recursal/Fanatic-Fandom huggingface dataset:
DeathbyRomy Wiki

**Welcome To The**
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Brimstone Annihilation

6th-level evocation

Casting Time: 1 Action

Range: 250 feet

Components: V, S, M (An obsidian skull)

Duration: Instantaneous

You form either a fissure or a fireball that erupts deadly fire and flames. If you choose a fissure it takes the form of a 100 foot line that forms from your position in a direction that you choose. If you choose a fireball it takes the form of a 20 foot radius sphere centered on a point within range. Each creature in either the fissure or fireball must make a dexterity saving throw or take 10d6 fire damage and catch on fire. The fire deals 3d6 fire damage at the start of each of their turns until another creature within 5 feet of them uses an action to put out the fire. On a successful save the creature only takes half damage and doesn't catch on fire.

**At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage of the initial blast and the residual flames increases by 1d6 for each slot level above 6th.**

Sorcerer, Warlock
Trolls: My Version Wiki

**Welcome to the Trolls: My Version Wiki!**
This wiki is dedicated to everything from the DreamWorks film trolls and its franchise. This wiki is ONLY open for adding pages if asked.

We're a collaborative community website about Trolls: My Version that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

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* Getting Started
* How to Contribute
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Volumen 1

* Japonés
* Inglés

Este es el primer volumen del manga Saikin Yatotta Meido ga Ayashii.

## Sinopsis

¡Hay algo realmente extraño en la criada que acabo de contratar! Ninguna persona normal podría ser tan guapa, o cocinar una comida tan increíblemente deliciosa, o saber exactamente lo que quiero antes incluso de que se lo pida. Debe de ser mágica: un hechizo es lo único que puede explicar por qué siento tanta presión en el pecho cada vez que la miro. Lo juro, ¡voy a llegar al fondo de lo que hace a esta doncella tan... misteriosa!

## Capítulos

* Capítulo 1
* Capítulo 2
* Capítulo 3
* Capítulo 4
* Capítulo 5
* Capítulo 6
* Capítulo 7
* Capítulo 8
* Capítulo 9
* Capítulo 10
* Capítulo 11
* Capítulo 12
* Capítulo 3
* Volume 1 - Bonus Story

## Personajes (por orden de aparición)

* Yuuri
* Lilith
2021

Todo el contenido de Pulpito durante el año 2021.

## Series

* 26 de Julio - Se estrenó Love Letter con el capítulo "*La Cita Fallida'*"

## Otros Proyectos

* 30 de Octubre - *'¡Perdidos En El Bosque!' Test* fué lanzado como prueba para T&R.

## Eventos

* 12 de Enero - Fundación de Pulpito House Series Studio (Originalmente llamado "Pulpito Studios"), también fundando Pulpito Entertainment Company.

## Debut de personajes

* 11 de Abril - Haru Yamada, Eijie Arthit, Usagi Narakama
* 26 de Julio - Midori Raimugu, Katashi, Tadashi, Saki Sirochin, Yui Yamada. Reportero
* 31 de Agosto - Nathan Orange (debuta en un video de TikTok de Pulpito)
* 30 de Octubre - Chica, Bally, Shadd, Brian (debutan en "Perdidos en el bosque (test)")

## Referencias

1. ↑ https://www.youtube.com/watch?v=s9zfvAbp8q8
2. ↑ https://www.youtube.com/watch?v=\_7vnRORMYoU
3. ↑ https://www.tiktok.com/@pulpitoent/video/7002702414595820805
James

**Other Voice Actors:** Susan Roman (2000; *Thomas and the Magic Railroad*)

**James** is a red mixed-traffic tender engine who lives and works on the Island of Sodor, and is the North Western Railway's number 5 engine. He is proud of his splendid red paintwork, but tends to be vain, boastful, and overconfident, and does not like getting dirty. Despite being a mixed-traffic engine, he does not like pulling trucks and feels superior to the others except the big engines.
Magic Keeper

Magic Keeper rangers specialize in the Arcane. They know more about magic than any other ranger, and seek to use it to their benefit in whatever they pursue. Magic Keepers often find themselves hired to track down powerful mages, or assist with other arcane means. Combining both expert instincts with an encyclopedic knowledge of the arcane.

### Magic Sense

At 3rd level, your magical knowledge coalesces into the form of magic you can harness. You can cast identify and detect magic at will. You also gain proficiency in Arcana if you don't have it already.

### Spellstrike

Starting at 7th level you gain the ability to weave your spells into your attacks. Once per turn when you make a ranged weapon attack you can cast a cantrip immediately after making the attack.

### Mage Strike

At 11th level, you learn to imbue your ranged attacks with powerful magic. Once per turn when you make a ranged attack you can substitute your normal ammunition for an arcane bolt. When you do this, you choose from 3 different options. Choosing one will replace your normal attack with the special one you chose. If you still have a second attack from your extra attack feature it functions as normal. Once you use this feature you cannot use it again until you complete a long rest.

