recursal/Fanatic-Fandom huggingface dataset:
Dragonslayer Spear

*Weapon (Pike), Very rare (+1), Requires attunement*

*The spear of the knight known as the Dragonslayer was imbued with the power of lightning, and shattered the stone scales of dragons.*

You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon has 4 charges. While holding it, you can expend a charge as an action to shoot out a bolt of lightning from the tip of the Pike. You cast the Lightning Bolt spell DC15. Also, this weapon deals an extra 2d6 lightning damage to any target it hits and 3d6 if the target is a Dragon. The lightning of this weapon ignore any resistance or immunities that a Dragon would normally have. The weapon regains 1d4 expended Charges daily at dawn.
Watchdragon Parma

*Armor (shield), Rare (+1), Requires Attunement*

*A shield decorated by intertwined dragons. The black and white contrast depicts the ebb and flow of the fate of all things living. and the serpentine dragons that watch over the march of time. The bearer of this shield will be blessed by great fortune in battle.*

While wearing this shield, you gain a +1 bonus to your AC. Also, this shield has 2 charges, you may use your action and expend a charge of this shield to find near treasures. A single treasure within 30 feet of you is revealed to you, you know its exact location unless it is hidden by magic. When hidden by magic, you sense the direction to the object’s location but not its exact location.
Shield Bash

*Wondrous Item (Ash of War), Common, Requires attunement*

*Usable on all shields.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The shield becomes magical.

* While wearing this shield, you may replace one of your attacks to perform a special attack. Roll a melee weapon attack against a creature within 5 feet of you. On a hit, if your shield does not have a specific damage die, the target takes 1d4 bludgeoning damage + your Strength modifier. The target is also pushed 10 feet away from you. You cannot push creatures that are two sizes larger than you with this special attack. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Orma's Greatshield

*Armor (shield), Rare (+1), Strength requirement: 15*

*Shield of the knights who long ago attempted to conquer the Undead Crypt. They bore no weapons, only a shield split into left and right halves, which they used to playfully crush their foes until their corpses where kneaded beyond recognition. The engraving depicts two messengers from the hereafter who welcome the recently dead by reviewing the merits of their deeds in life.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

This shield deals 1d12 bludgeoning damage + your Strength modifier on a hit. Also, when pairing this shield with its other half, Reeve's Greatshield, you can, as an action, give yourself and allies behind you Total Cover and you can now attack with these shields even when wielding both of them in one hand each.
Dragon Incantations Cantrips

**Casting Time:** 1 action
**Range:** 120 feet
**Target:**
**Components:** V, S
**Duration:** Instantaneous
**Class:** Bard, Cleric, Druid, Sorcerer, Warlock
**Casting Time:** 1 action
**Range:** Self
**Target:**
**Components:** V, S
**Duration:** 1 round
 One of the incantations of the capital's ancient dragon cult. Summons a red lightning spear and hurls it before the caster. Long ago, Godwyn the Golden defeated the ancient dragon Fortissax, and befriended his fallen foe — an event that gave rise to the ancient dragon cult in the capital.

Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage.

 **At Higher Levels:** The spell creates more than one spear when you reach higher levels: two spears at 5th level, three spears at 11th level, and four spears at 17th level. You can direct the spears at the same target or at different ones. Make a separate attack roll for each spear.
Spain

*This article is not yet to be finished, you can help by expanding it.*

**Spain**, officially the **Spanish Republic** (Spanish: *República Española*) is a socialist republic in southwestern Europe, with archipelagos in the Atlantic Ocean. The Spanish mainland is bordered to the South and East by the Mediterranean Sea; to the North and Northeast by France and the Bay of Biscay; and to the West by the Atlantic Ocean. Along with the France, Spain is one of the only two countries to have both Atlantic and Mediterranean coastlines.
Puzzling Stone Sword

*Martial Weapon (Longsword), uncommon , rare (+1), very rare (+2), Requires Attunement*

*A sword with a segmented blade. When swung its segments separate and the sword strike in a whipping slash. Crafted with rare magnetic stone of remarkable strength only found within caves of the gutter.*

Slumbering (Uncommon), When you attack with this Longsword, you have a range of 10 feet instead of the usual 5 feet, extending like a whip-blade every time you attack.

Stirring (Rare). When you land an attack, you can pull creatures up to 5 feet towards you.

