recursal/Fanatic-Fandom huggingface dataset:
Black Pillar

***2nd-level conjuration***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a small rectangular stone)
* **Duration:** Until dispelled

*A monument, they said to him. Thus it was built, but like no other they had seen. To this day, they regret their request.*

You gesture to the ground and speak an incantation, calling a pillar of stone to rise from the earth at a location within range. The pillar is 15 feet tall, 5 feet on each side, covered in cruel spikes, and has a flat top that can be safely stood upon. If a creature is caught between the pillar and another surface, such as a ceiling, they must make a Dexterity saving throw. If they fail, they take 2d10 bludgeoning damage and fall prone in the nearest open space. If a creature is shoved or pushed against the sides of the pillar, they take 1d6 piercing damage.

The pillar can be climbed safely by making an Athletics check with a DC equal to your spell save DC. The pillar has hit points equal to fifteen times your spellcasting modifier (minimum 15) and AC 10.
Illusionary Mist

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Faction : Shangri-La

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Command : 0

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Energy : 1

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> At the beginning of defending phase, choose a direction of attached unit, chosen direction cannot be attacked. At the beginning of your turn, retire all ongoing event cards on attached unit.
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Event : Planning / Ongoing

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illus : ZOOF@NOAH team

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CMD01 022 / 108 C

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Chaos Bolt

***1st-Level Evocation***

**Casting time:** 1 Action **Range:** 120 feet **Components:** V, S **Duration:** Instantaneous

You hurl an undulating, warbling mass of chaotic energy
at one creature in range. Make a ranged spell attack against the target.
 On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The
 number rolled on that die determines the attacks damage type, as shown
below.
d8 / Damage Type

* 1 / Acid
* 2 / Cold
* 3 / Fire
* 4 / Force
* 5 / Lightning
* 6 / Poison
* 7 / Psychic
* 8 / Thunder

If you roll the same number on both d8s, the chaotic energy leaps from
the target to a different creature of your choice within 30 feet of it.
Make a new attack roll against the new target, and make a new damage
roll, which could cause the chaotic energy to leap again. A creature can
 be targeted only once by each casting of this spell.

#### At higher level

 When you cast this spell using a spell slot of 2nd
level or higher, each target takes 1d6 extra damage of the type rolled
for each slot level above 1st.
Abi-Dalzim's Horrid Wilting

***8th-level necromancy***

**Casting Time:** 1 action **Range:** 150 feet **Components:** V, S, M (a bit of sponge) **Duration:** Instantaneous

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

***2nd-level divination***

* **Casting Time:** 1 reaction, when you are attacked but before the attack roll is made.
* **Range:** Self
* **Components:** V, S
* **Duration:** Instantaneous

In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without triggering opportunity attacks. The attack still occurs but misses automatically if you are no longer within the attack's range, are impossible for the attack to hit, or can't be targeted by that attack in your new position. If none of those apply but the situation has changed—you’ve moved into a position with cover, for example—then the attack is made under those new conditions.
Beacon of Hope

***3rd-level abjuration***

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

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Absolute Command

***4th-level transmutation (clockwork)***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a pair of small gloves fitted with a conduit and worth 100 gp)
* **Duration:** Concentration, up to 10 minutes

You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body. The construct uses the caster’s Proiciency bonus (modified by the construct’s Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct’s Strength and Dexterity modifiers when using skills based on those particular abilities.

Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster’s mind returns to his or her body.

**At Higher Levels:** When you cast this spell using higher-level spell slots, you may control a construct with a challenge rating 2 higher for each slot level you use above 4th. The construct’s range also increases by 10 feet for each slot level.
Celebration

***7th-level enchantment (ritual)***

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a small party favor)
* **Duration:** 1 hour

You create a 30-foot-radius area around a point that you choose within range. Intelligent creatures that enter the area or begin their turn there and fail a Wisdom saving throw engage in revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell expires, preferring to enjoy the festivities. Affected creatures forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking extends regardless of an affected creature’s agenda or alignment. Assassins procrastinate, servants join in the celebration rather than serve, guards abandon their posts. The effect ends on creatures that are attacked, that take damage, or that are forced to leave the area. Those whose saving throw succeeds can enter or leave the area without danger of being enchanted. A creature that failed the saving throw and is removed from the area must repeat the saving throw if they return to the area.