Wild Inferno. You fire a 20 foot radius sphere of pure fire, centered on a point within your weapon's long range. Any creature within the radius of the sphere takes 8d6 fire damage.

Electric Pierce. You fire a 5 foot wide line that is the length of your weapon's long range. Any creature in the line takes 8d6 lightning damage.

Magic Bolt. You fire a large blue bolt that quickly splits into 9 different bolts. The bolts target any creature of your choice within your weapon's long range. Once the bolts target a creature they fire into them, dealing 1d6 + your wisdom modifier force damage.

### Master of the Arcane

At 15th level, you have achieved such mastery over the functions of magic that you can cast spells at will. Choose a 1st-level ranger spell that you know. You can cast that spell at its lowest level without expending a spell slot when you have it prepared. If you want to cast the spell at a higher level, you must expend a spell slot as normal.
Cosmic Cyclone

6th-level conjuration

Casting Time: 1 Action

Range: 60 feet (30 foot radius sphere)

Components: V, S, M (A blue cloth and a speck of dust)

Duration: Concentration, up to 1 Minute

You create a swirling storm of astral energy centered on a point within range. The storm lasts until the spell ends and spreads around corners.

A creature who moves into the storm for the first time on its turn or starts its turn there takes 4d10 force damage. If a creature inside the radius tries to leave it, they must make a charisma saving throw. On a successful save they move through the radius normally, on a failed save the creature is pulled back to the center of the radius, taking 4d10 force damage and cannot cross over.

**At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for every level above 6th.**

Sorcerer, Warlock, Wizard
Brazier of Summoning

\*Requires attunement by an order of summoners wizard\*

This copper brazier is a unique item created by the Order of Summoners. It acts as a spellcasting focus for your wizard spells, and when you cast a summoning spell  listed under the order of summoners subclass the creature summoned from it starts with 20 temporary hit points.
Toby

**Other Voice Actors:** Colm Feore (2000; *Thomas and the Magic Railroad*)

**Toby** is a brown tram engine who lives and works on the Island of Sodor, and is the North Western Railway's number 7 engine. He used to work on a tramway between Lower Arlesburgh and Arlesdale End, before being bought by Sir Topham Hatt after his line closed down to run the tramroad to Ffarquhar Quarry. His line would later be reopened as part of the North Western Railway, with Toby being reallocated to his old shed. He has a coach named Henrietta.
Gordon

**Other Voice Actors:** Neil Crone (2000; *Thomas and the Magic Railroad*)

**Gordon** is a big blue tender engine who lives and works on the Island of Sodor, and is the North Western Railway's number 4 engine. He is one of the fastest and strongest engines on Sodor, and his main task is to pull the railway's express train. At times, this leads him to feel superior. From Season 22 onwards, he shares this duty with Rebecca. Although he is mainly used for passenger duties, he has occasionally pulled goods trains, much to his disliking, as he believes that these are below him. He is Flying Scotsman's brother and Spencer's cousin.
Edward

**US Voice Actor:** William Hope (2009-2020)

**Edward** is a blue mixed-traffic tender engine who lives and works on the Island of Sodor, and is the North Western Railway's number 2 engine. He runs his own branch line with BoCo, which travels from Wellsworth to Brendam. Edward is one of the oldest engines on Sodor and is occasionally made fun of for his age.
Noviembre

Todo el contenido de Pulpito durante el mes de Noviembre a lo largo de los años.

## Anuncios

* 7 de Noviembre de 2023 - Es anunciado el libro "Dreamers" para 2024.
* 11 de Noviembre de 2023 - Es anunciado la serie The Love Letter para 2024.
* 17 de Noviembre de 2023 - Es anunciado el cortometraje "Perdidos En El Bosque" para 2024.

## Referencias

1. ↑ https://www.instagram.com/p/CzWRE3uukj4/
Emily

**UK/US Voice Actor:** Jules de Jongh (US; 2009-2021; UK; 2016)

**Emily** is an emerald tender engine who lives and works on the Island of Sodor, and is the North Western Railway's number 12 engine. She has her own set of coaches given to her because of her bravery in saving Oliver on her first day. Following her rescue of Gordon from a collapsing bridge, and James, Percy and Rebecca from a derailment, Emily was rewarded with being appointed safety engine, gaining her number with it.
Rosie

**UK/US Voice Actor:** Nicola Stapleton (2017-2020)

**Rosie** is a lively little tank engine who lives and works on the Island of Sodor, and is the North Western Railway's number 37 engine. She works as both a shunting engine and a mixed-traffic engine. She originally wore a lavender livery and primarily worked in Knapford Yards. She has since been repainted red and is now the head shunter at Vicarstown.
Diesel

