recursal/Fanatic-Fandom huggingface dataset:
Battering Shield

From Explorer's Guide to Wildemount, page 266.

## Description

*Armor (shield), rare (requires attunement).*

While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
Bag of Beans

From Dungeon Master's Guide, page 152. Found on Magic Item Table C.

## Description

*Wondrous item, rare. 0.5 lbs.*

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.

If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
Amonkhet Dragon Wyrmling

From Plane Shift Amonkhet, page 33.

**Hit Points:** 75 (10d8 + 30)
 **STR**
19 (+4)
10 (0)
13 (+1)
5 (-3)
11 (0)
 **Saving Throws:** Dex +2, Con +5, Wis +2, Cha +4
**Skills:** Perception +4, Stealth +2
**Damage Immunities:** fire
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 14
**Languages:** Draconic
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Bane

From Player's Handbook, page 216.

## Description

*1st-level enchantment*

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

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

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

## Learned By

* **Classes:** Bard, Cleric
* **Subclasses:** Cleric (*Ambition Domain*), Cleric (*Grave Domain*), Paladin (*Oath of Vengeance*), Sorcerer (*Divine Soul*), Warlock (*The Undead*), Wizard (*Onomancy*), Wizard (*Theurgy*)
* **Eldritch Invocations:** Thief of Five Fates
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Blade of Disaster

From Tasha's Cauldron of Everything, page 106; and Icewind Dale: Rime of the Frostmaiden, page 318.

## Description

*9th-level conjuration*

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

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.

The blade can harmlessly pass through any barrier, including a Wall of Force.

## Learned By

* **Classes:** Sorcerer (OCF), Warlock (OCF), Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Artificer/Unearthed Arcana

*To view the official mechanics and statistics of this class, see Artificer.*
The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design and editing. They aren't officially part of the game and aren't permitted in D&D Adventurers League events. **Ask your Dungeon Master before using any material on this page.**

If Wizards of the Coast decides to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.

## No Unearthed Arcana

The artificer class has no unprinted Unearthed Arcana at this time.
Animal Friendship

From Player's Handbook, page 212.

## Description

*1st-level enchantment*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a morsel of food)
* **Duration:** 24 hours

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

## Learned By

* **Classes:** Bard, Druid, Ranger
* **Subclasses:** Cleric (*Nature Domain*)
* **Races:** Mark of Handling Human, Yuan-ti Pureblood
* **Backgrounds:** Selesnya Initiate
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Bottle of Boundless Coffee

From Strixhaven: A Curriculum of chaos, page 38.

## Description

*Wondrous item, common*

This metal bottle carries delicious, warm coffee. The bottle comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won't accept any liquid other than the coffee it produces. The coffee inside is always comfortably warm, and none of the heat can be felt through the bottle.

Each time you drink the coffee, roll a d20. On a 1, the bottle refuses to dispense coffee for the next hour. If you pour coffee from the bottle, rather than drinking from it, the coffee vanishes the moment it leaves the bottle.
Astral Shard

From Tasha's Cauldron of Everything, page 120.

## Description

*Wondrous item, rare (requires attunement by a sorcerer)*

This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.
Billy Beaver

From The Lost Dungeon of Rickedness: Big Rick Energy, page 27.

**Hit Points:** 34 (7d10 + 21)
 **STR**
20 (+5)
12 (+1)
17 (+3)
3 (-4)
12 (+1)
 **Skills:** Perception +3
**Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Common
 ***Beak.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 10 (1d10 + 5) piercing damage.
Arrow-Catching Shield

From Dungeon Master's Guide, page 152. Found on Magic Item Table G.

## Description

*Armor (shield), rare (requires attunement).*

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack.
Arcanaloth

From Monster Manual, page 311.