**At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level above 7th.

**Ritual Focus**. If you expend your ritual focus, unaffected intelligent creatures must make a new saving throw every time they begin their turn in the area of effect, even if they’ve previously saved against the spell.
Backbiter

***1st-level transmutation***

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a small dagger)
* **Duration:** Concentration, up to 1 minute

You cast this spell on any melee or ranged weapon. The next time that weapon is used to make an attack, its shaft twists around so that the weapon strikes the wielder instead. The weapon hits automatically, and no attack roll is made. The wielder gets no warning or knowledge of the spell's effect on the weapon, and the self-dealt damage can't be consciously reduced (though damage resistance applies) or changed to nonlethal damage.
Change of Heart

***6th-level enchantment (ritual)** (Bard, Cleric, Sorcerer, Warlock, Wizard)*

* **Casting Time:** 10 minutes
* **Range:** 1 mile
* **Components:** V, S, M (a page from a wizard's spellbook with the target's full name, the location and how they view the location\*)
* **Duration:** Up to 8 hours, at which point the spell ends automatically.

You and up to 6 willing creatures infiltrate the heart of a target in order to change their personality and alignment. To do this one needs the target's full name, know their distortion, which are strong, negative and/or corrupt thoughts that warp their perception regarding a location (for example, seeing a guildhouse as a colosseum where people fight to the death to survive). If all conditions are met, a gate will open to a demiplane that mirrors the material world, with the location of the target's distortion appearing as they see it.

Such a place is filled with monsters, and in the depths one can find a mass of energy that symbolizes the desires of the target, which are often guarded by a mental, albeit distorted, image of the themself. In order to complete the spell, one has to return to the material plane and evoke a feeling of fear that their desires will be stolen in the target. This is usually done by sending a note to them. At this stage the desires will manifest as an item for 24 hours, at which point they can be retrieved from the demiplane, becoming a valuable item in the material plane.

In addition to stealing one's desires, one can change traits of a personality or the alignment of the target, by subduing the mental image of the target and commanding them to return to their real self.

Should the caster and his allies disturb the demiplane too much, they will be forced out of it and return to the real world. Each time this happens the target makes a Wisdom saving throw with a DC of 30 to see if they subconsciously know who attempted to cast this spell on them. Each time the target fails on the saving throw, the DC is lowered by 5, to a minimum of 10.

Killing the mental image of the target will deal 5d4 psychic damage per day to the target, until they die, or are subject to a *Greater Restoration* spell or a similar spell of higher power.

**Ritual Focus.** If you expend your ritual focus, you and your allies can teleport freely between areas you have already visited.

*\*Writing the required information on a page from a wizard's spellbook will reveal if the target can be subjected to the spell.*
Black Ribbons

***1st-level conjuration (shadow)***

* **Casting Time:** 1 action
* **Range:** 40 feet
* **Components:** V, S, M (a piece of ribbon)
* **Duration:** Concentration, up to 1 minute

You pull pieces of the Shadow Realm into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the shadow ribbons until the end of its next turn unless it makes a successful Dexterity saving throw. Once a creature makes this saving throw successfully, it can’t be restrained again by these black ribbons, but it’s still affected by the difficult terrain.
Corpse Bomb

1st-level necromancy

* **Casting Time:** 1 Action, or 1 Reaction you take when a creature dies
* **Range:** 120 feet
* **Components:** V, S, M (a corpse)
* **Duration:** Instantaneous

The corpse of a recently deceased creature rapidly bloats at your command and erupts in a gruesome explosion. You target the corpse of a creature that's been dead for no longer than 1 minute that you can see within range, detonating it. Each creature within a 5-foot-radius sphere centered on that corpse must make a Dexterity saving throw. A target takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The size of the explosion increases by 5 feet for every size larger than medium.

