recursal/Fanatic-Fandom huggingface dataset:
Tsunami

*Summary*

Create a giant wave of water within sight, which lasts for 6 round, and deals progressively less damage as it shrinks.

*Effect*

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 100 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 water damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 water damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 20 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

*Spell Lists*

Druid, Sorcerer
Regenerate

*Summary*

Cause a target to heal for 4d8 + 15 and imbue it with slow regeneration, recovering 1 hit point every turn.

*Effect*

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target’s severed limbs are restored after a creature gains 50 hit points through this spell. Regrown body parts are pale, hairless and malshapen, but mechanically functioning. Theres a 50% chance that a regrown hand or foot is missing a finger or toe. If a severed limb is held to the stump, it reattches, as long as the injury is no older than 12 hours. A reattached limb is identical to the lost limb, with only a scar where the wound used to be.

*Spell Lists*

Bard, Cleric, Druid
Static Charge

*Summary*

Make a ranged attack, dealing 2d8 lightning damage and leaving a marker on the ground, which can either explode upon contact or significantly buff a creature travelling through it.

*Effect*

You launch a bolt of electric energy at one creature within range you can see. Make a ranged spell attack. On a hit, the target takes 2d8 lightning damage. Regardless if you hit or not, a visible electric charge forms in an unoccupied 5 foot square between you and the target, as close to the target as possible. If there is no unoccupied point between you, it forms in your space instead. The charge sheds dim light in a 5 foot radius until a creature moves into the space it is in. When a creature moves into the charge’s space, the charge vanishes, and you can choose one of the following effects: The creature takes 1d8 lightning damage. Until the spell ends, the creature sheds dim light in a 5 foot radius, it’s movement speed is increased by 10 feet, and it’s AC is increased by 1. The first time the creature makes a weapon attack, the attack deals an additional 2d8 lightning damage on a hit, and the spell ends, regardless if the attack hit or not.

*At Higher Levels*

When you cast this spell usign a slot of 3rd level or higher, the initial damage increases by 1d8 for every slot level above 2nd.

*Spell Lists*

Bard, Sorcerer, Wizard
Toxic Bash

*Summary*

Melee spell attack, 1d10 acid damage on hit.

*Effect*

You engulf your arm in an acid shell, delivering a devastating blow that sears flesh. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage.

*At Higher Levels*

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

*Spell Lists*

Druid, Warlock, Wizard
Servants of Corruption

*Summary*

Summon 10 skeletal creatures, which target the hostle creatures closest to them.

*Effect*

The signature spell of the Corruptor. You call forth the servants of the Corruptor, conjuring 10 skeletal creatures within range in an unoccupied space as close as possible to point you choose. The summoned creatures are friendly towards you, and spend each of their turns walking towards the closest creature hostile to you that you can see, dashing to reach it. The Created creatures do not move if the creature is within the range of their attacks. The skeletons do not take any action, if there is no creature hostile towards you that you can see. The creatures use the following statistics: One Corruptor’s Chosen, Two Corrupting Priests, Two Corrupting Archers, Five Corrupting Warriors. When one of these creature is reduced to 0 hit points it vanishes. All creatures vanish when the spell ends.

*Spell Lists*

Warlock, Wizard
Armor

> *"A greater shield, a strong plate, anything to prolong a soldier's life."*
>
>

Whether plate, chain or gambeson, any warrior will seek to protect themselves as much as possible, some covering themselves in plate from head to toe, and adorning themselves with shields. While weapons provide the chance for victory against the abberant horrors of fargraves, armor is there to turn the odds of those encounters, and allows those warriors to continue to fight even after the threat is banished. After all, no loss is as hurtful as the preventable one.

Armor is divided into 4 categories, Light Armor, Medium Armor, Heavy Armor and Shields. Without proficiency, armor is more restrictive than anything else, prefenting the user from casting spells that have somantic or material components, aswell as imposing disadvantage on ability checks made with Strength or Dexterity and attack rolls. Shields lack their own proficiency. Instead, one shield corresponds with each armor category, and they grant benefits only when wielded in a hand. Shields can be used as improvised weapons when held in both hands, and deal the same damage as a club when used this way. Wielding multiple shields increases the maximum AC a shield of that type can give you by 1, but both shields must be the same variant of shield for you to gain this benefit.