**Hit Points:** 104 (16d8 + 32)
 **STR**
17 (+4)
12 (+1)
14 (+2)
20 (+5)
16 (+3)
 **Saving Throws:** Dex +5, Int +9, Wis +7, Cha +7
**Skills:** Arcana +13, Deception +9, Insight +9, Perception +7
**Senses:** truesight 120 ft.
**Languages:** all, telepathy 120 ft.
 ***Innate Spellcasting.*** The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components:
*At will:* Alter Self, Darkness, Heat Metal, Invisibility (self only), Magic Missile
***Magic Resistance.*** The arcanaloth has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** The arcanaloth's weapon attacks are magical.
***Spellcasting.*** The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared:
*Cantrips (at will):* Fire Bolt, Mage Hand, Minor Illusion, Prestidigitation
*1st level (4 slots):* Detect Magic, Identify, Shield, Tenser's Floating Disk
*2nd level (3 slots):* Detect Thoughts, Mirror Image, Phantasmal Force, Suggestion
*3rd level (3 slots):* Counterspell, Fear, Fireball
*4th level (3 slots):* Banishment, Dimension Door
*5th level (2 slots):* Contact Other Plane, Hold Monster
*6th level (1 slot):* Chain Lightning
*7th level (1 slot):* Finger of Death
 ***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
***Teleport.*** The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
***Variant. Summon Arcanaloth (1/Day):*** The arcanaloth attempts a magical summoning.
An arcanaloth has a 40 percent chance of summoning one arcanaloth.
A summoned arcanaloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other arcanaloth. The summoned arcanaloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.
Boggle

From Volo's Guide to Monsters, page 128.

**Hit Points:** 18 (4d6 + 4)
 **STR**
8 (-1)
18 (+4)
13 (+1)
6 (-2)
12 (+1)
 **Skills:** Perception +3, Sleight of Hand +6, Stealth +6
**Damage Resistances:** fire
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Sylvan
 ***Boggle Oil.*** The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.
* **Slippery Oil.** While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.
* **Sticky Oil.** While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

***Dimensional Rift.*** As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as "30 feet straight up"). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn.
 ***Pummel.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 2 (1d6 - 1) bludgeoning damage.
***Oil Puddle.*** The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is difficult terrain For all creatures except boggles and lasts for 1 hour.
If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone.
If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.
Bones of the Earth

From Xanathar's Guide to Everything, page 150; and Elemental Evil Player's Companion, page 15.

## Description

*6th-level transmutation*

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

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

**At Higher Levels:** When you cast this spell using a spell slot of 7th-level or higher, you can create two additional pillars for each slot above 6th.
Arcane Weapon

From [ /4/49/UA59\_-\_Artificer\_Returns.pdf Unearthed Arcana: The Artificer Returns].

## Description

*1st-level transmutation*

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

You channel arcane energy into one simple or martial weapon you're holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's duration.

As a bonus action, you can change the damage type, choosing from the options above.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

## Learned By

* **Classes:** Artificer
* **Feats:** Artificer Initiate
Beast of the Land

From Tasha's Cauldron of Everything, page 61.

**Hit Points:** 5 + five times your ranger level (the beast has a number of hit dice [d8s] equal to your ranger level)
 **STR**
14 (+2)
14 (+2)
15 (+2)
8 (-1)
14 (+2)
 **Senses:** darkvision 60 ft., passive Perception 12
**Languages:** understands the languages you speak
**Challenge:** —
 ***Charge.*** If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
 ***Maul.** Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d8 + 2 + PB slashing damage.
Arcane Grimoire

From Tasha's Cauldron of Everything, page 120.

## Description

*Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)*

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Burning Hands

From Player's Handbook, page 220.

## Description

*1st-level evocation*

* **Casting Time:** 1 action
* **Range:** Self (15-foot cone)
* **Components:** V, S
* **Duration:** Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

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

**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.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Cleric (*Light Domain*), Druid (*Circle of Wildfire*), Fighter (*Eldritch Knight*), Monk (*Way of the Four Elements*), Monk (*Way of the Sun Soul*), Rogue (*Arcane Trickster*), Sorcerer (*Giant Soul (Fire Giant)*), Warlock (*The Fiend*), Warlock (*The Genie (Efreeti)*)
* **Races:** Abyssal Tiefling, Fire Genasi, Mephistopheles Tiefling, Tiefling (Hellfire)
* **Backgrounds:** Rakdos Cultist
* **Feats:** Magic Initiate, Strixhaven Initiate
Bigby's Hand

From Player's Handbook, page 218.