Alternatively, you can cast Corpse Bomb as reaction. When you do so, it deals 2d10 necrotic damage instead.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Blight

***4th-level necromancy***

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V, S
**Duration:** Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Chromatic Orb

***1st-Level Evocation***

**Casting time:** 1 Action **Range:** 90 feet **Components:** V, S, M (a diamond worth at least 50 gp) **Duration:** Instantaneous

 You hurl a 4-inch-diameter sphere of energy at a
creature that you can see within range. You choose acid, cold, fire,
lightning, poison, or thunder for the type of orb you create, and then
make a ranged spell attack against the target. If the attack hits, the
creature takes 3d8 damage of the type you chose.

#### At higher level

 When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.
Abolethöl

**Abolethöl** ist unfassbar selten, und unglaublich gefährlich. Selbst kurzer, ungewollter Kontakt mit dem Gift kann schnell den Tod für die meisten Kreaturen bedeuten.

* **Beschaffung:** Dieses Gift muss von einem vor kurzem verstorbenen, oder ohnmächtigen Aboleth geerntet werden. Es benötigt keine weitere Preparation.
* **Typ:** Kontakt, Toxin, Aquatoxin
* **Marktwert:**  2  5
* **Legalität:** Illegal
* **Modification DC:** 25
* **Medicine DC:** 27
* **Saving Throw DC:** 14

## Effekt

A creature subjected to this oil must make a Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease, but the creature is unaware that they have been affected. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by Heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed
Charm Monster

***4th Level Enchantment***

**Casting Time:** 1 action **Range:** 30 feet **Components:** V, S **Duration:** 1 hour

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

**At Higher Level:** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Arms of Hadar

***1st-Level Conjuration***

* **Casting time:** 1 Action
* **Range:** Self (10-foot radius)
* **Components:** V, S
* **Duration:** Instantaneous

You invoke the power of Hadar, the Dark Hunger.
Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

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

***2nd-level enchantment (ritual)***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S
* **Duration:** 1 hour

You touch a willing creature, allowing them to add their
proficiency bonus to all initiative rolls and all Intelligence
based skill checks for the duration. You can only have one
instance of this spell active at a time.
Counterspell

***3rd-level abjuration***

**Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
**Range:** 60 feet
**Components:** S
**Duration:** Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Conjure Barlgura

***4th-level conjuration***

**Casting Time:** 1 action **Range:** 60 feet **Components:** V, S **Duration:** Up to 10 minutes

You summon a barlgura that appears in an unoccupied space you can see
 within range. The barlgura disappears when it drops to 0 hit points or
when the spell ends.

The barlgura is hostile to all non-demons. Roll initiative for the
barlgura, which has its own turns. At the start of its turn, it moves
toward and attacks the nearest non-demon it can perceive. If two or more
 creatures are equally near, it picks one at random. If it cannot see
any potential enemies, the barlgura moves in a random direction in
search of foes.

As part of casting the spell, you can scribe a circle on the ground
using the blood of an intelligent humanoid slain within the past 24
hours. The circle is large enough to encompass your space. The summoned
barlgura cannot cross the circle or target anyone in it while the spell
lasts.
Coldfire Blast

***2nd-level evocation***

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Instantaneous

*The freezing cold of the desert night compares favorably to the burning sunlight.*

You unleash a burst of frozen fire at a target you can see within range, which manifests as a missile of ever-changing ice glowing with a crackling heart. Each creature in a line 5 feet wide and 120 feet long must make a Dexterity saving throw, starting with the creature closest to you. The spell impacts the first creature in the line that fails their saving throw, inflicting 2d8 cold damage. If all targets succeed, the projectile continues in a straight line until it impacts a surface.