**UK/US Voice Actor:** Kerry Shale (UK: 2010-2021; US: 2015-2021)

**"Devious" Diesel** is a sinister black diesel shunter who has an oily, devious, scheming and malicious nature and holds a grudge against the steam engines. He is the first known standard gauge diesel engine to ever arrive on the Island of Sodor. Initially, Diesel was sent away for bad behaviour, but after a number of return visits, he eventually became a permanent member of the North Western Railway. Despite holding a grudge against the steam engines, he readily gets used to them and desires to be a useful engine.
Diesel 10

**Other Voice Actors:** Neil Crone (2000; *Thomas and the Magic Railroad*)

**Diesel 10** is an evil diesel engine with an excavator claw arm, which he has named "**Pinchy**" who does not like steam engines. He once had two sidekicks named Splatter and Dodge, but they eventually turned on him. He primarily works on Sodor collecting scrap metal from the trackside.
Minn Wiki

Pup's Minecraft Mania Tournament
## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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* Getting Started
* How to Contribute
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Henry

**Other Voice Actors:** Kevin Frank (2000; *Thomas and the Magic Railroad*)

**Henry** is a green mixed-traffic tender engine who lives and works on the Island of Sodor, and is the North Western Railway's number 3 engine. He originally had a smaller firebox and needed special Welsh coal to operate properly. Following his accident when pulling the Flying Kipper, Henry underwent an extensive rebuild, giving him a new shape and a better performance, and eliminating the need for the expensive special coal.
CC-105

`This page is a stub.`

`This means that this page might contain correct/wrong information or not enough information. If you wait long enough, you might not see this template on the page!`

## Description

**CC-105** is the CC Variant of A-105. It is similarly colored to C-25's hoax design and has the same mechanic as C-105.

## Gallery

**CC-105** seen in a room.**CC-105'**s jumpscare.CC-105 Frame 1.Ditto, But Frame 2.Frame 3.Frame 4.Frame 2. (OLD)
Dragonite Wings

These wings, made from Dragonite, are meant to be an artificial version of dragon wings. The wings magically affix themselves to your back once you attune to them. As a bonus action you can spend a charge and unfurl the wings. Doing this grants 20 feet of flying speed for 10 minutes, after which you safely glide down to the ground. If you are a dragonborn, the wings give you 40 feet of flying speed, and otherwise function the same.

This item has 3 charges and all expended charges are recharged at dawn.
T-200

`This page is a stub.`

`This means that this page might contain correct/wrong information or not enough information. If you wait long enough, you might not see this template on the page!`

proof of it being a HOAX: T-200 | ROOMS: Low Detailed Wiki | Fandom (removed :( )

## Sound Files

### Sound 1

none.

guys remake this page becuse yeah.

T-200 originated from Rooms Low Detailed RP by TheIdkMan101.
B-142

**This page is a candidate for deletion, meaning that if you see this template on a page, it is recommended to ask someone to delete it, as this page is either very low quality, detrimental to the wiki, or both. Remember to check if a higher quality page had accidentally/purposely linked to this one, or if this page had recently gotten vandalized.**

**Reason: the original post clearly was in the meme category**

`This page is a stub.`

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## Entity Information

### Hostile?

yeah

```
the guy originated from https://rooms-low-detailed.fandom.com/f/p/4400000000000112936

```
Hop

Hop es el mas agradable de Calay, del país Peru, y sabe tocar el violín y también dibujar

datos

* es un skibidi toilet que esta enamorado secretamente del titan speakerman y juntos tienen una relacion muy bonita como en los animes bien uwus pero lo que pasa que el titan speakerman  esta enamorado del skibidi cientifico y el skibidi toilet se pone modo yandere y lo mata uwu y juntos tienen una familia otaku con 5 hijos otakus mitad skibidi toilet mitan titan speakerman y son muy felices
* ¡Hola!, soy Hop [] Cuartetero hasta la muerte [] Fan de Alan Sutton y Lovejoy [] Dibujante tradicional/digital [] Color fav: Marron y beige
* se parece al ":D"
T-177

`This page is a stub.`

`This means that this page might contain correct/wrong information or not enough information. If you wait long enough, you might not see this template on the page!`

## Description

**T-177** is a hoax that AmongUsFan22 followed when someone put it on the next entity after T-144. After he created the page, it was deleted 69 seconds later by Maroonmatter (who also blocks anyone who creates fake pages)
Hip Hop Trolls

## Species Information

### Traits

Bipedal -Bright-colored -Sometimes animal-like -Sometimes bipedal -Rounded ears -

### Leader(s)

King Fern (Currently), -Queen Flower (Formerly) -Queen Daffodil (Formerly) -King Plant (First leader) -

### Music

Hip Hop

Hip Hop Trolls live in The Safe Tree, however they used to live with the Pop And Funk trolls, until a large group of each decided to mix each others music.
Rei

Rei es una miembro de Calay del país Argentina media edgy y llorona, también es amable, toca la guitarra y va aprender a tocar el piano y ya eso

Datos

* ✧。ﾟ✧。ﾟ✧。ﾟ✧。ﾟ ¿Rei?   tqm calay ▬▬ι═══════ﺤ
* Su pais es no-binario (momento chistoso)
* Antes ponía el 0 en vez de la o (Ej. de como escribia: "h0la jaja un ejempl0")
Leila