Wakened (Very Rare). You deal an extra 1d6 Force damage.
Mastodon shield

Armor (shield), Rare*, Strength requirement: 18*

*Shield of the Primal Knights that defend Drangleic castle. Very heavy, and has the power of lightning. The brutish and mighty Primal Knights wield this shield as if it were made of paper, but to the ordinary warrior it is a chore to even hold up, owing to its great weight.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

This shield is so heavy that it must be wielded with both hands, and it deals 2d6 bludgeoning damage + your Strength modifier on a hit. Also, when hitting a creature you deal an extra 1d8 lightning damage. A creature behind you may benefit from Half-Cover due the the shield's abnormal size.
Holy Ground

*Wondrous Item (Ash of War), Very Rare (+1), Requires attunement*

*Usable on all shields*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* You gain a bonus of +1 to your AC.

* The shield becomes magical.

* While holding it, you can use an action to raise your shield to create an Erdtree-consecrated area that continuously restores HP and boosts defense for yourself and allies inside it. Holy power radiates from a point under your feet in an aura with a 20-foot radius. While in the aura, each non-hostile creature in the aura (including you) regain 2d6 hit points + your Wisdom, Intelligence or Charisma modifier. Also, three non-hostile creatures of your choosing within the area of Holy Ground gains a bonus of +1 to their AC. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Stamp (Upward Cut)

*Wondrous Item (Ash of War), Common, Requires attunement*

*Usable on swords, axes, and hammers (weapons with the light property excepted.)*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, once per turn, you can forgo an attack to brace your armament and step into a low stance that prevents recoil from most enemy attacks and slash upward. On a hit, you send the creature flying backward up to 10 feet away. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Unsheathe

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on longswords*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, once per turn, you can forgo your first attack. You can, either roll a singular attack against 2 creatures in front of you that are adjacent to each other and that are within your weapon's reach. Or you may attack a singular creature and deal an extra die of your weapon's damage die. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Crystal Sorceries Cantrips

**Casting Time:** 1 action
**Range:** 90 feet
**Target:**
**Components:** S
**Duration:** Instantaneous
**Class:** Sorcerer
**Casting Time:** 1 action
**Range:** 10 feet
**Target:**
**Components:** V, S
**Duration:** Instantaneous
 You conjure a Javelin made of force charged crystal that explodes upon impact. Make a ranged spell attack against the target. On a hit, the target takes 1d4 piercing damage and 1d4 force damage.
 **At Higher Levels:** This spell’s piercing and force damage increases by 1d4 when you reach 5th level (2d4 and 2d4), 11th level (3d4 and 3d4), and 17th level (4d4 and 4d4).
Serpent Bow

*Martial Weapon (Longbow), Rare(+1), Requires Attunement*

*Malformed bow in the shape of a pair of poisonous snakes. Imbues arrows with poison through pagan magic. Used by assassins known as the Formless Serpents.*

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Knocked arrows becomes serpent like and you deal 1d8 poison damage instead of piercing damage. This weapon has 2 charges, whenever you land a hit with this weapon you can, as a bonus action, whisper a word and your arrow transforms into a snake, it becomes a living Giant Poisonous Snake. The arrow is then destroyed when the snake dies if it isn't magical. The bow regains its charges at dawn.
King's Shield

*Armor (shield), Legendary (+1), Requires attunement, Strength requirement: 17*

*A greatshield created from the soul of the Looking Glass Knight.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

While wearing this Greatshield, you gain a bonus of +1 to your AC. This shield deals 1d10 force damage + your Strength modifier on a hit. As a reaction when being hit or targeted by a spell, you may change the target of the spell to the caster.

Also, as an action you may create a ghostly duplicate of yourself that comes out of the shield's Mirror, it disappears after 1 hour. This duplicate cannot use any of your features, it has all of your ability scores, hit point maximum, it does not possess the benefits of your magical equipment and takes its turn after yours. You control the duplicate mentally, if you don’t issue a command, the duplicate takes the Dodge action. It can attack as normal but only twice per turn and its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Once you used this feature, you can't do so again until next dawn.
Moaning Shield

*Armor (shield), Uncommon, Strength requirement: 15*

*A deformed greatshield given to Eygon of Carim upon being conferred knighthood. The giant woman's face that protects Eygon is that of his sister, some years his senior.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