Once the projectile impacts something or reaches the end of the line, it detonates in a blast of fire. All objects and creatures within 10 feet of the detonation take 1d8 fire damage, and unattended flammable objects are ignited.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, either the cold or fire damage (your choice) increases by 1d8 per slot level above 2nd.
Aura of Purity

***4th-level abjuration***

* **Casting Time:** 1 action
* **Range:** Self (30-foot radius)
* **Components:** V
* **Duration:** Concentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Caustic Torrent

***8th-level conjuration***

* **Casting Time:** 1 action
* **Range:** Self (60-foot line)
* **Components:** V, S, M (a chip of bone pitted by acid)
* **Duration:** Instantaneous

A swirling jet of acid sprays from you in a direction you choose. The acid fills a line that is 60-foot long and 5-foot wide. Each creature in the area must make a Dexterity saving throw. A creature takes 14d6 acid damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. The line releases toxic fumes, and each creature other than you within 5 feet of the line is poisoned for 1 minute. A poisoned creature can make a Constitution saving throw at the end of its turn, ending the effect on itself on a success.
Absorbing Ward

***3rd-level abjuration***

* **Casting Time:** 1 reaction, which you take when you are hit with an attack, spell, or spell-like effect
* **Range:** Self
* **Components:** V, S
* **Duration:** Up to 1 minute

When you take a single source of damage, you create a protective ward that has 3d10 hit points. The ward absorbs up to its total number of hit points from the attack. Once the ward has absorbed damage in this manner, it goes inert until you release it the next time you deal damage.

The number of hit points absorbed by the ward is added as force damage to your next attack, spell, or spell-like ability.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the ward gains an additional 1d10 hit points for every slot level above 3rd.
Angelic Rebuke

***5th-level evocation***

* **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see.
* **Range:** 60 feet
* **Components:** V
* **Duration:** Instantaneous

*Even the darkest fiend cannot withstand the light of heaven.*

With a word, you invoke the searing radiance of the higher planes to strike down your attacker. The creature must make a Charisma saving throw. If they fail, they are blinded until the start of your next turn and take 5d10 radiant damage. If they succeed, they take half as much damage and are not blinded.
Cordon of Arrows

***2nd-level transmutation***

**Casting Time:** 1 action **Range:** 5 feet **Components:** V, S, M (four or more arrows or bolts) **Duration:** 8 hours

You plant four pieces of nonmagical ammunition – arrows or crossbow
bolts – in the ground within range and lay magic upon them to protect an
 area. Until the spell ends, whenever a creature other than you comes
within 30 feet of the ammunition for the first time on a turn or ends
its turn there, one piece of ammunition flies up to strike it. The
creature must succeed on a Dexterity saving throw or take 1d6 piercing
damage. The piece of ammunition is then destroyed. The spell ends when
no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

***At Higher Levels.*** When you cast this spell
using a spell slot of 3rd level or higher, the amount of ammunition that
 can be affected increases by two for each slot level above 2nd.
Caprini

## Traits

Your caprini character has the following traits, common amongst all other caprini.

* **Ability Score Improvement:** Your Wisdom score increases by 2.
* **Age:** Caprini reach maturity at 10, living to approximately 70 years of age.
* **Alignment:** Most caprini are neutral, keeping together in close-knit communities who are willing to trade with outsiders, but generally keep out of the turmoil and politics of other races. Caprini are easy to manipulate, however, so a strongly aligned leader can lead caprini to more chaotic and potentially evil tendencies.
* **Size:** Caprini grow to about 4 to 5 feet in height, weighing around 170 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Languages:** You can speak, read and write common and Caprini. The Caprini language is made up of various bleats and grunts.
* **Horns:** Your horns are natural melee weapons with which you're proficient, which deal 1d6 bludgeoning damage on a hit.
* **Cliff Dwellers:** Due to acclimating to rocky cliff faces and mountains, you ignore difficult terrain caused by rocky mountainous areas.
* **Farming Lineage:** You gain proficiency in the Animal Handling skill and can convey simple ideas with farm animals.
* **Subraces:** Choose one of the following subraces: Cliffside, Highland, or Woolly Caprini.
Blood Armor

***3rd-level necromancy (hemomancy)***

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V, S (you must have just struck a foe with a melee weapon)
* **Duration:** 1 hour

When you strike a foe with a melee weapon attack, you can immediately cast blood armor as a bonus action. The foe you struck must contain blood; targets that don't bleed don't satisfy the requirement for blood armor. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you armor class 16 + your Dexterity modifer for the spell’s duration. Blood armor has no Strength requirement, doesn't hinder spellcasting, and doesn't incur disadvantage on Dexterity (Stealth) checks.