The time it takes to equip and unequip armor is defnined by the armor's handling time. The AC granted by the armor equals the base AC plus ability score modifiers listed in Bonus AC, which may also be negative, adn bonuses from shields and armor are addative, even when they use the same ability score. Some armor may impose disadvantage on Stealth checks while worn, while others may require a certain amount of strength to be worn, reducing the user's movement speed by 10 feet if the requirement isn't met.

Some suits of armor include pieces that cover limbs or head, in which case only magical items which can act as nonmagical armor can be worn in thos equipment slots. Which parts are covered are listed below, with more protective suits typically covering more of the body. Some suits of armor can be modified, being made into more protective suits.
Summon Celestial

*Summary*

Summon a celestial copanion, which lasts until it dies, but prevents you from regaing the used spell slot.

*Effect*

You call upon your deity, creating a guardian of your faith within range in an unoccupied space you can see. You can choose one Celestial with a CR equal or lower than 5, whose shape the creature takes. The summoned creature is friendly towards you and your companions. In combat, the creature shares your initiative count, but it takes it’s turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any or it can’t hear you, it tkes the dodge action and uses it’s move to move to a save area within 30 feet of you. Creatures summoned by this spell are immune to being charmed, and cannot harm you in any way. Creatures summoned by this spell don’t require food or water, sleep when you do, and regain all their hit points when you complete a long rest.

This spell ends when the creature is reduced to 0 hit points, and when the spell ends, the summoned creature vanishes. During the duration of this spell, you cannot regain the spell slot you used to cast this spell, and you cannot cast this spell if a different currently active spell of effect prevents one spell slot from being regained whenever you regain all spell slots, and the level of that spell slot is equal to the level of the slot used to cast this spell. You cannot cast this spell without spending a spell slot. You can end this spell as an action.

*Spell Lists*

Cleric
Summon Undead

*Summary*

Summon an undead companion, which lasts until it dies, but prevents you from regaining the used spell slot.

*Effect*

You call upon the spirits of the deceased to come to your aid, which possess one corpse or carcass within range. You can choose one undead with a CR equal or lower than 1/3rd of the spell’s level and which can be created from the corpse or carcass, or any other materials you have access to, whose shape the creature takes. The summoned creature is friendly towards you and your companions. In combat, the creature shares your initiative count, but it takes it’s turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any or it can’t hear you, it tkes the dodge action and uses it’s move to move to a save area within 30 feet of you. Creatures summoned by this spell are immune to being charmed, and cannot harm you in any way. Creatures summoned by this spell don’t require food or water, are unconscious while you sleep, and regain all their hit points when you complete a long rest.

This spell ends when the creature is reduced to 0 hit points, and when the spell ends, the summoned creature dies, leaving it’s body behind. During the duration of this spell, you cannot regain the spell slot you used to cast this spell, and you cannot cast this spell if a different currently active spell of effect prevents one spell slot from being regained whenever you regain all spell slots, and the level of that spell slot is equal to the level of the slot used to cast this spell. You cannot cast this spell without spending a spell slot. You can end this spell as an action.

*Spell Lists*

Warlock, Wizard
Arcane Punishment

*Summary*

Cast damage cantrips as a reaction when you take damage.

*Effect*

The signature spell of the punisher. Choose one cantrip you know that deals damage and target a single creature. For the remainder of the duration, whenever a creature you can see deals damage to you, you can use your reaction to cast the chosen cantrip with the creature as it’s target, provided the creature is within the cantrip’s range.

*Spell Lists*

Sorcerer, Wizard
Mirror Projectile

*Summary*

Reduce the damage of a ranged attack by 10 points, launching the attack back if the damage was reduced to 0.

*Effect*

You magically create a mirrored barrier between you and the incoming attack. The attack’s damage roll suffers a -10 penalty. If this reduces the attack’s damage to 0, or the attack didn’t deal any damage, you suffer no other effects caused by the attack. Instead, you can choose a target within range. Make a ranged spell attack against that target. On a hit, the target takes damage equal to the damage roll of the attack against you prior to the penalty caused by this spell. The damage type is one of the types of damage that the attack would’ve caused against you.