## Description

*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.

* **Clenched Fist:** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
* **Forceful Hand:** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
* **Grasping Hand:** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
* **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.

## Learned By

* **Classes:** Artificer, Sorcerer (OCF), Wizard
* **Subclasses:** Warlock (*The Fathomless*)
* **Races:** Mark of Sentinel Human
Blur

From Player's Handbook, page 219.

## Description

*2nd-level illusion*

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

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Druid (*Circle of the Land (Desert)*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*The Genie (Marid)*), Warlock (*The Hexblade*)
* **Feats:** Svirfneblin Magic
Universal Pictures

### Music Composer

Universal Theme - Rene Mockel; Universal Studios Theme - Jerry Goldsmith; Universal Theme - Brian Tyler

**Universal Pictures** is the unofficial distributor of Caillou Gets Grounded.

## Summary

After the creative director of ABE, Aiden Boudreau, took an interest on the motion picture company, its movies, and studied about its history, it was decided that Universal should distribute the series, unofficially. However, the logo is not featured at the end of each episode, but the theme, and a print logo was seen and heard in Caillou Watches a Racist Movie/Grounded.

## Logo Appearance

The Universal Pictures print logo is a black and white globe, with custom-designed Universal Tertiary text. The letters curve a little across the centre of the globe, blocking the region of Northern South America, and Mexico. It has a globe taper that drops off before the letters. The logo was redesigned by Brian Jackson in 2021, replacing the 2013 Weta Digital version of the logo. Here are some of the reasons why.

## Reasons Why The Universal Logo Was Redesigned

* The globe taper in the Weta Digital version literally thinnens, then drops off.
* The tip of Southern South America caused a tension point near the South Pole.
* The North and South Pole globe lines did not weigh the same.
* The British Isles had unnecessary amounts of detail.
* There were overlapping paths.
* The letters had a few font problems.

## Differences

* Iceland is removed from the globe.
* There is a little gap in the south-eastern part of South America.
* The S and A look different.
* Newfoundland has less detail.
* Europe was redrawn.

## Goofs

* The 1997 Universal Pictures logo was seen in the pilot episode, Caillou Puts Universal On Top Of The Real Earth/Destroys The Studio/Grounded.
Caillou Destroys Toad Circuit and 3DS Rainbow Road/Grounded

**Caillou Destroys Toad Circuit and 3DS Rainbow Road/Grounded** is the 18th and final episode of season 3, and the 59th overall in the series.

## Characters

* Caillou
* Boris
* Doris
* Rosie
* Mario
* Luigi
* Toad
* Yoshi
* Shigeru Miyamoto
* Hideki Konno
* Donkey Kong

## Locations

* Anderson House
* 3DS Toad Circuit
* 3DS Rainbow Road
* Nintendo Kyoto Headquarters

## Summary

Caillou destroys 3DS Toad Circuit and Rainbow Road after getting mad about the graphical upgrades and charm.

## Music

* 3DS Rainbow Road
* 3DS Toad Circuit

## Recap

The episode starts with Caillou watching Rosie playing a VS Race in Mario Kart 8 Deluxe. He watches her race on 3DS Toad Circuit and 3DS Rainbow Road. Rosie squees excitedly after finishing first and is impressed by all the graphical overhauls. But Caillou was not happy. He immediately swipes the Joy-Con away from her hand and bangs it onto the floor, complaining about the course and how familiar it looked to Tour. However, the force from the Joy-Con breaks the Joystick on both, distracting Boris from his Zoom call with New Relic. He rushes downstairs and asks what happened. Rosie then responds but Caillou fibs thinking he didn't do it. But Boris slaps him and says he's not buying it and that he doesn't believe him. He then notices the broken Joy-Cons then gasps. Caillou immediately counter-suits him but Boris has had enough. He rushes to Caillou's room and picks up his Genesis. Then he smashes it out the window, tells him that he gets consequences and shuts the door.