This shield deals 1d10 bludgeoning damage + your Strength modifier on a hit. While wearing this shield, you may, as a bonus action, offer a gentle prayer to the shield and cause the Woman's face upon the shield to moan. Hostile creatures within 20 feet of you must roll a DC12 Wisdom saving throw or be taunted by you. Creatures taunted in this way have disadvantage on their attack rolls against all creatures other than you until the end of your next turn.
Ice crest shield

*Armor (shield), Very rare (+1), Requires attunement*

*Small metal roundshield. Heavier than a wooden shield, but boasts higher defenses. The ice crest originates from a Carian princess. Though the effect is slight, it reinforces magic damage negation and resistance to frost.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

While wearing this shield, you gain a +1 bonus to AC and you have resistance to cold damage. Also, as a reaction when dealt damage which originates from a spell, you may reduce the damage by 2d8 + your intelligence modifier
Cleric's small shield

*Armor (shield), Uncommon, Requires attunement by a Cleric or a Paladin*

*A small shield used by clerics on pilgrimage. Enchanted with a somewhat fragile blessing that allows spells to be deflected by parrying.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

Whenever you are the target of a ranged spell attack while you are wearing this shield, you may use your reaction and expend a spell slot to cast the Shield of Faith on yourself, no components required. Giving yourself a chance to deflect the spell. You have advantage on concentration check until the start of your next turn.
Crystal Ring Shield

*Armor (shield), Uncommon, Requires Attunement by a character with spellcasting or pact magic.*

*Weapon born from the mystical creature of the Darkroot Garden, the Moonlight Butterfly. Imbued with a powerful crystal power, like the butterfly created by Seath the Scaleless. Can emit crystal light rings.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

While wearing this shield, you gain proficiency with it and it can be used as a spellcasting focus. Also, you can make ranged spell attack with this shield, dealing 1d10 force damage + your spellcasting modifier.
Piercing Fang

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on melee weapons capable of piercing damage*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, once per turn, you can forgo an attack to hold your blade horizontally, make a powerful thrust that cannot be blocked*.* That attack ignores the target's shield and it deals an extra damage die of your weapon's damage die. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Man-Serpent's Shield

*Armor (shield), Very rare (+1), Requires attunement*

*Small copper dome-shaped roundshield carried by the man-serpents of Mt. Gelmir. Said to have been tempered in lava, it boasts great resistance to fire.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

While wearing this shield, you gain a +1 bonus to AC and resistance to fire damage. Also, you gain the ability to walk and swim through lava without taking fire damage.
Enchanted Shot

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on shortbows, longbows, light crossbows and heavy crossbows*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* Your arrows or bolts are infused with your spiritual essence. When your ranged weapon attack misses, you may change the trajectory and target of your shot. Choose a creature within 30 feet of your initial target and take the initial attack of this ammunition to know if it would hit it or not. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Jellyfish Shield

*Armor (shield), Uncommon, Requires attunement, Strength Required: 12*

*The head of a spirit jellyfish, commonly found floating above sacred ground throughout the Lands Between, wielded without modification as a shield. The see-through head is extremely light.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

This shield deals 1d6 necrotic damage + your Intelligence, Wisdom or Charisma modifier on a hit. Also, while attuned to this shield, you may use a bonus action to raise the strength of your blows as the shield turns a bright red instead of its usual blueish color. For 1 minute, your melee weapon attacks deals an extra 1d4 of weapon's damage.
Special

# Special Properties of Various Weapons and Shields

### Spiked Cestus and Cestus

You can hold weapons when wearing these leather mittens, but you cannot perform any kind of tasks that demands precision.

### Macuahuitl and Greater Macuahuitl

When dealing damage to a creature, the creature must roll a Constitution saving throw. The DC is equal to 5 + the amount of damage you've dealt. On a failed save, the creature takes 1d4 (or 1d6 for the Greater Macuahuitl) at the beginning of its next turn. Also, on a critical fail, these weapons gain a -1 to damage until they are repaired during a short or long rest.

### Pata

This weapon grants +1 to AC and is fixed to your forearm. You cannot be disarmed of this weapon.

### Bill Hook

When successfully attacking a large or medium creature with this weapon, instead of damaging it you can pull the target 5 feet closer to you or push it 5 feet away from you.

### Man Catcher

When successfully attacking a creature that has the same size as you or smaller, you can forgo the damage to grapple the target. The escape DC equals to 8 + proficiency + your Strength modifier. Whenever the grappled target attempts to escape from the Man catcher, it takes 1d8 Piercing damage as it impales itself on the inner spikes of the weapon. You may also use your action on the following turns to deal 1d8 + strength modifier Piercing damage.