*At Higher Levels*

Whenever you cast this spell using a slot of 3rd level or higher, the damage roll penalty increases by 5 for each slot level

*Spell Lists*

Warlock, Wizard
Charming Demeanor

*Summary*

Advantage on charisma checks to interact with a creature, can't be used on the same creature twice.

*Effect*

For the duration, you have advantage on all charisma checks made to interact with a creature within range that can see and hear you. Afterwards, you cannot target the same creature with this effect again, and the creature has advaantage on saving throws made to resist enchantment spells you cast indefnetely.

*Spell Lists*

Bard, Sorcerer, Warlock, Wizard
Scorching Line

*Summary*

Create a line of 3d8 fire damage that is 30 feet long and can take any uninterrupted shape.

*Effect*

A line of Roaring flame 30 feet long and 5 feet wide emnates from a point within range in a direction you choose. The line can take any shape you choose and can run over ground, walls and ceiling, but cannot be interrupted. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much on a sucessful one.

*At Higher Levels*

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

*Spell Lists*

Sorcerer, Wizard
Gunpowder

> *"Sulfur in the air, flame on the horizon... Either demons are at our doorstep, or they've got desperate enough to pull out the heavy arms."*
>
>

Explosive death hailing from the abyss, these weapons are fueled by unholy concoctions of sulfur and thermalite. The arquebus and the flintlock pistol are the two nonmagical weapons firing with gunpowder, although variations exist. The Damage dealt and range by this weapon is dependent on the ammunition loaded. It takes an action to load a Shot and Powder, and a bonus action to load a Bullet. These weapons cannot be used underwater.

### Loading Gunpowder

Loading gunpowder, while slower than loading bullets, and while providing less range than bullets, loading this way provides the highest potential damage.

As an action, up to 5 charges of gunpowder, typically from a flask, and one gunpowder load as ammunition, either a musket ball or grapeshot, can be loaded at once. The weapons base damage, determined by the chosen ammunition, increases with more charges, with the number of dice rolled equaling 2 plus the number of charges used. When a weapon is fired with more than 1 charge loaded, roll a d12. If the roll is equal or lower to the number of charges loaded, the shot misfires, and the user takes 1d6 thunder damage and is stunned until the beginning of their next turn. The range is halved for pistols.

Gunpowder Bottles have 10 charges, typically cost 60 gp and weighing 1/2 lb.

Grapeshot has a base range of 20/60 feet, and a base damage die of 1d12, with 3d12 damage at 1 gunpowder charge. A grapeshot load costs 2 sp and weights 1/10 lb.

Musket balls have a base range of 80/240 feet, and a base damage die of 1d8, with 3d8 damage at 1 gunpowder charge. A musket ball costs 1 sp and weights 1/20 lb.

### Loading Bullets

Bullets offer a more versatile alternative to gunpowder, being quicker to load, and offering more range than gunpowder, at the cost of less destructive potential and even higher prices.

As a bonus action, one gunpowder bullet can be loaded. The type of bullet loaded determines the range and damage of the shot. The range is halved for pistols.

Gunpowders Bullets have a base range of 120/360 feet, and deal 3d6 base damage. A bullet costs 10 gp and weighs 1/10 lb.

Buckshot Shells have a base range of 20/60 feet, and deal 3d10 base damage. A shell costs 15 gp and weighs 1/5th lb.
Suggestion

*Summary*

Convince a creature to perform some sensical action.

*Effect*

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration, but the spell ends if the initial suggestion ever stops being sensical under new conditions. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to charity. If the condition isn’t met before the spell expires, the activity isn’t preformed. If the target takes damage, the spell ends. If the suggested activity is in conflict with the creatures alignment, it has advantage on the saving throw.

*Spell Lists*

Bard, Sorcerer, Warlock, Wizard
Pyromancy Trick

*Summary*

Make a ranged spell attack, dealing 3d4 fire damage on a hit, and setting the target on fire for potential extra damage.