If the creature you struck was celestial, blood armor also grants you advantage on Charisma saving throws.
Conjure Barrage

***3rd-level conjuration***

**Casting Time:** 1 action **Range:** Self (60-foot cone) **Components:** V, S, M (one piece of ammunition or a thrown weapon) **Duration:** Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical
ammunition into the air to create a cone of identical weapons that shoot
 forward and then disappear. Each creature in a 60-foot cone must
succeed on a Dexterity saving throw. A creature takes 3d8 damage on a
failed save, or half as much damage on a successful one. The damage type
 is the same as that of the weapon or ammunition used as a component.
Aura of Vitality

***3rd-level evocation***

* **Casting Time:** 1 action
* **Range:** Self (30-foot radius)
* **Components:** V
* **Duration:** Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Claws of Darkness

***Evocation (shadow) cantrip***

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

You shape shadows into claws that grow from your fingers and drip inky blackness. You can make melee spell attacks with these claws that deal 1d10 cold damage, and the claws have a reach of 10 feet.
Swizzle

Swizzle, formerly named Shannon, is a member of the Golden Ratio, having joined the squad in a surprise adoption announcement on November 9, 2019. Swizzle made a guest appearance in the snaps on October 26 as part of a GRREAT fundraiser walk with GR Mom, Hops, and Venk. She demonstrated her superior intelligence on Day 1 by figuring out the mysteries of the magnetic screen door and seems to have made friends with a small teddy bear.

Since she was originally known as Shannon, her Twitter account reflected her name's Irish roots. When GR Mom and Dad decided to rename her to Swizzle, they kept her Irish last name, hence "Swizzle O' Dog".

## Physical Appearance

Swizzle is both the smallest and oldest current member of the squad. Her fur is almost entirely a reddish-brown tint with patches of white on her face. Her coloration is similar to Jasmine's, making her known as "Mini Jasmine"!

Song: "It's the Swizz, it's the Swizz, my teeny tiny brown dog named the Swizz, It's so clear how good she is, my teeny tiny brown dog named the Swizz!"

## Personality

Despite being very elderly for a Golden, Swizzle seems to be wholly unaware of this fact, and has a level of energy and fitness of dogs merely half her age. This is most evident in the daily breakfast and dinner snaps, where she is seen excitedly dancing with Venkman in anticipation of the food, showing off her impressive agility.

Similar to Venk, she is very food driven and requires a special bowl to slow down her eating. This large appetite has made her the resident Team Thief of the squad, where she has been shown to occasionally steal snacks. In June 2020, Swizzle attempted to share a birthday photo alongside her fellow June babies, Venk and CB, but the event descended into chaos when Swiz devoured her piece of cake - complete with a lit candle - in one bite. Thankfully she only got a few singed whiskers from it.

## History

Although she's settled into her new home and family well, Swiz has been struggling with anxiety. GR Mom and Dad are helping her with this through the use of anti-depressants, a thunder shirt, and individual attention to help with her food anxiety. Despite this, she is a mostly happy dog who can usually be seen with a big smile on her face.

Swiz has been suffering from frequent nose bleeds but has since started taking medication for these which has helped her a lot. She also had a bad health scare in July 2020 but thankfully was found to have no major issues.  She was found to be anemic and the vet thought she might have an ulcer or reflux, as well as dementia, which her anxiety might be related to. She’s also started on medicine to help her with these.