Leila es una miembro de Calay, del país de México, es gentil en Calay también divertida

Datos

* le gusta blnko , el cuarteto, Molotov ,wiplash, princesa cereza, mcr, Inazuma eleven, bocchi, jojos Y tocar la guitarra, es mujer, le aterroriza el DDT

* TIENE GATOS RE BONITOOOOUUUSS
* se parece al :3
* se quiere kojer a la hermana d iván
Ivan

Iván es un miembro de Calay, del país de Ecuador muy buena onda, tiene miope, es chistoso, y me gusta su hermana

Datos

* ola papu zoi Iván, soi un niño pendejo vien introbertido (miope  ) sinatension en kasa me justa divujar i tokar jitarra, i tanvien me justa el roc i el punc oy ye Los amo, Calay
* Es uno de los que mantiene vivo a Calay
A-160

`This page is a stub.`

`This means that this page might contain correct/wrong information or not enough information. If you wait long enough, you might not see this template on the page!`

## Description

A-160 is a fake entity. It wasn't confirmed by anyone else but it was fake.

## Appearance

A-160 appears to be a distorted happy face. It has long eyes with big pupils, its mouth looks deformed, it has a hole in its teeth. A-160's teeth and eyes are orange

## Behavior

Spawns After 5 Seconds, Then Spawns 3 Minions, Then Checks All Lockers, Then Despawns.

## Trivia

* This entity is a hoax.
* It was in the regular wiki but now its locked.
GR-88

**This page is a candidate for deletion, meaning that if you see this template on a page, it is recommended to ask someone to delete it, as this page is either very low quality, detrimental to the wiki, or both. Remember to check if a higher quality page had accidentally/purposely linked to this one, or if this page had recently gotten vandalized.**

**Reason: its real, stickbug was just confused.**
F-2

**This page is being protected, meaning that if you see this template on a page, but not protected, it is recommended to ask someone to protect it, as this page is over-vanalized, Remember to protect an page that get over vandalized purposely.**

**Reason: Confirmed to be in the f section**

## F-2

* Normal
* Colorless
Cursed Crystal

3rd-level necromancy

Casting Time: 1 Action

Range: 30 feet

Components: V, S, M (an onyx crystal)

Duration: Concentration, up to 1 Minute

You form a crystal and lob it at a target within range. Make a ranged spell attack against the target, if you hit the target takes 3d8 necrotic damage and the crystal is embedded into them. Another creature within 5 feet of the target can use an action to remove the crystal. The crystal is then embedded into the creature who removed the crystal, and they become the new target of the spell. While the crystal is embedded in a target the target suffers from the following conditions:

* The target’s movement speed is reduced by 10 feet
* The target takes a -2 penalty to Attack rolls
* The target can’t regain hit points

Additionally for the duration of the spell you can use a bonus action to deal 2d8 necrotic damage to the target.

**At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of both the bonus action, and initial casting increases by 1d8 for each slot level above 3rd.**

Sorcerer, Wizard, Warlock
5e Rule Changes

Some 5e rules will be altered in this campaign.

## Somatic and Material Component Rules

You are only prevented from using the somatic components of spells if your hands are bound in some way. Even if you’re holding something in both hands you can still use somatic components. You also don’t need a free hand to manipulate your arcane focus/component pouch.

## Material Component Exceptions

Many spells in dnd require material components that cost money.  Now, only the following spells require costly material components:

* Glyph of Warding
* Contingency
* Revivify
* Raise Dead
* Resurrection
* True Resurrection
* Reincarnate
* Hallow
* Hero's Feast
* Symbol
* Simulacrum
* Clone
* Awaken
* Planar Binding

## Concentration Rules & Combat Spells

Most concentration spells will force you to make a concentration saving throw to resist dropping concentration on the spell. Most spells will still work like that, but select spells will function differently. These spells, labeled as “combat” spells are the following:

* True Strike
* Divine Favor
* Hunter’s Mark
* Branding Smite
* Boltblade
* Flame Blade
* Magic Weapon
* Psionic Lance
* Reaping Scythe
* Arcane Edge

These “combat” spells can only have their concentration ended if a creature takes the special “Break Concentration” action on the creature.

## Break Concentration Action

The break concentration action is an action anyone can take. If a spellcaster is concentrating on a spell you can take this action if you are within 5 feet of them. This forces the spellcaster to make a concentration saving throw at disadvantage if it isn’t a combat spell. If it is a combat spell the caster makes the saving throw normally.
Armor of the Forest

\*Requires attunement by a druid\*

This half-plate is made of carefully crafted wooden panels, enchanted by a druid circle. While wearing this armor you can use a bonus action to expend charges and gain temporary hit points. Each charge expended is worth 3 temporary hit points.