*Effect*

You perform a simple feat of pyromancy, launching a lasting flame to a creature within range. Make a ranged spell attack against the target. On a hit the target takes 3d4 fire damage and starts burning. For the duration at the end of each of the creature’s turns, it must make a dexterity saving throw. On a sucessful save the spell ends. On a failed save the creature takes 1d4 fire damage.The spell ends if the target takes water damage or is submerged in water.

*At Higher Levels*

When you cast this spell usign a slot of 2nd level or higher, the initial damage increases by 1d4 for every slot level above 1, and the burning damage increases by 1d4 for every 2 levels above 1.

*Spell Lists*

Druid, Sorcerer, Warlock, Wizard
𝕿𝖍𝖊 𝕲𝖗𝖎𝖋𝖋𝖎𝖓 𝖂𝖎𝖉𝖔𝖜 series Wiki

Sets in the events of *Game of Thrones*, *Elayna Griffin* from *House Griffin* is ready to marry Robb Stark from House Stark. Due to the fall of ***House Targaryen***, after Robert's rebellion, House Griffin became the most advanced and dangerous house in whole Westeros. After the death of Ned Stark, his son, Robb Stark and his newly turned wife declares was on The Lannisters and their supporters.Elayna GriffinRobb Stark
Spirit Guardians

*Summary*

Surround yourself in a slowing and wounding aura.

*Effect*

You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d6 radiant damage (if you are good or neutral) or 3d6 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

*At Higher Levels*

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

*Spell Lists*

Cleric
Demiplane

*Summary*

Create a private artificial space only you and people who were inside have access to.

*Effect*

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. You can create only a new demiplane if no demiplanes you created contain anything. When you do so, all previously created demiplanes vanish. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

*Spell Lists*

Sorcerer, Warlock, Wizard
Lacerate

*Summary*

Ranged spell attack, dealing 1d4 slashing damage and causing a stack of bleeding.

*Effect*

You magically slash open a wound on a creature within range you can see. Make a ranged spell attack against that creature. On a hit, the creature takes 1d4 slashing damage and one stack of bleeding for a duration of 3.

*At Higher Levels*

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). When you reach 11th level, the amount of stacks of bleeding inflicted is increased by 1.

*Spell Lists*

Cleric, Sorcerer, Warlock, Wizard
Arcane Storm

*Summary*

Deal 2d6 force damage in a 20 foot radius cylinder, repeat on subsequent turns as an action for the duration of the spell.

*Effect*

You channel the arcane might of the cosmos, calling down a turmoil of energy within range. Choose a point within range you can see. A 20 foot radius, 40 foot high cylinder of arcane energy is created in that area. Every creature of your choice in the area must make a Dexterity saving throw. For the duration of the spell, if the area is within 120 feet of you, you can use your action on subsequent to force all creatures of your choice to make a Dexterity saving throw. If you don’t, the spell ends. Whenever a creature fails the saving throw, it takes 2d6 force damage, or half as much on a sucessful save.

*At Higher Levels*

When you cast this spell using a slot of 3rd level or higher, its damage potential increases. Whenever you use an action to cast or activate this spell, the damage of the spell for the remaining duration of this casting is increased by 1d6. The damage can be increased to a maximum of d6s equal to the level of the slot used to cast this spell.

*Spell Lists*

Sorcerer, Warlock, Wizard
Magic Missile

*Summary*

Deal 3d4+3 guaranteed force damage, divided over up to 3 creatures.

*Effect*

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. If several darts strike the same creatue, it is regarded as a single instance of damage.

*At Higher Levels*

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

*Spell Lists*

Sorcerer, Wizard
Jester's Dance

*Summary*

Grant yourself miscellaneous advanatges based on the action you took on your turn.