In August, her nose bleeds came back, but she took some vitamin K to treat them. She developed many tumors and had an enlarged spleen, and due to health complications from old age, she passed away on the 19th of August, 2020.[1]

1. ↑ https://twitter.com/TheGoldenRatio4/status/1277733725913190400
2. ↑ https://twitter.com/TheGoldenRatio4/status/1283053215492329472
Bone Shield

***3rd-level conjuration***

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

You create a shield formed out of solid, durable bone. This magical shield lasts until the spell ends. It counts as a normal shield with which you are proficient. While you have possession of this shield, you gain resistance to non magical slashing, piercing, and bludgeoning damage. If you drop the shield or lose your grip on it, it falls and shatters. Thereafter, while the spell persists, you can use a bonus action to cause the shield to reappear strapped to your arm.
Adjust Positioning

***1st-level transmutation***

* **Casting Time:** 1 bonus action
* **Range:** 30 feet
* **Components:** V
* **Duration:** Instantaneous

You adjust the location of an ally to a better tactical position. You move one willing creature 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting or gating), so there can be no physical blockage (wall, door) between them.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.
Anbraxas

**Anbraxas** (\* 844 NE in Rhivany, † 426 NE 862 bei Dynstradil), Nachname unbekannt, war ein schwarzer Halb-Drache, ein Battle Master Fighter und ein Spielercharakter in der Kampagne *Die Seelenretter**,* dem in der Mine von Rozalia Banka das Gehirn durch einen Mind Flayer extrahiert wurde.

## Persönlichkeit

Anbraxas war eine sehr sturre Person, die direkte Lösungen für Probleme suchte. Sobald er sich ein Ziel gesetzt hatte, ließ er sich von nichts beeinflussen, und verfolgte dieses bis zu einem Punkt, wo es eventuell zu Nachteilen in anderen Bereichen seines Lebens führen konnte.

Wenn Verbündete sich in Gefahr befanden, war Anbraxas bereit die Aufmerksamkeit der Feinde auf sich zu ziehen.

## Hintergrund

Über die Vergangenheit von Anbraxas ist nicht viel bekannt. Er war der Sohn einer menschlichen Mutter, die bei seiner Geburt verstarb, und eines unbekannten Drachen. Er wurde kurz nach seiner Geburt von der Rittersfamilie Vaubadon aus Breggewald gefunden und adoptiert.

Als adoptierter Sohn einer Rittersfamilie wurde auch Anbraxas jung in der Kampfkunst trainiert, ist jedoch im Jahr 860 NE aufgebrochen, um seinen Vater zu finden. Getrieben von dem typischen Verlangen nach Macht, welche Halb-Drachen verspüren, glaubte er, dass Unsterblichkeit der schnellste Weg sei, seinem Vater zu begegnen.

Lediglich zwei Jahre nach Beginn seiner Reise erreichte ihn die Nachricht, dass Breggewald durch die Machenschaften des Kult der roten Münze zerstört wurde. Seine adoptierte Familie war unter den Gefallenen, was ihn dazu antrieb den Orden der Seelenretter anzuschließen, von denen er auf seinen Reisen gehört hatte.

## Kräfte

Als schwarzer Halb-Drache verfügte Anbraxas über die Fähigkeit, einen Säureatem von sich zu geben. Intensives Training während seiner Reise hatten seinen Atem überlegen dem anderer Halb-Drachen werden lassen.

Anbraxas war eine besonders starke Persönlichkeit, die besonders in extremen Fällen übermenschliche Kraft zeigen konnte.

Im Kampf bevorzugte er Langschwerter für den Nahkampf, sowie einen Langbogen für Fernkampf. Sein Kampfstil war für Ritter typisch auf ein Duell ausgelegt.

## Besitz

Anbraxas besaß eine Edelsteinwaffe in Form eines blauen Langschwertes.

