit, the target takes 2d6 necrotic damage and you gain that much temporary hit points. The damage increases by 1d6 at 6th level (3d6) and 17th level (4d6).

### SPELLS REJUVENATION

At 6th level, your spells are recovered more easily. When you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Cleric level (rounded up), and none of the slots can be 6th Level or higher.

### POTENT SPELLCASTING

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### PHYLACTERY

At 17th level, you crafted an object in which you pour a small portion of your soul. You gain advantage on death saving throws, you can add your constitution on the rolls and when you are knocked unconcious, you automatically start with a successful saving throw. Also, on your third success, you can spend a number of hit dice equal to your Wisdom modifier (minimum of once) to regain that much hit points.
Stormguild

*Armor (Shield), Very Rare*

While wearing this shield, whenever a creature casts a spell with lightning damage on a creature within 10 feet of you, you can, as a reaction, absorb a part of that spell onto the shield for 1 minute. Also, whenever a creature deals damage to you with a melee attack while the shield is charged, the creature takes lightning damage equal to the original spell's damage as the charge is expanded.
Wall of the Eyeless

*Armor (Shield), Common (Requires Attunement)*

This shield, made of 7 skulls, allows you to speak the shield's command word, as an action, to socket one eye with a gem. The gem is bound to the shield for as long as you don't speak the command word to release it. Also, if the shield is lost, you can perform a ceremony. This ceremony can be performed during a short or long rest, it destroys the shield returning the gems.
Oak Sage, Heart of Wolverine and Spirit of Barbs

*Prerequisite: a character with Spellcasting or Pact Magic feature*

You are able to call forth nature to assist you and your companions in combat.

As an action, you can call forth a nature spirit for 1 minute. The intangible spirit appears in a space that is a 5-foot cube you can see within 30 feet. The spirit looks like a transparent fey. As a free action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can have different properties as mentionned below but you can only have one active at any given time. When you use this feature, you decide which properties the spirit takes. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Oak Sage.** At the start of your turn, each creature of your choice within 30 feet of the spirit gain 1d6 + your spellcasting ability modifier temporary hit points.

**Heart of Wolverine.** Before making an attack, creatures of your choice within 30 feet of the spirit, can choose to gain a bonus equal to your spellcasting ability modifier to its attack roll or add a bonus equal to your spellcasting ability modifier to the attack’s damage.

**Spirit of Barbs.** Whenever a creature of your choice within 30 feet of the spirit is dealt damage by a melee weapon, the attacker takes force damage equal to the damage dealt plus your spellcasting ability modifier.
Shadow Master

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** S, M (A square piece of black Silk)
**Duration:** Concentration, up to 1 hour
 You call forth a shadow. It manifests in an humanoid form in an unoccupied space that you can see within range. This corporeal form uses the Shadow Master stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Mang Song's Lesson

*Weapon (Quarterstaff), Legendary (Requires Attunement)*

You gain a +3 bonus to spell attack rolls and to the saving throw DCs of your spells while holding this quarterstaff. Also, spells you cast ignore immunity to Fire, Lightning and Cold. In addition, the staff has 10 Charges and while holding it, you can use a bonus action to expend 1 of its Charges to cast one spell. The staff regains 1d6 + 4 expended Charges daily at dawn.