### Heavy Longbow

This weapon uses your strength instead of your dexterity for the attack and damage rolls. You can only attack twice per turn with this weapon.

### Parrying Dagger

This dagger grants +1 to ac when using the Dodge action. Also, whenever a creature misses you with an attack, you may use your reaction to perform an opportunity attack.

### Small Shield

This shield can be donned or doffed as an Object interaction action.

### Medium Shield

This shield can be donned or doffed as a bonus action.

### Large Shield

This shield can deal damage when wielded with two hands. It deals 1d8 + Strength modifier bludgeoning damage. This shield can be donned or doffed as an action.
Flame Miracles

## The Fell God

The Fire Giants were not always Fire Giants. They were originally just giants until Marika and Godfrey defeated the Fire Giants, exiled them to the Mountaintops, and forced them to tend to the flame of a fell god for all of eternity. The reason for this specific punishment is fitting because they tried to harness the power of this god in their battle with Marika in their own bodies. In doing so, they created the Fire Giant incantations and continue to hold the flame of this god.

The Fire Monks, whether fellow exiles in the Mountaintops or willful followers of the fell god, battled alongside Fire Giants in their war against Marika. In the process, they became obsessed with the flame of this fell god. Having gotten more control of the flame, they developed the Fire Monk incantations that derive their power from the same source as the Fire Giants.

## Magma Sorceries

Magma sorceries come from a specific place and community: Mount Gelmir. Long ago, sorcerers were able to use the magma of Mount Gelmir for sorceries. Rykard rediscovered this magic when he either moved into or established Volcano Manor. This is part of the reason why he let the serpent devour his flesh, as some of the Magma sorceries specifically state that only a serpent could cast them.

## The Flame of Chaos

The Witch of Izalith is one of the Lords; deities that defeated the dragons long ago, weaving great firestorms with her many daughters to bring their reign to an end. She is the god of life and of fire, and, accordingly, the godmother of pyromancy. When it became apparent that the Lord Souls would eventually be exhausted, and the Age of Fire would end, the Witch was the first Lord to act - using her mastery of pyromancy, she attempted to recreate the First Flame using a soul.

She failed, however, creating what would be known as the Flame of Chaos, an extremely dangerous entity of which she eventually lost control. The chaotic fire engulfed Izalith and the surrounding area, and the Witch was absorbed into the heart of the Flame - the Bed of Chaos, source of all demons. The Witch, or what remains of her, resides within the Bed, no longer resembling anything human.
Repeating Thrusts

*Wondrous Item (Ash of War), Rare (+1), Requires attunement*

*Usable on all melee weapons capable of piercing damage.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +1 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you may use a bonus action to attack twice. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Dragon Slayer Incantations 1st level spells

**Casting Time:** 1 bonus action
**Range:** Touch
**Target:**
**Components:** V,S, M (A nonmagical melee weapon)
**Duration:** Concentration, 1 minute
**Class:** Bard, Cleric, Paladin
**Casting Time:** 1 action
**Range:** 300 feet
**Target:**
**Components:** V,S,M (an arrow tip)
**Duration:** Concentration up to 1 minute
 Miracle allegedly wielded by a certain dragonslayer knight in the Age of Gods. Tales of dragonslayers are now a rare thing, told only in fragments and whispers in remote regions.

Reinforces right weapon with lightning. You enchant a nonmagical weapon. For the duration, the melee weapon deal an additional 1d6 Lightning damage.
But remember, beautiful stories are always marked by embellishment.
Death Ritual Spear

*Weapon (spear), Very Rare (+2), Requires attunement*

*Ritual spear used by priests of old who were permitted to come among the Deathbirds. The priests became guardians of the birds through the rite of Death, which also serves as an oath sworn to their distant resurrection.*

You gain a +2 bonus to attack and damage rolls made with this magic weapon and deals an extra 1d6 necrotic damage.

This weapon has 4 charges. While holding it, you can expend a charge as an action to unleash a volley of Ethereal spears from the skies. Spears fall in a 20-foot-tall cylinder with a 20-foot radius centered on a point you choose within 120 feet of you. Each creature in that 20-foot radius must make a DC 15 Dexterity saving throw. A target takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. The weapon regains 1d4 expended Charges daily at dawn.
The Night Wanderer

Night Wanderers are adventurers, spies and assassins who adopts the night sky as their ally. Using the essence of the night to complete their missions as they stealthily wanders through shadows with ease.