## Beziehungen

### Verbündete

Als Rekrut des Ordens der Seelenretter war Anbraxas mit anderen Mitgliedern des Ordens verbündet, darunter Aerden Bisgaard, dem Oberhaupt des Ordens in Lopenderoy, sowie seinen Teammitgliedern Drizzle Lightseeker, Montaine und Mureash Arhadur.
Cloak of Illness

***5th-level conjuration***

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (three dead flies and an onyx worth at least 200 gp)
* **Duration:** Concentration, up to 1 minute

Small insects, vermin, and dark colored fumes surround your body until the spell ends, causing you to become a frightening sight to others. Each creature within 30 feet of you that can see you must make a Wisdom saving throw or become frightened of you for the spell’s duration. A creature who fails their saving throw can repeat it as an action on their turn, ending the effect on a success.

Until the spell ends, you have resistance to poison and acid damage. In addition, whenever a creature within 10 feet of you hits you with an attack, poisonous fumes are breathed in by that creature, dealing it 2d10 poison damage.
Arcane Hand

***5th-level evocation***

**Casting Time:** 1 action
**Range:** 120 feet
**Components:** V, S, M (an eggshell and a snakeskin glove)
**Duration:** Concentration, up to 1 minute

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

 **Interposing Hand.** | The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Antipathy/Sympathy

***8th-level enchantment***

**Casting Time:** 1 hour
**Range:** 60 feet
**Components:** V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
**Duration:** 10 days

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

 **Sympathy.** | The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.
If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

**Ending the Effect.** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Colossal Cannon

***7th-level conjuration***

* **Casting Time:** 1 action
* **Range:** 500 feet
* **Components:** V, S, M (a handful of flammable powderand a piece of flint)
* **Duration:** Instantaneous

You conjure forth a massive cannon in a 15-foot-by-15-foot cube in an unoccupied area that you can see. The cannon is visibly magical, and ethereal streaks of arcane energy weave around it. The cannon then emits a low, audible hum that reverberates throughout the ground extending 15 feet from the cannon. Choose one damage type from acid, cold, fire, lightning, poison, or thunder. A blast of the appropriate damage type forming a line of 500 feet and 15 feet wide fires out from the cannon’s barrel. Each creature in the line must make a Dexterity saving throw. A creature takes 12d6 damage on a failed save, or half as much on a successful one. Creatures who fail their saving throw are also pushed back 30 feet.

The type of damage also affects the area. Fire and lightning ignite flammable objects in the area that aren’t being worn or carried. Cold covers objects in the area in a layer of frost. Acid and poison cover objects in the area a layer of acidic and poisonous liquid. Thunder makes objects in the area that aren’t being worn or carried fly back 60 feet.

This spell deals double damage against structures.
Augury

***2nd-level divination (ritual)***

**Casting Time:** 1 minute
**Range:** Self
**Components:** V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
**Duration:** Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:

* Weal, for good results
* Woe, for bad results
* Weal and woe, for both good and bad results
* Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
Arcane Eye

***4th-level divination***

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V, S, M (a bit of bat fur)
**Duration:** Concentration, up to 1 hour

You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Conjure Shambling Mound

***7th-level conjuration***

* **Casting Time:** 1 minute
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 hour

You call forth an shambling mound created from any vegetation around you. Choose an unoccupied area near a source of vegetation that you can see within range. A shambling mound will rise from the ground in this location. The mound disappears when it drops to 0 hit points. The mound is friendly to you and your companions for the duration. Roll initiative for the mound, 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 mound, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken before the spell's duration is reached, you lose control of the mound and it becomes hostile toward you and your companions. A hostile shambling mound can't be dismissed by you. It disappears when its hit points reach 0 or 1 hour after you summoned it, whichever happens first. The DM has the creature's game statistics.

**At Higher Levels.** When you cast this spell using a 9th- level spell slot, you summon two shambling mounds in unoccupied area that you can see.
Catnap

***3rd-level Enchantment***

**Casting Time:** 1 action **Range:** 30 feet **Components:** S, M (a pinch of sand) **Duration:** 10 minutes

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

**At Higher Level:** When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
Barber

## Overview

So you cut hair for a living. You handle the tools and such, possibly within your own shop. Hitting the road, you no longer have that established security. Maybe you left to go find more clients. Perhaps some bank closed you out of business. Whatever the reason, you retain your craft with dignity on the road and work where you can find it.