Caillou then wonders what he could do to get rid of his course graphic nightmares. He then comes up with the idea that he will destroy both tracks and will not have to worry about it again. He builds a Warp Pipe from LEGOs and slips in.

At 3DS Toad Circuit, Caillou gets flung out of the warp pipe and hits the asphalt. He walks to an item box and throws a Bob-Omb which destroys the road. He goes back into the warp pipe, unaware that Lakitu seen him destroying the road.

Next, he appears at 3DS Rainbow Road. He gets flung out and lands on the road, which has a weird, watery translucent look. The force from the bang causes splashes to the futuristic road. He is completely outraged. He walks to an Item Box but this time he gets a blue shell.
Antipathy/Sympathy

From Player's Handbook, page 214.

## Description

*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.

* **Antipathy:** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. 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 become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
* **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.

## Learned By

* **Classes:** Bard (OCF), Druid, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Abi-Dalzim's Horrid Wilting

From Xanathar's Guide to Everything, page 150; and Elemental Evil Player's Companion, page 15.

## Description

*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 12d8 necrotic damage on a failed save, or half as much damage on a successful one.

Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Adult Red Dracolich

From Tasha's Cauldron of Everything, page 137.

**Hit Points:** 256 (19d12 + 133)
 **STR**
27 (+8)
10 (0)
25 (+7)
16 (+3)
13 (+1)
 **Saving Throws:** Dex +6, Con +13, Wis +7, Cha +11
**Skills:** Perception +13, Stealth +6
**Damage Resistances:** necrotic
**Damage Immunities:** fire, poison
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, poisoned
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 23
**Languages:** Common, Draconic
 ***Legendary Resistance (3/Day).*** If the dracolich fails a saving throw, it can choose to succeed instead.
 ***Multiattack.*** The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
***Claw.** Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.
***Tail.** Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.
***Frightful Presence.*** Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.
 The dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dracolich regains spent legendary actions at the start of its turn.
**Detect.** The dracolich makes a Wisdom (Perception) check.
**Tail Attack.** The dracolich makes a tail attack.
**Wing Attack (Costs 2 Actions).** The dracolich beats its wings. Each creature within 10 feet of the dracolich must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.
Awakened Tree

From Monster Manual, page 317.

**Hit Points:** 59 (7d12 + 14)
 **STR**
19 (+4)
6 (-2)
15 (+2)
10 (0)
10 (0)
 **Damage Vulnerabilities:** fire
**Damage Resistances:** bludgeoning, piercing
**Senses:** passive Perception 10
**Languages:** one language known by its creator
 ***Slam.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6 + 4) bludgeoning damage.
Bristled Moorbounder

From Explorer's Guide to Wildemount, page 295.

**Hit Points:** 52 (7d10 + 14)
 **STR**
18 (+4)
14 (+2)
14 (+2)
2 (-4)
13 (+1)
 **Senses:** darkvision 60 ft., passive Perception 11
**Languages:** —
 ***Bladed Hide.*** At the start of each of its turns, the moorbounder deals 5 (2d4) piercing damage to any creature grappling it.
 ***Multiattack.*** The moorbounder makes two attacks: one with its blades and one with its claws.
***Blades.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (4d4 + 4) slashing damage.
Plotagon City

**Plotagon City** is a fictional city in Oregon, on the west coast of the United States. It is also a very short driving distance between Portland, and the Border of California. Located east of the Pacific Ocean, it is a large city.

Since the city has some of Portland involved with it, it is referred to "Plotagon City-Portland".

## Locations

* Anderson House
* Portland International Airport
* Mill Park Elementary School
* New Relic
* McDonald's
* Joe's Restaurant
* Lincoln High School
* Chuck E Cheese
Alchemy Jug

From Dungeon Master's Guide, page 150. Found on Magic Item Table B.