*Effect*

The singature spell of the jester. You perform a mystic dance, which adapts to your movement. Depending on the action you take during your turn, one additional effect is activated, which usually is either instantaneous or lasts until the start of your next turn. When you take the dodge action, you and every creatrure of your choice within 20 feet of you gains a +4 bonus to all saving throws. When you take the attack action, you can choose one creature within 30 feet of you. That creature gains a +4 bonus to it’s next attack roll and damage roll. When you cast a spell, you can move up to half your movement speed without provoking opportunity attacks. When you use the help action, you can make one single weapon attack as a bonus action. When you use the dash or disengage actions, you create one duplicate of yourself within 10 feet of you, which moves when you do in a direction of your choice for the same distance as you. The duplicate is indistinguishable from you and lasts until the spell ends, you create a new one, or when it comes into contact with anything. When you use the use object action, you can cast a cantrip with a casting time of 1 action as a bonus action.

*Spell Lists*

Bard
Stout Stance

*Summary*

Gain immunity to being moved until the start of your next turn.

*Effect*

The signature spell of the stout. You imbue yourself with magical force, anchoring yourself to the ground. Until the start of your next turn, you cannot be pushed, knocked prone, or moved involuntarily in any way. Until then your speed is halved. You also have advantage on saving throws made to resist any conditions for that duration.

*Spell Lists*

Cleric, Druid, Paladin, Ranger, Wizard
Andrew Stick

**Andrew Stick** is a stick figure created by MiguelC, he is the first character to appear in the first animation.

## Appearances

### Appears in

Operation S.T.I.C.K.M.A.N.The Crazy Pals Christmas Special (unfinished animation)

### Debut

Operation S.T.I.C.K.M.A.N.

He originally was going to have a series, where he is the protagonist and goes on wacky and violent adventures against Dr. Eviley and others villains, but it was scrapped due to production for another series.

## Portrayal

Andrew Stick, as the name says, is a white stickman with big round completely black eyes. He is portrayed as a fearless stick experienced in martial arts.

## Trivia

* He was originally going to have a game but it was scrapped too.
* He is probably an inspiration for Edd Gould's Bendee Stick where he has the same characteristics of him.
* He appeared as a cameo on the unfinished 2023 Christmas Special.
Tabaxi

> *"Going back to your city? Alright, well, have fun in your cage. I'll be out here, somewhere, following my call!"*
>
>

Beastkin, appearing as a bipedal jaguar or panther, the tabaxi are easy to recognize and only rarely mistaken for monsters. Living mostly sole existances in the wild, they seldom come into contact with the towns and cities, usually staying only shortly to trade the spoils of their advanturers. Often within the same day, they are drawn back into the wild, the civilized order and cobbled streets leaving a bitter taste on their feline tongue. Sometimes, groups of tabaxi form caravans for a while, usually to take care of their offspring, before splitting up and traversing the wild again. In the end, no tabaxi can resist the call of freedom.

## Traits

When you choose for your character to be a tabaxi, you gain the following benefits and traits.

### Ability Score Increase

Your dexterity score is increased by 2 and your charisma score is increased by 1.

### Age

Tabaxi age at the same rate as humans, reaching adulthood in their late teens and living less than a century. Even when mentally mature, tabaxi often have a distaste for responsibility and routine.

### Size

Your size is medium. Tabaxi are marginally smaller than humans, with heights ranging from 140 to 190 centimetres. Tabaxi weigh around 100 lbs.

### Languages

You can speak, read and write Common and one language of your choice, which you learnt on your travels.

### Darkvision

Your cat's eyes allow you to see in dim conditions. You gain a darkvision with a range of 60 feet. In this area, you perceive dim light as bright light, and darkness as dim light, although you are unable to identify color.

### Cat's Claws

Your fur covered hands are equipped with claws, whcih can be used in a multitude of ways. You gain a climbing speed equal to your walking speed minus 10 feet, allowing you to climb easily climbable surfaces without requiring to make checks. When you hit a creature with an unarmed attack, you deal 1d4+ your strength or dexterity modifier slashing damage. You can make unarmed attacks with dexterity instead of strength.

### Cat's Senses

You gain proficiency in the Perception and Stealth skills.

### Feline Agility

When you take damage, you can use your reaction to move up to half your speed without provoking opportunity attacks. This movement must end in cover or further from the source of the damage than where the movement started. You can use this ability a number of times equal to your proficiency modifier, and you regain all uses when you finish a long rest.
Purifying Blast

*Summary*

Enchant a melee weapon, allowing you to use it to attack at reach or turn any leftover ammo into a curing or wounding explosion.