### *The Twin Stars*

At 3rd level You gain the Two-Weapon fighting style and you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

### *Midnight Needle*

At 3rd level, as a bonus action you can conjure a dagger, this dagger shines like a piece of night sky filled with stars. You can attack once with the dagger when summoning it and attacks with this dagger count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This dagger disappears if it is more than 5ft away from you at the end of your turn.

* When in dim light or darkness you can slash the air with your dagger to create a rift as a bonus action, you can then walk through this rift to teleport within 30ft of it. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

* At 9th level you can now cast the spell Darkness on your dagger and you see through this magical darkness. You can use this feature only once per short rest and long rests.

### *Under the cover of night*

At 9th level you can use your action to spin on yourself as a shroud of twilight covers your body before disappearing. You become invisible until the end of your next turn unless you maintain your invisibility by using your action on subsequent turns.

### *Vanishing Star*

Starting at 13th level, you gain the ability to disappear when getting hit. When a creature successfully hit you, you can use a reaction to vanish and teleport up to 10 feet to an unoccupied space that you can see. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### *Evasive Star*

Finally, at 17th level, your cunning action gains a new option. When using cunning action you can now use the dodge action.
Vacuum Slice

*Wondrous Item (Ash of War), Very Rare (+2), Requires attunement*

*Usable on swords and axes.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +2 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you can, as an action, hold the armament aloft to surround it with a shearing vacuum, then launch it forwards as a blade-like projectile. You slash the air in a a line of 100 feet long and 5 feet wide, creating a vacuum in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 slashing damage on a failed save, or half as much damage on a successful one. The DC is equal to 8 + your proficiency modifier + your Dexterity or Strength modifier. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Phantom Assault

*Wondrous Item (Ash of War), Very Rare (+2), Requires attunement*

*Usable on polearms and double-bladed scimitars (Pikes and Lances excepted).*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +2 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you may, as an action, conjure a Knight's whose ashes imbued your weapon. You and the Knight then guide a joint lunging upward swing with. Lunge up to 15 feet without provoking opportunity attacks and attack a creature twice. On a hit, you deal an extra damage die of your weapon's damage die. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Wicked Eye Greatshield

*Armor (shield), Very rare (+1), Requires Attunement, Strength requirement: 15*

*A greatshield with an unsettling design. Covered in the prints of countless hands. The true origin of this shield is unknown. No amount of polishing can clear its face of the mysterious hand prints.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

This shield deals 1d8 bludgeoning damage + your Strength modifier and you gain a bonus of +1 to your AC. Also, whenever a creature dies within 20 feet of you, you regain a number of hit points equal to one roll of your Hit dice + your constitution modifier. You cannot heal yourself in this way if the creature that died had no blood.
Gargoyle Flame Spear

*Weapon (lance), Very Rare (+1), Requires attunement*

*Stone torch spear wielded by gargoyles of the Profaned Capital. The Profaned Flame, which never goes out, imbues this weapon with a fire attack.*

You gain a +1 bonus to attack and damage rolls made with this magic weapon and you deal an extra 2d6 fire damage on a hit. Also, when landing a critical hit you may decide to cast the Fireball spell DC15 on the target, you are immune to this damage when casting Fireball in this way.
Scarlet Rot Incantations

## The Buried Rot

The Servants of Rot, these servants serve the Rot Goddess who was sealed away beneath the Lands Between by a blind swordsman long ago. Malenia the Rot Goddess, is the mother of all rot and poison. Because the Scarlet Rot is akin to poison and disease, its spells inflict poison and rot damage and can even resemble the bugs who worship the Rot Goddess.
Barrage

*Wondrous Item (Ash of War), Rare (+1), Requires attunement*

*Usable on shortbows.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +1 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, once per turn, you can forgo an attack to perform a special attack. Ready the bow, then fire off a rapid succession of shots faster than the eye can see. You attack 3 times instead of once. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Follower Javelin

*Weapon (javelin), Common*

*Light spear wielded by the Farron Followers. Balanced to allow for throwing. The Followers attack in groups, surrounding foes, shielding themselves, and thrusting their spears at their foes. On a final command, they hurl their spears at their fallen foe, to give the retired warrior an honorable send-off.*

Hit or miss, the Javelin reappears instantly in your hand when thrown.
Treespear

*Weapon (Lance), Uncommon*

*Golden spear with tree-like design. Wielded by knights employed as palace guards in the Royal Capital of Leyndell. Requiring superior dexterity to wield, this greatspear can perform consecutive thrust attacks despite its larger size.*