This item has 10 charges, and regains 1d8 + 3 expended charges at dawn.
Psionic Lance

3rd-level enchantment

Casting Time: 1 Bonus Action

Range: Self

Components: V, S, M (a small metal needle)

Duration: Concentration, up to 10 Minutes

You form a lance of psychic energy in your hand, it faintly whispers incomprehensible things. This magic lance lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d10 psychic damage on a hit and has the finesse and reach properties. On a hit, the psychic lance causes the target to have disadvantage on the next attack roll they make before the end of their next turn.

If you attempt to drop this weapon or give it to someone else, it vanishes, and can be returned to your hand with a bonus action for as long as the spell persists.

**At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for every two slot levels above 3rd.**

Sorcerer, Warlock, Wizard
Delumination

2nd-level transmutation

Casting Time: 1 Action

Range: 60 feet

Components: S

Duration: 1 minute

You absorb the light around you, creating an orb of concentrated light. You then hurl this orb at a creature within range. Make a ranged spell attack against the target, on a hit the target takes 4d8 radiant damage.

However, as a result of the light you stole you create a 5 foot square of magical darkness centered on any space you can see within range that lasts for the duration of the spell.

**At Higher Levels When you cast this spell using a spell slot of 3rd level or higher the orb deals an additional 2d8 radiant damage, and the area of darkness increases by 5 feet for each slot level above 2nd.**

Sorcerer, Warlock, Wizard
Astralem

Astralems are magical gemstones tied to the astral plane. They are a rare sight to behold, being very difficult to find on the material plane, only manifesting in areas with high amounts of planar travel. Astralems have been found  in higher numbers, floating around the astral plane, but expeditions to the astral plane are still uncommon. Astralems are used in many magical items that require teleportation or magical storage. Staring into one is like looking into the deep blue depths of the astral plane itself.
Summon Ooze

2nd-level conjuration

Casting Time: 1 Action

Range: 90 feet

Components: V, S, M (a vial of swampy water)

Duration: Concentration, up to 1 hour

When you cast this spell you transform your hand into a claw, and as part of the spell attempt to grapple a creature within 5 feet of you. This grapple functions differently than normal grapples, you make a check with your spellcasting ability and add your proficiency bonus. The target must make a contested dexterity (acrobatics) or strength (athletics) check against your roll (you choose). If the target fails the check they are grappled and all further checks they make to escape your grapple function the same as the check made to grapple them.

You call forth a gelatinous spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Gelatinous Spirit stat block. When you cast the spell, choose a property: Corrosive, Slippery, or Tough. The creature resembles a cube or blob of slime based on the property chosen, which determines certain traits in its 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.

**At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.**

#### **GELATINOUS SPIRIT**

Small ooze

Armor Class 11 + the level of the spell (natural armor)

Hit Points 20 (Corrosive and Slippery only) or 30 (Tough only) + 5 for each spell level above 2nd

Speed 20 ft. or 30 ft. (Slippery only)

STR 14 (+2) DEX 16 (+3) CON 16 (+3) INT 4 (−3) WIS 14 (+2) CHA 5 (−3)

Senses blindsight 30 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Dodge (Slippery Only). Opportunity attacks against the ooze have disadvantage

Acidic Touch (Corrosive Only). A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 1d6 acid damage.

Actions

Multiattack. The ooze makes a number of attacks equal to half this spell’s level (rounded down).

Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level bludgeoning damage.

Bard, Warlock, Wizard
Magic Items

This campaign has several magical items that can be obtained. This is a list of most of the homebrew magical items present in the campaign.

### **Common Magic Items**

* Amulet of Insects
* Chronojewel
* Idol of Blind Seeing

### **Uncommon Magic Items**

* Arcane Armor
* Archblade
* Clockwork Bow
* Primeval's Point
* Shatterblade
* Infiltrator's Secret Weapon
* Sentry Gun

### **Rare Magic Items**

* Disguiser's Dream
* Dragonite Wings
* Shadowshard Blade
* Shadowshard Shield
* The Crescent
* Toxicannon
* Brazier of Summoning
* Blades of the Primordials
* Flask of Healing
* Armor of the Forest

### **Very Rare Magic Items**

* Auranium Plasma Rifle
* Auranium Power Armor
* Shadowcloak Armor
Toxicannon

This firearm is made from blightanium, and is a bit unstable, but powerful. When you hit with this weapon, the target must make a DC 15 constitution saving throw or be afflicted by the poisoned condition. At the end of your turn, if you have made an attack with this weapon at least once, you must make a DC 13 constitution saving throw or take 1d6 poison damage.
College of Craftsmanship

# **College of Craftsmanship (Bard)**

Bards of the College of Craftsmanship pursue the art of creation, not through magic but by forging metals, carving wood, or something else. They take pride in their creations, seeing it as an artform.

### Bonus Proficiencies

When you join the College of Craftsmanship at 3rd level, you gain proficiency with three artisan's tools. of your choice.

### Incredible Crafting

Also at 3rd level, when you roll d10s to craft something, double the total.