*Effect*

You bless a melee weapon, imbuing it with divine energy to strike unholy creatures. When you cast this spell, it has 6 charges, and the spell ends when you expend the last charge, or when the weapon leaves your hand. While holding the weapon, at the start of your turn you can expend one charge, increasing the weapon’s reach to 60 feet, changing its damage type to radiant and allowing you to use your spellcasting ability for any attacks you make with the weapon.

As a bonus ation you can choose to expend all charges, launching the weapons magical energy to a point you can see within range. All creatures within 20 foot of this point must succeed on a strength saving throw or suffer an effect of your choice. A creature can choose to fail the saving throw. Each affected creature suffer one of the two following effects, and you choose for each creature individually. The creature is either pushed 20 feet away in a straight line from the point and any bleeding, blinded, deafened, poisoned conditions it has end, or the creature is pushed 20 feet away in a straight line from the point and takes 1d4 radiant damage for each charge expended this way. If the target is an abberation, elemental, fiend, ooze or undead, it is also blinded until the end of its next turn.

*At Higher Levels*

This spell gains another charge per slot level above 4th.

*Spell Lists*

Cleric, Paladin, Wizard
Yuan Ti

> *"And Risen was Dendar, grand serpent, the god of nightmares. Slithering, he led his children, infesting the dreams of their humanoid neighbors, spreading seeds of temptation." - Serpentine Bible; Dendar 4; 2*
>
>

Once human, the yuan ti are the only humanoid species which can claim to have not only survived the abyssal brand which they inflicted upon themselves, but rather have thrived under the brand. Throughout the years, the yuan ti have settled their hostilities and broken their binds to the other cults of pandemonium who helped them achieve their power. Now, they lead their existance hidden within the depths of the jungles, where these clod hearted snakekin can perform their rituals and sacrifices in piece, with the lowest among them, the purebloods, being sent to scout, trade and secure the perimeter, sometimes ending up driting away from the ritual sites. These purebloods can sometimes pass as humans, with only some body parts serpentine.

## Traits

When you choose for your character to be a yuan ti pureblood, you gain the following benefits and traits.

### Ability Score Increase

Your charisma score is increased by 2 and one other ability score of your choice is increased by 1.

### Age

Purebloods agre the same as humans, reaching adulthood after around 2 decades and living less than a century.

### Size

Your size is medium. Purebloods are of the same size as humans, typically reaching heights from 150 to 190 centimetres. Purebloods weigh around 110 lbs.

### Languages

You can speak, read and write Common and Abyssal, the speech of pandemonium.

### Darkvision

Your demonic influence has adapted you to sunless environments. You gain a darkvision with a range of 60 feet. In this area, you perceive dim light as bright light, and darkness as dim light, although you are unable to identify color.

### Poison Tolerance

Your serpentine nature grants you a high tolerance to being poisoned. You have a shield against poison. The shield has a number of hit points equal to 20 plus twice your level. Whenever you take poison damage, your shield takes damage instead of you, losing a number of hit points equal to the poison damage dealt to you. When the shield is reduced to 0 hit points, you don't take any leftover damage, which is lost instead. While the shield has hit points, any poisoned condition inflicted upon you instantly ends, and you take 2d6 poison damage instead. When you finish a short rest, your poison shield recovers 5 hit points, and when you finish a long rest, your shield regains all its hit points.

### Serpentine Magic

You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You don't need to provide any components for the casting of these spells. Charisma is your spellcasting ability for these spells.
Goodberry

*Summary*

Create 10 berries which heal for 1 point when eaten and nourish a creature for 1 day.

*Effect*

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell, or if this spell is cast again.

*Spell Lists*

Druid, Ranger
Summon Dragon

*Summary*

Summon a dragon companion, which lasts until it dies, but prevents you from regaining the spell slot used.