This Lance has the finesse property due to its lightweight unknown metal. Also, this weapon has 2 charges. You may expend a charge and a bonus action to utter a prayer and infuse the Lance with holy magic. For 1 minute you deal an extra 1d6 radiant damage. The weapon regains 1d2 expended Charges daily at dawn.
Oolacile Sorceries Cantrips

**Casting Time:** 1 action
**Range:** self(10 feet)
**Target:**
**Components:** V, S, M(A small piece of Silk)
**Duration:** Concentration, up to 1 minute
**Class:** Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
**Casting Time:** 1 action
**Range:** 5 feet
**Target:**
**Components:** S
**Duration:** Instantaneous
 Lost sorcery from Oolacile, land of ancient golden sorceries. The weapon itself undergoes no inherent changes. Effective use of this, like any tool, perhaps, is reliant upon the ingenuity of its caster.

Turns weapons invisible. If a creature uses its action to examine the illusion , the creature can determine that it is an illusion and that you hold an invisible weapon with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
The illusion cease if you throw it or stop holding it.
 **At Higher Levels:** The cantrip's number of targeted weapons to two at 5th level, three at 11th level and four at 17th level.
Yorshka's Spear

*Weapon (Pike), Very Rare (+2), Required attunement*

*This treasure, gifted to the Yorshka Church, is enchanted with a soporific spell, and was surreptitiously worshiped by Irithyll slaves. As a weapon, it is part spear and part hammer, the former allowing thrusting, and the latter allowing strikes.*

You gain a +2 bonus to attack and damage rolls made with this magic weapon and you may choose to deal between Piercing or Bludgeoning damage when hitting a creature. Also, creatures you hit with this weapon are unable to cast spells until the start of your next turn.
Bestial Incantations cantrips

**Casting Time:** 1 action
**Range:** 40 feet
**Target:** A Creature or Object within range
**Components:** V, S, M (a pebble)
**Duration:** Instantaneous
 Incantation taught by Gurranq, the Beast Clergyman. Long ago, Gurranq was a beast of such terrifying ferocity that his former name meant "Death of the Demigods."

 **At Higher Levels:** The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Channeler's Trident

*Weapon (Trident), Uncommon, Requires attunement*

*A trident wielded by an old sorcerer. The tip is sharpened so smoothly that it suggests a degree of madness.*

While wielding this weapon, you can, as an action, perform a little dance whilst waving the Trident around to bolster nearby allies. Allies within 30 feet of you gain deals an extra 1d6 on their next attack. This weapon can also be used as an arcane focus.
Canada

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**Canada**, officially the **Canadian Democratic Republic** (French: *République Démocratique Canadienne*) is a republic in North America. Canada is bordered to the north by French Quebec; to the northwest by British Alaska; to the south by America; to the southeast by New England; and to the East by French Quebec again.
France

*This article is not yet to be finished, you can help by expanding it.*

The **Kingdom of France** (French: *Royaume de France*) is a kingdom in western Europe. France is bordered to the north by the English Channel; to the northwest by the German Republic; to the west by the Bay of Biscay; to the south by Spain; to the southeast by the Italy and Rome; and to the East by Switzerland.
Morion Sword

*Martial Weapon (Longsword), Legendary (+2), Requires Attunement*

A twisted sword resembling the towers of Londor's Sable Church. Eight branching blades and thorns induce bleeding. The church's blessing makes the weapon revel in the agony of its owner. Heavy losses of blood reinforces this sword, a curse most befitting its deformed appearance.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

**Blood Leach.**

Morion Sword becomes more powerful when its wielder has lost a lot of blood.

If the owner lost 1/4 of its blood, the weapon deals an extra dice of the weapon's damage. Becoming sharper as it absorbs the iron in the blood.

If the owner is at half of its HP, the blade's power awakens. Flames red like blood comes out of each prongs, this weapon deals an extra 1d6 fire, also giving you a new a ranged attack option. You can now throw bolts of red flames, dealing 2d8 fire damage with a range of 30/120. This attack use Strength for the attack and damage rolls.