### Alchemy Savant

At 6th level, you have mastered the art of transmuting resources. You gain expertise in Arcana if you didn't already. When you roll an Arcana check to transmute something, use your charisma modifier instead of intelligence. You also have advantage on all Arcana checks to transmute something.

### Legendary Craftsman

Starting at 14th level, you ignore all racial requirements for crafting items. You also ignore all class, race, and level requirements on the use of magic items you craft. If you craft a weapon, armor or tool you don't have proficiency with, you act as if you do have proficiency with it.
Blood Magic

## Blood Magic (Sorcerer)

Blood magic sorcerers are those whose very blood has been suffused with arcane magic. Whether you were bathed in the blood of a powerful magical creature or tasted the blood of a powerful sorcerer, no matter how you acquired this origin the very blood that flows through your veins permeates magical energy.

### Transfusion

At 1st level, you can convert your health into sorcery points and spell slots. As a bonus action you can convert health into either sorcery points or spell slots. Each sorcery point costs 3 health and spell slots cost an amount of health as shown by the following table.

 1st
 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th

You can use this feature an amount of times equal to half your sorcerer level rounded down (minimum 1) and regain all expended uses on a long rest.

### Blood Vitality

The arcane energy within your blood improves your health. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, when you spend hit dice to regain health you add your charisma modifier to any health you gain.

### Resilient Blood

Starting at 6th level, the magic in your blood protects from certain ailments. You gain immunity to diseases as well as the poisoned, and paralyzed conditions. You also gain resistance to poison damage.

### Indomitable Constitution

Starting at 14th level you gain proficiency in constitution saving throws if you don't already have it. Whenever you make a constitution saving throw you double your proficiency bonus for it.

### Crimson Shield

Starting at 18th level you add you gain a bonus to AC and all saving throws equal to your constitution modifier.
Blastrune

6th-level evocation

Casting Time: 1 Action

Range: 120 feet

Components: V, S

Duration: 1 Round

When you cast this spell you place 6 glowing blue circles, each placed on a surface, centered on a point you can see within range. The glowing circles are visible. At the start of your next turn each circle explodes into a 10 foot radius sphere, centered on the center of the circle it exploded from. Creatures caught in the radius of the sphere take 4d10 force damage. The circles then vanish.

**At Higher Levels When you cast this spell using a spell slot of 7th level or higher you can place an additional circle for each slot level above 6th.**

Sorcerer, Wizard
A-180 (A-185 Replacement)

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**Reason: its a real hoax https://rooms-low-detailed.fandom.com/wiki/A-180\_(A-185\_Replacement)**

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* New
* Old

## Description

**A-180**  Was thought to be an entity that would replace A-185 due to "game breaking bugs" surrounding their mechanic, but it was revealed to be a troll, and A-185 is not getting replaced.

## Appearance

* New
* Old

The **current A-180**  A-180 now appears as a face similar to G-100, except glitching, one eye is sideways, it has a mouth for an eye, and it's yellow.

**Old A-180**  looks very similar to GB-122 , however it is pixelated and has a few noticeable changes.

## Strategy & Tips

Spawns at lobby with the same speed as A-300, will destroy and kill anyone hiding in blue lockers in the main room, rebounds to spawn and again rush to the main room, and check normal grey lockers, then despawn. A-180 can also make players hiding under tables lose 5 hp per 10 seconds the longer players hide in them for A-180’s entire lifespan.

## Trivia

* Evidence of his "existence" was found in Ashton's post.
* **A-180**'s current design is made by **Eclipser**.[1]
* **A-180** is owned by **SylenLean** and **Eclipser**.
* **A-180** is now pending as a **Hardcore Exclusive entity**, said by **SylenLean** who suggested **A-180** as an **hardcore entity**.
* Gallery

A-180's JumpscareA-180's Old Jumpscare
Arcane Armor

This magical set of half-plate is made from a combination of ficerite and arcanum, allowing it to store and manipulate magic. If you are hit by a spell attack or fail a saving throw against a spell you store an amount of magical power equal to the level of the spell (cantrips count as 1 point). Whenever you take damage while wearing the armor you can use stored magical power to reduce the damage you take by an amount equal to the magical power you spend. All magical power disappears at dawn.
Grasping Claw

2nd-level transmutation

Casting Time: 1 Action

Range: 30 feet

Components: S

Duration: Instantaneous

When you cast this spell you transform your hand into a claw, and as part of the spell attempt to grapple a creature within 5 feet of you. This grapple functions differently than normal grapples, you make a check with your spellcasting ability and add your proficiency bonus. The target must make a contested dexterity (acrobatics) or strength (athletics) check against your roll (you choose). If the target fails the check they are grappled and all further checks they make to escape your grapple function the same as the check made to grapple them.

Bard, Sorcerer, Warlock, Wizard
Shadowshard Shield

This shield is crafted from several shadowshard crystals. Its center glimmers with an otherworldly purple light.