*Effect*

*You call upon the ancient spitits of dragonkind, asking for their Aid. You can choose one Dragon with a CR equal or lower than 7, which appears in an unoccupied point within range you can see. The summoned creature is friendly towards you and your companions. In combat, the creature shares your initiative count, but it takes it’s turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any or it can’t hear you, it tkes the dodge action and uses it’s move to move to a save area within 30 feet of you. Creatures summoned by this spell are immune to being charmed, and cannot harm you in any way. Creatures summoned by this spell don’t require food or water, sleep when you do, and regain all their hit points when you complete a long rest.*

*This spell ends when the creature is reduced to 0 hit points, and when the spell ends, the summoned creature vanishes. During the duration of this spell, you cannot regain the spell slot you used to cast this spell, and you cannot cast this spell if a different currently active spell of effect prevents one spell slot from being regained whenever you regain all spell slots, and the level of that spell slot is equal to the level of the slot used to cast this spell. You cannot cast this spell without spending a spell slot. You can end this spell as an action.*

*Spell Lists*

Druid, Wizard
Mass Suggestion

*Summary*

Convince a group of people to perfom some sensical action.

*Effect*

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration, but the spell ends if the initial suggestion ever stops being sensical under new conditions.. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If a creature affected takes damage, it is no longer affected. If the suggested activity is in conflict with the creatures alignment, it has advantage on the saving throw.

*Spell Lists*
Breaking Might

*Summary*

Make an explosive melee weapon or spell attack, dealing 2d6 force damage and reducing AC in an AoE.

*Effect*

You strike with explosive energy. Make a melee spell attack against a creature within range, or make a melee weapon attack using a weapon youre wielding against one creature within range. If the attack was a melee spell attack, you deal 2d4 bludgeoning damage on a hit. If the attack was a melee weapon attack, you deal your usual weapon damage on a hit. On a hit, you also unleash a wave of destructive power, forcing the target and every creature within 5 feet of it other than you to make a Constitution saving throw. A creature takes 2d6 force damage on a failed save, or half as much on a sucessful save. If the target has natural armor, is wearing armor or benefiting from a shield when it fails the saving throw, their AC is reduced by 2 until the end of your next turn. The signature spell of the breaker.

*At Higher Levels*

When you cast this spell using a slot of 2nd level or higher, the bludgeoning damage increases by 1d4 and the AC reduction increases by 1 for every slot level above 1st, and the force damage increases by 1d6 for every 2 slot levels above 1st.

*Spell Lists*

Cleric, Druid, Paladin, Ranger, Warlock
Searing Disarmament

*Summary*

Heat up an object held by a creature, forcing them to either drop the object or take more fire damage aswell as disadvantage on attacks for 1 turn.

*Effect*

Choose one object a creature within range is holding and which can be dropped. The object is heated until it sears the skin. The creature must make a constitution saving throw. It can choose to fail the saving throw. Creatures with immunity to fire damage or no sense of self preservation automatically succeed on the saving throw. On a failed save, a creature takes 2d6 fire damage and drops the object. On a sucessful save, a creature takes 4d6 fire damage and doesn’t drop the object. If it takes the damage and doesn’t drop the object, it has disadvantage on any ability checks or attack rolls which require the object to be touched in some way until the end of its next turn.

*At Higher Levels*

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

*Spell Lists*

Bard, Druid, Wizard
Thieving Spirit

*Summary*

Leech of the healing a hostile target receives.

*Effect*

The signature spell of the Thief. You curse a hostile creature within range with a leeching spirit, which circles around it. For the duration, whenever the creature regains hit points, you regain a number of hit points equal half the number of hit points the creature regained. This effect doesn’t work on creatures with the regeneration feature or ability.

*Spell Lists*

Bard, Warlock, Wizard
Cure Wounds

*Summary*

Heal for 2d6 + your spellcasting ability modifier.

*Effect*

A creature you touch regains a number of hit points equal to 2d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

*At Higher Levels*

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d6 for each slot level above 1st.

*Spell Lists*

Bard, Cleric, Druid, Paladin, Ranger
True Polymorph

*Summary*

Transform something into something else, potentially permanently.

*Effect*

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The first time you concentrate on this spell for the full duration, the transformation becomes permanent and cannot be dispelled or supressed. Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. This spell can't affect a target that has 0 hit points.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than half the target's (or half its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 7 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

*Spell Lists*

Bard, Druid, Sorcerer, Wizard
Magic Spikes

*Summary*

Set a magic trap which deals 1d10 piercing damage, dexterity saving throw to prevent damage. Area becomes difficult terrain afterwards.