If you've lost 3/4 of your blood, you must roll a DC 14 Wisdom saving throw at the start of your turn or enter a Frenzy, attacking the closest creature in sight. You can on subsequent turns roll a Wisdom Saving throw to end this Frenzy at the end of your turn. The sword now shines a bright red, now capable of unleashing beams of red flames. As an action you can release beams of flames in a 20 foot line. Creatures caught in it must roll a DC 15 dexterity saving throw, on a failed save they take 5d8 fire damage or half as much on a successful save.

**Sentience**.

The Morion Sword is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 8, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and scratchy. While you are attuned to it, the Morion Sword also understands every language you know.

**Personality.**

The Morion Sword speaks with a blood crazed tone, always craving for the blood of its Master. The sword doesn't care about other creature's blood, it only wants its Master's. It believes that the blood of all creatures other than its Owner's are tainted and impure.

It wants to be wielded in combat with its Sister, the Morion spear. The Sword knows the location of the Spear at all times and urges the owner to find its long lost sister.

The Morion Sword's hunger must be regularly fed. It must drink its Master's blood once every three days, or the Owner of the blade enters a unconscious state while the Sword takes control of their body, possessing them. Then the sword will mutilate its Master until they fall at 0 HP.
School of Sellia

The Sorcerers of Sellia were assassin's who mostly hunted their kin with their night sorceries.

### *Night Savant*

Beginning when you select this school at 2nd level, you gain proficiency in Stealth, If you’re already proficient in this skill, your proficiency bonus is doubled for any check you make with that skill.

### *Arcane Assassination*

Starting at 2nd level when you select this school, you have discovered how to makes your Night spells deadlier. You learn the Night Shard cantrip ( Glintstone Sorceries Cantrips ). Once per turn, you can deal an extra 1d6 damage to one creature you hit with a Night spell if you have advantage on the attack roll. The extra damage increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll

### *Ambushing Shard*

When you reach 6th level, you discovered how to surprise your target, even if you're in plain sight. Launches a projectile from a distance removed from the caster, so as to strike the enemy from behind. As an action, you can cast Night Shard from a point you can see within 30 feet. You also gain an additional way to use your Arcane Assassination; you don't need advantage on the attack roll and you don't need an enemy of the target within 5 feet of it.

Also, you don't suffer disadvantage from having a hostile creature within 5 feet of you.

### *Night Veil*

At 10th level, you have learned how to create a veil to disappear from afar. You may use an action to activate your Veil for 1 minute, when it is active you become invisible for any creatures that isn't within 15 feet of you. Casting spells does not end this invisibility, but interacting with objects does. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create a new veil.

### *Comet of Sellia*

Starting at 14th level, your night spells are now deadlier than ever. During the first turn of combat, you can land a critical hit on the first Night spell you successfully land. You can use this ability only once per long rests.
Bestial Incantations

## One of the first Magics

Connected to the magic of the Godskin Apostles is Bestial magic. Only the Beast Clergyman Gurranq and his militiamen utilize Bestial magic, which is said to have been created by the primitive beings of the Lands Between long before the creation of the Erdtree. Of course, Gurranq is actually *Elden Ring*'s Maliketh the Black Blade, so his ancient Bestial magic has somehow been able to overcome the Death magic of the Godskin Apostles.
Scripture Wooden Shield

*Armor (shield), Rare*

*A small, wooden roundshield. It is light and easy to handle, but cannot offer the damage negation of a metal shield. An ancient cipher engraving lines the circumference. Though it isn't much, it boosts the resistance of the wearer against radiance.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

While wearing this shield, you gain resistance to radiant damage.
Arab Union

*This article is not yet to be finished, you can help by expanding it.*

The Arab Union, officially **The Arab Socialist Republic** (Arabic: *الجمهورية العربية الاشتراكية*) is a major country in the Middle East. It borders no one in the West but is close to France. but to the East of it is the Persian Gulf and Rhambacia.
Republic of Arabia Wiki

**Welcome to the Republic of Arabia Wiki!**
The official wiki page for the Republic of Arabia.

We're a collaborative community website about Republic of Arabia 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!