While holding this shield you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Additionally, the shield has 2 charges. You can use a bonus action to spend a charge and teleport to an unoccupied space you can see within 60 feet of you, that is in dim light or darkness. Any spent charges are recovered at dawn.
Chronojewel

This small jade jewel has a bronze chain threaded through it. By tapping the jewel you can set it to trigger in a certain timeframe by thinking of a time when it will trigger. This time can be any increment, 1 millisecond, 8 minutes, 3 hours, 10,000 years etc. When the jewel triggers it does nothing, but can be detected by spells, allowing it to be a valid trigger for spells such as magic mouth or contingency.
Opportunist

You can perceive opportunities in combat that most cannot. You gain the following benefits:

* You have advantage on opportunity attacks
* If someone moves out of the range of a melee weapon you are holding you can use a reaction to attempt to grapple them. Your grapple check has advantage and your opponent's has disadvantage. You can take this reaction even if they have taken the disengage action.
Dragonite

A magical metal created from a combination of dragon scales and ordinary metals, the forging process requires an incredibly high heat to merge the two substances, due to the heat resistant properties of dragon scales. Most dragonite still has a few leftover scales inside it, though this doesn't hurt the composition of the metal. Once forged the metal boasts an incredible toughness and heat resistance.
Polymorph Savant

**Prerequisite: The ability to cast either polymorph, mass polymorph, or true polymorph.**

You have mastered the use of spells that morph creatures into other forms. You gain the following benefits:

* Whenever you cast polymorph, mass polymorph, or true polymorph, you can choose to replace any ability scores of the creature you turn into with your own, you. This only applies if you transform yourself.
* Whenever a polymorphed creature polymorphed by you forces another creature to make a saving throw while polymorphed, you can choose to substitute the DC for the saving throw with your spell save DC.
Oath of Opulence

The Oath of Opulence sets the ideals that wealth and material goods are the truest metric of worth in society, that it shows how hard you worked, and whether fate was at your back. These paladins are often merchants or artisans as well as great warriors, seeking to protect an economy or way of life rather than a king or a castle.

TENETS OF OPULENCE

Paladins of the Oath of Opulence swear by these tenets.

Work. Work hard and don't stop. The more you gain the more you have to show.

Aspirations. Always work towards something. If you've achieved your dreams, create new ones.

Honesty. Work to protect the fairness of any system you participate in. If the system is corrupt it fails to mean anything.

Tenacity. Never give up, no matter how far down you are.

### Channel Divinity

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

Shrewd Negotiator. You can use your channel divinity to help aid with negotiations. As a bonus action you grant yourself advantage on all charisma checks made to negotiate or that relate to financial matters for the next hour.

Divine Gamble. You can use your channel divinity to gamble your magic. As a bonus action you can "bet" any amount of spell slots you have and roll a d4. On an odd number you lose any slots you bet. On an even number you double what you bet and gain that. (For example, you "bet" two 1st level slots, one 2nd level slot and one 3rd level slot. If you roll a two you regain four 1st level slots, two 2nd level slots, and two 3rd level slots. If you rolled a three you lose any slots you bet.)

### Oath Spells

You gain oath spells at the paladin levels listed.

##### Oath of Devotion Spells

 3rd
 5th
 9th
 13th
 17th

### Aura of Fortune

Starting at 7th level, you and any creatures of your choice within 10 feet of you get a +1 bonus to all saving throws while you are conscious.

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

### Shimmering Strike

Beginning at 15th level, you can use a bonus action to target a creature you can see within 30 feet of you and send a bolt of enchanting magic at them. The creature must make a wisdom save against your spell save DC or become charmed for the next minute. After the charm the creature forgets the bolt and doesn't realize they have been charmed. You can use this ability an amount of times equal to your charisma modifier. Regaining all expended uses on a long rest.

### Charming Presence

At 20th level, if a creature hits you with an attack it must make a wisdom saving throw against your spell save DC or become charmed until the end of its current turn.
Immortal Coil

5th-level necromancy

Casting Time: 1 Action

Range: 30 feet

Components: V, S, M (A skull)

Duration: Concentration, up to 1 Minute

When you cast this spell you create a small construct that houses a part of your soul. It appears in an unoccupied space of your choice within range. The construct takes any appearance that you wish but this doesn’t impact how it functions. The construct cannot exist more than 30 feet away from you. It cannot move or be moved more than 30 feet away from you, and if it somehow is, the spell ends.

For the duration of the spell, the construct shares your initiative count but takes its turn directly after yours. It cannot take any actions, but it can move with a flying speed of 30 feet. It shares your stats, Max HP, and saving throw proficiencies.

For the duration of the spell, you are immune to all damage except radiant damage and damage from critical hits. When the construct takes damage, you take half of that damage, and if the construct loses all of its HP, it disappears and the spell ends.