*Effect*

You place a magical trap on the ground somewhere within range that you can see. it occupies an area 5 ft. in diameter and lasts for the duration or until you cast this spell again. The trap can be detected by a perception checks against your spell save DC, and is automatically detected by creatures with a passive perception higher than your spell save DC. When a creature moves into the area of the trap, it must make a dexterity saving throw against you spell save DC or take 1d10 piercing damage. No matter if the attack hit or not, that area becomes difficult terrain for the rest of the duration or until you cast the spell again. When you cast this spell, any traps you previously created with this spell vanish.

*At Higher Levels*

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

*Spell Lists*

Druid, Wizard
Disharmony

*Summary*

1d6 thunder damage on failed charisma saving throw, movement speed increase on close allies.

*Effect*

You produce awful noise, terrorising a foe whilst putting your allies at a point of advantage. You target one creature within range that can hear you, forcing it to make a Charisma Save. On a failed save it takes 1d6 thunder damage. When you cast this spell, you and all creatures within 10 ft. of you that can hear you of your choice have their movement speed increased by 10 ft. until the start of your next turn.

*At Higher Levels*

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

*Spell Lists*

Bard
Clone

*Summary*

Create a backup body for a creature to return to when it dies.

*Effect*

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell's casting and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.

*Spell Lists*

Wizard
Soothing Water

*Summary*

Deal small water damage around yourself upon casting. For the duration you slowly regenerate hit points and can heal others when you cast spells.

*Effect*

You surround yourself with a wave of magical healing streams. When you cast this spell, creatures of your choice within 5 feet of you must succeed on a strength saving throw, taking 2d4 water damage on a failed save and half as much on a sucessful one. During the duration of the spell, you regain 1 hit point at the start of each of your turns. Additionally, whenever you cast a spell during that time, you can choose one creature other than yourself within 30 feet of you. That creature regains hit points equal to 1 plus the level of the spell you cast.

*At Higher Levels*

When you cast this spell using a spell slot of 3rd level or higher, the healing of this spell is increased by 1 and the initil damage is increased by 1d4 for every slot level above 2nd.

*Spell Lists*

Bard, Cleric, Druid
Might of Solitude

*Summary*

Buff yourself, becoming stronger if fewer allies are close to you.

*Effect*

The signature spell of the sole. You imbue yourself with might amplified by solitude, which lasts for the duration. At the start of your turn you get benefit or detriments depending on how many creatures allied to you are within 120 feet of you until the start of your next turn. If no allied creatures are within 120 feet of you, you gain resistance to bludgeoning, piercing and slashing damage from non adamantine weapons, and advantage on all attack rolls. If less than two allied creatures are within 120 feet of you, your movement speed is increased by 15 feet, and you gain a +5 bonus to your AC against attacks made outside the attacker’s turn. If less than 3 allies are within 120 feet of you, your weapon attacks deal an additional 2d8 force damage, and you have a +2 bonus to all saving throws, aswell as immunity to being charmed and frightened. If more than 3 allies are within 120 feet of you, you are poisoned.

*Spell Lists*

Cleric, Druid, Sorcerer, Wizard
Judgement Strike

*Summary*

Deal 7d8 force damage, with guaranteed critical hits on prone and restrained targets.

*Effect*

The signature spell of the judging. You conjure an executioner’s blade of arcane force and strike at your foe. Make a melee spell against a target within range with advantage. A creature which is dodging is automatically missed by this attack. The attack has a critical hit chance of 25%, and lands automatic critical hits if the target is restrained or prone. On a hit a creature takes 7d8 force damage. If the attack reduces a creature to 0 hit points, the creature is killed, and cannot be revived or become undead for the next 10 days.

*Spell Lists*

Cleric, Paladin
Resurrection

*Summary*

Resurrect a creature that has been dead for no more than a century.

*Effect*

You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such affects aren’t removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts in crude fashion, producing malformed and hairless, but functional, new limbs. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

*Spell Lists*

Bard, Cleric