A barber is typically meticulous. They want their clients looking their best. So when they end up with a bad hair day after an appointment, chances are that you didn't like them. Barbers have an eye for detail and things out of place, be it a strand of loose hair or a murder weapon. Since this is more of a job than an actual background, consider additional supplements to properly flesh out your character.

* **Skill Proficiencies:** Perception, sleight of hand
* **Tool Proficiencies:** Barber's tools
* **Languages:** Any one of your choice
* **Equipment:** Barber's tools, a set of common clothes, a thin blanket, 3 fastener pins, a pouch with 5 gp

## Gossip

People really do talk often to their barbers and stylists. It's too awkward otherwise to just sit as you get trimmed and prettied up. Different types of gossip float around different barbers.

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## Feature: Barber Tools

Because of the known nature of your job requiring sharp objects, it is almost expected that you carry with you this kind of tool. As such, guards and any other sentries who are aware of your occupation are lenient on you when you carry weapons like daggers and shortswords. They feel less antsy with you having those kinds of weapons, and will assume it is probably for your work. Therefore, they are also less likely to confiscate your "tools".

## Suggested Characteristics

Because this is mainly a job, you have a lot of freedom regarding what kind of barber you want to have as a character.

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Celestial Rings

***3rd-level conjuration***

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a miniature armillary sphere)
* **Duration:** Concentration, up to 1 minute

You conjure up three 1-inch thick glowing planetary rings around you, that constantly rotate and spin at slow speeds.The rings float around you, occupying space. When a creature enters the area of one of the rings for the first time or starts its turn there, it must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save and is pushed back 10 feet, or half as much damage on a successful one. The outer most ring then dissipates into dust.

As a bonus action on your turn, you can increase or decrease the radius of the outermost ring from you by 5 feet, to a maximum of 15 feet away from you.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you can create one additional ring for each slot level above 3rd.
Ambassador

## Overview

On the simplest of levels, ambassadors are experts on resolving problems between persons or groups of people. An official ambassador may work for their kingdom under the direct authority of their ruler to represent their nation to foreign interests. On a less grandiose level, merchants, guardsmen, or even thieves’ guilds may have “ambassadors” to speak for them. Ambassadors are adept at understanding what potential issues could be & why people would be upset about them. Diplomacy is the byword of a good ambassador. Quite a few problems can be resolved simply by listening to people. Likewise, ambassadors are good at negotiating & proposing resolutions. What level of diplomat are you? Do you work on the national level? Does your king trust you to work on behalf of the nation? How much oversight are you subject to? Does your ruler give you quests to fulfill? What was the most difficult dangerous accomplishment you’ve performed for your king? Or, do you work on a humbler level? Are you involved with organized crime? Are you their public face? Do you work with merchants, traveling from town to town negotiating for warehouse space & tax rates? What was the most valuable contract you’ve ever brokered?

* **Skill Proficiencies:** Insight, Persuasion
* **Languages:** 2 Standard Languages of your choice
* **Equipment:** A pair of ear-&-nose clippers; 2d6 minor ice-breaker gifts (flowers/wine/cigars); a hand mirror, a set of fine clothes, and a belt pouch containing 15 gp

## Feature: Networking

Your work has left you with a good memory for faces & names. Likewise, in places that you’ve already visited, you have at least one person who regards you as an useful acquaintance if not a dear friend.

You tend to cultivate contacts the way other people collect stamps. Unless your time in a new town is especially busy, you can assume you create at least one contact there even if just in your down time.

Contacts are useful people (clerks, barristers, guardsmen) who you can easily meet with to acquire information or permissions. Depending on your history & the favors you’ve arranged for them in the past, (nobles, merchants, brigands) you may be able to convince a contact to provide more tangible assistance in the form of basic gear, food, or shelter.