Cleric, Warlock
Summon Astral Anomaly

3rd-level conjuration

Casting Time: 1 Action

Range: 90 feet

Components: V, S, M (a piece of deep blue cloth)

Duration: Concentration, up to 1 hour

You call forth an astral spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Astral Spirit stat block. When you cast the spell, choose a creature: Dreadnought, Jellyfish, or Eagle. The creature resembles a deep blue version of the creature you chose, which determines certain traits in its 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 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.

**At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.**

#### **ASTRAL SPIRIT**

Small aberration

Armor Class 12 + the level of the spell (natural armor)

Hit Points 30 (Eagle and Jellyfish only) or 40 (Dreadnought only) + 5 for each spell level above 3rd

Speed 30 ft. fly 30 ft. (Eagle and Jellyfish only)

STR 14 (+2) DEX 18 (+4) CON 14 (+2) INT 6 (-2) WIS 14 (+2) CHA 6 (-2)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Flyby (Eagle Only). The astral spirit doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Multiattack. The astral spirit makes a number of attacks equal to half this spell’s level (rounded down).

Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell’s level lightning damage.

Pincer. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage, and the target is grappled (Escape DC is your spell save DC).  The astral spirit has two claws, each of which can grapple only one target.

Peck. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 4 + the spell’s level piercing damage.

Sorcerer, Wizard
Disguiser's Dream

This item appears as an unassuming metal container, but opens up to reveal a collection of odd items. This item has 6 charges. You can use a charge to disguise as a nondescript individual. You have a little control over this disguise, for example if you were at a fancy party you could look like a noble. But besides vague guidelines you can't control the appearance of this disguise.

Alternatively you can spend 2 charges to disguise as a specific person. You must have seen this person, either through a photograph or other means. This disguise is more unstable than usual, it can be detected as an illusion with a successful DC 15 perception check.

All expended charges are replenished at dawn. This item can also be used as a normal disguise kit.
Transmutation

You can use an alchemy lab to transmute certain resources into others. Transmuting items requires ingredients, a conduit, and the knowledge. The ingredients are found in the recipe column, but the conduit is found in the conduit column. To transmute an item you must make an Arcana check. Each item in the table has a DC, if you pass the DC you keep the conduit. Regardless of whether or not you pass, the ingredients are consumed. A full table of the different items that can be made from transmuting can be found on the Transmutation page.
The Mechanized

You have made a pact with a powerful construct or automaton. Many constructs created by powerful wizards, artificers, or ancient forces break free from the influence of their creators and become powerful in their own right. These constructs are often cold and calculating, only forging pacts for some kind of strategic advantage. Constructs are beings of law and do not intend to trick or be tricked.

### Expanded Spell List

The Mechanized lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

##### Mechanized Expanded Spells

 1st
 2nd
 3rd
 4th
 5th

### Clockwork Shield

Starting at 1st level, you gain the ability to create a shimmering metallic barrier to defend you and your companions. When you or a creature within 5 feet of you is hit by an attack you can use a reaction to give a bonus to AC to you and any creature you choose within 5 feet of you equal to your charisma modifier. This bonus lasts until the start of your next turn. You can use this feature an amount of times equal to your charisma modifier and regain all expended uses on a short rest.

### Steel Soul

Starting at 6th level, your body becomes more durable and takes on metallic qualities. You gain an amount of temporary HP equal to twice your warlock level. This temporary HP is restored every time you take a short rest.

### Calculated Resilience

Starting at 10th level, you can tap into a state of unparalleled focus. As a bonus action, you can give yourself advantage on all saving throws until the start of your next turn. You can use this feature an amount of times equal to your charisma modifier, and regain all expended uses on a short rest.

### Shield of Order

Starting at 14th level, you can tap into the power of your patron to provide you with brief durability. On your turn you can use a spell slot to become resistant to all damage until the start of your next turn.
Way of Chaos

Monks of the Way of Chaos are attuned with the very forcs of disorder, seeing it as a natural part of life. Way of Chaos monks embrace randomness in their abilities, allowing fate itself to drive their actions.

### Power of Chaos

Starting when you choose this tradition at 3rd level, you gain the ability to call on the power of chaos to influence the environment. As an action you can spend a ki point and roll a d20 on the chaos table, whatever you roll happens.

### Fated Gamble

At 6th level, you gain the ability to gamble your ki. You can use a bonus action to spend 1 ki point and roll a d4. If the result is an odd number, lose that amount of ki points. If the result is an even number, gain that many ki points.

### Fate's Favor

Beginning at 11th level, you can persuade fate itself to give you another chance. When you roll on the Power of Chaos table you can decide to reroll the dice after seeing the roll. This reroll doesn't cost any ki, but you can only use it once per turn. You can use this feature an amount of times equal to your proficiency bonus, regaining all expended uses on a short rest.

### Strike of Disorder

At 17th level, you gain the ability to maximize your power. When you roll for damage on an attack you can use this feature to instead roll the maximum on one damage die. You can use this feature an amount of times equal to your proficiency bonus times your wisdom modifier. You regain all expended uses on a long rest.