## Description

*Wondrous item, uncommon. 12 lbs.*

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

 Basic poison
 Beer
 Honey
 Mayonnaise
 Oil
 Vinegar
 Water, fresh
 Water, salt
 Wine
Black Bear

From Monster Manual, page 318.

**Hit Points:** 19 (3d8 + 6)
 **STR**
15 (+2)
10 (0)
14 (+2)
2 (-4)
12 (+1)
 **Skills:** Perception +3
**Senses:** passive Perception 13
**Languages:** —
 ***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage.
Albino Dwarf Warrior

From Tomb of Annihilation, page 210.

**Hit Points:** 30 (4d8 + 12)
 **STR**
13 (+1)
13 (+1)
17 (+3)
12 (+1)
14 (+2)
 **Skills:** Perception +4, Stealth +3, Survival +4
**Damage Resistances:** poison
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** Common, Dwarvish
 ***Handaxe.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage.
Bear Trap

From Xanathar's Guide to Everything, page 113.

*Simple trap (level 1-4, dangerous threat)*

A bear trap resembles a set of iron jaws that springs shut when stepped on, clamping down on a creature's leg. The trap is spiked in the ground, leaving the victim immobilized.

* **Trigger:** A creature that steps on the bear trap triggers it.
* **Effect:** *Melee weapon attack:* +8 to hit, triggering creature. *Hit:* 5 (1d10) piercing damage. This attack can't gain advantage or disadvantage. A creature hit by the trap has its speed reduced to 0. It can't move until it breaks free of the trap, which requires a successful DC 15 Strength check by the creature or another creature adjacent to the trap.
* **Countermeasures:** A successful DC 10 Wisdom (Perception) check reveals the trap. A successful DC 10 Dexterity check using thieves' tools disables it.
Kleiderchaos

**Kleiderchaos** ist ein Spiel auf goSupermodel.

## Regeln für das Spiel

### 1. Ziel des Spieles

Das Ziel des Spieles ist so viele Kleidungsstücke wie möglich von der Liste zu entfernen. Schaffst du es alle Kleidungsstücke zu entfernen, hast du das Level bestanden und kommst ins nächste Level. Je mehr Level du schaffst, umso mehr Punkte und goGeld bekommst du.

### 2. Wie funktionierts

Artikel werden entfernt, wenn mehrere gleiche Artikel nebeneinander/übereinander/zusammen sind (dies siehst du, wenn du mit der Maus über die Artikel streifst). Klicke auf die Artikel mit der linken Maus und du entfernst automatisch die Gruppe der gleichen Kleidungsstücke, die aneinander gereiht sind. Sind diese entfernt, fallen alle restlichen Artikel zusammen und sind nach einem neuen System aufgebaut.

### 3. Punkte

Je mehr Artikel in einer Gruppe sind, umso mehr Punkte erhälst du und umso höher ist die Chance, das Level in sehr kurzer Zeit zu bewältigen. (Klickst du mit der Maus über eine Gruppe von Artikeln, siehst du wieviel Punkte du bekommst, wenn du sie entfernst) Du kannst auch folgende Bonus Punkte bekommen:

* **Level bestanden:** 1000
* **1 übriger Artikel:** 800
* **2 übrige Artikel:** 600
* **3 übrige Artikel:** 400
* **4 übrige Artikel:** 200

### 4. goGeld Belohnung

Meisterst du das 1. Level, erhälst du 20 goGeld. Für das 2. Level bekommst du 22 goGeld. Für das 3. Level erhälst 24 goGeld. Das goGeld wächst weiterhin so bei allen weiteren Levels die du schaffst.

Ist das Spiel vorbei, erhälst du extra goGeld. Dies hängt von den Artikeln ab, die übrig sind. Hast du nur 1 bis 2 Artikel übrig, erhälst du 4 goGeld. Bei 3 - 10 Artikel bekommst du 2 goGeld.
Bat

From Monster Manual, page 318.