## 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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Germany

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The **Federal Republic of Germany** (German: *Bundesrepublik Deutschland*) is a republic in Central Europe lying off the north-western coast of the European mainland. Germany is bordered on the north by the North Sea, Denmark, the Baltic Sea, and Livonia to the south by Italy and Switzerland, and to the west by the France.
Walthamstow Pact

**Walthamstow Pact** was a military alliance composed of socialist republics in the world, and the International Brigades. The longest running chairman was the British Socialist Republic. The Walthamstow Pact was created in reaction to the EU becoming a defence pact. (See the 2355 Eurasian referendum.)
British Socialist Republic

*This article is not yet to be finished, you can help by expanding it.*

The **British Socialist Republic** was a socialist state in western Europe lying off the north-western coast of the European mainland. It consisted of the island of Great Britain, the island of Ireland and a large number of smaller outlying islands. Completely surrounded by the Atlantic Ocean, with the North Sea to its east, the English Channel to its south, and the Irish Sea to its south-west, the British Socialist Republic bordered no other sovereign states. Its closest and the only neighbour it had was the Kingdom of France across the English Channel to the south.

British Socialist Republic and its successor was the chairman of the Walthamstow Pact.
It was succeeded by the Second Republic, with the event of 2358 British chairmanship election.

## London Project

*Main article: London Project*
1. ↑ 2350 Constitutional Reform
Great Middle Eastern War

The **Great Middle Eastern War** was a war involving 5 major countries against two Middle Eastern countries, Damascus and Bahrain. It started with the Syrian colonisation of Madagascar, which the French immediately objected to and declared war, and it soon to be followed up by America, Britain, Armenia and China.
London Project

The **London Project** is a British government's plan to modernise the city of London and make it, once again, the main centre of international trade as well as the most important city in the world.

 File:London Project.png
## Background

London used to be the most dynamic city in the world. In the 21st century it has become the most powerful, the most dynamic, the most culturally focused city-state on earth. No other city comes close. Not New York. Not Paris. Not Shanghai. Not Hong Kong. London was the one true global cultural megalopolis, the one true cocksure city-state.

Ever since the event of The Apocalypse, London has been devastated, and its influence on the world is little to none. To change this current status, as well as to seek economic opportunities, Jeremy Corbyn decided to pass the plan and determined to make London a grand metropolis in just 15 years.

## Methods

Corbyn hopes that Britain can bring to London foreign investments and attract businesses, and to establish public industry there, to create more jobs than before, with the goal to generate at least 11,300 jobs. He also passes a new budget, with the concentration on London to redesign decors and architectures, and another on housings, aiming to build high-spec new builds and modernised flat, new dispensaries and new or enlarged hospitals, to reduce mortality, and urbanise the current rural population, giving more people economic opportunities, which would generate more income for the government.

With Britain researching nuclear power plant, Corbyn wishes to revolutionise lightning, electricity and even passenger transports to use clean and safe nuclear energy. London will also be the pioneer in the establishment of wind turbines, hydroelectric power plant and thermal power plant.

The expansion of railways are also a priority in this modernisation, making a larger Metropolitan Railway.
Fractured World: Post Apocalypse Wiki

**Welcome to the Republic of Arabia Wiki!**The Alternate World, where humans discard the ideas of socialism and capitalism, to fight against one common enemy of democracy: Authoritarianism.
We're a collaborative community website about Republic of Arabia 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!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item*Need help building out this community?*
* Rules of this wiki
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*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Slow Dancing in a Burning Room

Mata ng Agila Episode (August 31, 2017).pngLook What You Made Me Do (August 31, 2017).pngLook What You Made Me DoGold Toilet (August 31, 2017).pngGold Toilet
## Anchor

* Ely Saludar
* Weng dela Fuente
* Sam Cepeda

## Reporter

* Pia Okut
* Erwin Temperante
* Meanne Corvera
* Jerold Tagbo
* Vic Somintac
* Eden Suarez-Santos
* Earlo Bringas
* Mar Gabriel
* Gerald Rañez
* Cess Alvarez
* Ben Bernaldez
* Aily Milo
* Ronald Neri
Scarlet Rot Incantations Cantrips

**Casting Time:** 1 action
**Range:** Self (5 feet)
**Target:**
**Components:** S, M (a melee weapon worth at least 1 sp)
**Duration:** Instantaneous
**Class:** Artificer, Cleric, Druid, Warlock, Wizard
**Casting Time:** 1 action
**Range:** 90 feet
**Target:**
**Components:** V, S
**Duration:** Instantaneous
 Incantation of the servants of rot. Slash with a poison-infused blade.

make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and receive extra damage equal to your spellcasting modifier. If the target is poisoned, you deal an extra 1d8 poison damage

 **At Higher Levels:** At 5th level, the melee attack deals an extra 1d8 poison damage to the target on a hit. The poison damage increases by another 1d8 when you reach 11th level (3d8), and 17th level (4d8).