**Hit Points:** 1 (1d4 - 1)
 **STR**
2 (-4)
15 (+2)
8 (-1)
2 (-4)
12 (+1)
 **Senses:** blindsight 60 ft., passive Perception 11
**Languages:** —
 ***Echolocation.*** The bat can't use its blindsight while deafened.
 ***Bite.** Melee Weapon Attack:* +0 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage.
Barrier Tattoo

From Tasha's Cauldron of Everything, page 122.

## Description

*Wondrous item (tattoo), rarity varies (requires attunement)*

Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.

***Tattoo Attunement.*** To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

***Protection.*** While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity, as shown below. You can use a shield and still gain this benefit.

 Rare
 Very Rare
Bag of Devouring

From Dungeon Master's Guide, page 153. Found on Magic Item Table D.

## Description

*Wondrous item, very rare. 0.5 lbs.*

This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Blod Stone

From Storm King's Thunder, page 233.

## Description

*Wondrous item, rare (requires attunement).*

This diamond contains the blood of a creature — blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn't undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative.

This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child.
Bridesmaid of Zuggtmoy

From Out of the Abyss, page 230.

**Hit Points:** 22 (5d8)
 **STR**
14 (+2)
11 (0)
11 (0)
14 (+2)
8 (-1)
 **Senses:** darkvision 60 ft., passive Perception 9
**Languages:** understands Abyssal but can't speak
 ***Hallucination Spores.*** The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Infestation Spores (1/Day).*** The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the Spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be.
Forum

Das **Forum** ist eine Funktion auf goSupermodel. Im Forum können sich alle Models austauschen, indem sie Posts erstellen oder auf welche antworten. Das Forum ist sehr beliebt und wird aktiv genutzt. Es gibt verschiedene Sektionen (so eine Art Kategorien), in denen man Posts erstellen kann. Man findet die Funktion auf der Hauptseite sowie im Community-Bereich. Es ist die meistverwendete Funktion auf goSupermodel und ein zentraler Ort der Kommunikation.
Alseid

From Mythic Odysseys of Theros, page 235.

**Hit Points:** 22 (4d8 + 4)
 **STR**
15 (+2)
10 (0)
12 (+1)
13 (+1)
14 (+2)
 **Skills:** Persuasion +6
**Damage Resistances:** radiant
**Damage Immunities:** poison
**Condition Immunities:** charmed, frightened, poisoned
**Senses:** passive Perception 12
**Languages:** Common, Sylvan
 ***Hide in Plain Sight.*** The alseid has advantage on Dexterity (Stealth) checks made to hide while it is in grassland.
***Innate Spellcasting.*** The alseid's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
3/day each: Cure Wounds, Charm Person, Sleep
1/day each: Calm Emotions, Lesser Restoration, Plant Growth
 ***Multiattack.*** The alseid makes two radiant touch attacks.
***Radiant Touch.** Melee Spell Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) radiant damage.
Ancient Red Dragon

From Monster Manual, page 97.

**Hit Points:** 546 (28d20 + 252)
 **STR**
30 (+10)
10 (0)
29 (+9)
18 (+4)
15 (+2)
 **Saving Throws:** Dex +7, Con +16, Wis +9, Cha +13
**Skills:** Perception +16, Stealth +7
**Damage Immunities:** fire
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 26
**Languages:** Common, Draconic
 ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
 ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
***Claw.** Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6 + 10) slashing damage.
***Tail.** Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8 + 10) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
 The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
**Detect.** The dragon makes a Wisdom (Perception) check.
**Tail Attack.** The dragon makes a tail attack.
 On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
* Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
* A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
 The region surrounding a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
* Small earthquakes are common within 6 miles of the dragon's lair.
* Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
* Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.
Blue Dragon Wyrmling

From Monster Manual, page 91.

**Hit Points:** 52 (8d8 + 16)
 **STR**
17 (+3)
10 (0)
15 (+2)
12 (+1)
11 (0)
 **Saving Throws:** Dex +2, Con +4, Wis +2, Cha +4
**Skills:** Perception +4, Stealth +2
**Damage Immunities:** lightning
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 14
**Languages:** Draconic
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
***Lightning Breath (Recharge 5-6).*** The dragon exhales lightning in a 30-foot line. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.