recursal/Fanatic-Fandom huggingface dataset:
Celestial Knight

You are given incredible celestial powers to provide damage, healing and control over your allies and your enemies during combat.

### CELESTIAL POWERS

When you reach 3rd level, you are bestowed powers from the stars. You learn the Guidance, Light, Resistance and True Strike cantrips. Also, you gain proficiency in Arcana and Religion.

### WEAPON OF THE STARS

At 3rd level, your new powers allow you to invoke an instrument of pain and healing. You can, as a bonus action, create a celestial javelin in an empty hand, this javelin can only be thrown and disapears after doing so. You can throw the javelin on any creature. On a hit on an enemy, the javelin deals radiant damage equal to 3d8 + your strength modifier instead of the regular damage. On an ally, it heals by 1d8 + your strength modifier.

The healing and damage increases by 1d8 at 7th level and by an additional one on each of the following levels, 10th, 15th and 18th. 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.

### PARAGON'S STRATEGY

Beginning at 7th level, you are able to disperse enemies from your position. Once per turn, you can forgo an attack to force creatures of your choice within 5 feet to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature is pushed 10 feet away from you.

### COSMIC FALLBACK

At 10th level, you are devoted to protect your allies, as a bonus action, you can teleport an allied target within 60 feet to an unoccupied space adjacent to you and it gains temporary hit points equal to 1d10 plus your fighter level. 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.

### ENCHANTED SHIELD

At 15th level, you are granted a permanent glowing shield which you can call at-will. You learn the Interception or Protection fighting style, you choose. Also, you can, as a bonus action, summon a floating shield from the sky. It hovers in your space to protect you as if you were wielding it, leaving your hands free. You can send it back as a bonus action.

### STARLIGHT

Starting at 18th level, your celestial powers engulf your body. Your fists become infused and your unarmed strikes can deal radiant damage equal to 1d10 + strength modifier on a hit. Also, You gain a new attack option that you can use with the Attack action. This special attack is a ranged attack with a range of 60 feet. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d8.
Warmth

Your combat prowess in the heat of battle is legendary. You gain the following benefits.

* When you roll initiative, regain 1 resource.
* While in combat, at the start of your turn, roll 1d10. On a 10, you regain 1 resource.

(A resource is either a spell slot of 5th level or lower, or a class feature such as the fighter's Second Wind or Action Surge.)
The Smith

**Armor Class** 15 (Natural Armor)
**Hit Points** 75 (10d8+30)
 STR16(+3)
 **Saving Throws** Str +7, Wis +6
**Skills** Athletics +7
**Damage Resistances**
**Damage Immunities**
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, stunned
**Senses** darkvision 60 ft., passive Perception 11
**Languages** Abyssal, Common
 **Extra Strong.** The Smith deals two extra weapon damage dice when it hits a target with a weapon attack (included in the attack).
 **ACTIONS**
***Mace.*** *Melee Weapon Attack:* +6, reach 5 ft., one target. Hit: 13 (3d6+3) bludgeoning damage.
Summon Grizzly

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** S
**Duration:** 8 hours
 A point a finger at a location and a Grizzly appears to fight for you for the duration. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Lightning Bolt

## Lightning Bolt (Optional)

*An optional Artificer Feature*

At 1st level, as a bonus action, you can enchant a javelin, until the end of your turn, when thrown, the javelin deals 1d6 lightning damage to creatures it hits and it deals lightning damage instead of piercing. Once you used this in this way, you can’t use this attack in this way again until you finish a long rest. You can also make these attacks using spell slots you have.
Silkweave

*Wondrous Item (Boots), Legendary (Requires Attunement by a Sorcerer)*

While wearing these boots, your Sorcery Point maximum increases by 10 and when you reduce an hostile creature to 0 hit points with a spell, regain up to 5 sorcery points. Also, you can, as a bonus action, expend 3 sorcery points. If you do, your speed increases by 30 feet and you don't provoke opportunity attacks until the end of your turn.
Ice Blast

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** S
**Duration:** Instantaneous
 You form a glacial bolt in your hand and throws it at a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target is restrained until the end of your next turn.
Smite

*An optional Fighter and Paladin Feature*

*Prerequisite: Protection Fighing Style*

Once per turn, you can, as a bonus action, swing your shield at a creature within 5 feet of you, the creature must make a Constitution saving throw (8 + your proficiency bonus + your Strength modifier). On a failed save, the creature is shoved 5 feet away from you and is stunned until the end of your next turn. 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.
Wisp Projector

*Wondrous Item (Ring), Very Rare (Requires Attunement)*

While wearing this ring, you have resistance to lightning. Also, whenever you score a critical hit, you cast, as a free action, the Lightning Bolt spell in the direction of your target. Its spellcasting ability is either Intelligence, Wisdom or Charisma, you choose.
Skeleton Magi

*Medium Undead*

**Hit Points** 2
 STR8(-1)
 **Damage Immunities** poison
**Condition Immunities** charmed, exhaustion, poisoned
**Senses** passive Perception 14
**Languages** Understands The Languages Of Its Creator But Can't Speak
 ***Innate Spellcasting.*** The Skeleton Magi innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The Skeleton can innately cast the following spells, requiring no material components:
At will: Fire Bolt, Ray of Frost, Lightning Lure, Poison Spray
The Iron Jang Bong

*Weapon (Quarterstaff), Rare (Requires Attunement by a character with Spellcasting or Pact Magic feature)*

You gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells while holding this quarterstaff. Also, as an action you can cast one of the following spells using a spell slot. Frost Nova, Blaze or Nova.
Zeal

*An optional Fighter, Paladin and Ranger Feature*

*Prerequisite: Dueling Fighing Style*

Once per turn, you can forgo an attack to make two attacks on any creatures within 5 feet of you. 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. The number of attacks increases by 1 at 6th level (3 attacks), 12th level (4 attacks) and 18th level (5 attacks).
Nightwing's Veil

*Wondrous item (Helm), Legendary (Requires Attunement)*

While wearing this helm, whenever you are subjected to cold damage, you take no damage and regain a number of hit points equal to the cold damage dealt. Also, whenever you cast a spell that deals cold damage of 8th level or lower, increase the level of that spell by 1 without expending an higher level spell slot.
Darkforce Spawn

*Armor (Creature Head), Rare (Requires Attunement)*

At the end of a long rest, choose a class. While holding this head, you learn a list of spells from the chosen class. Three spells of 1st level, two spells of 2nd level and one spell of 3rd level. You may cast these spells, without expending material components. You may also choose to keep the previous' day spells instead of choosing a class.
Wizendraw

*Weapon (Longbow), Uncommon*

When you nock an arrow on this magic bow, you can speak this bow's command word as a bonus action. The projectile then deals an additional 1d6 cold damage and ignores resistance to cold damage. Once you used this feature in this way, you can’t use it again until next dawn.
Pact Boon Option (Lazarus)

## Pact Boon Option

When you choose your Pact Boon feature, the following option is available to you.

### PACT OF THE STEED

You learn the Find Steed spell and can cast it at-will. The spell doesn't count against your number of spells known.

You can spend 10 feet of movement instead of the regular cost to mount or dismount.

Also, while mounted, creatures attacking you have disadvantage.
The Countess

**Armor Class** 16 (Studded Leather Armor, Shield)
**Hit Points** 33 (6d8+6)
 STR14(+2)
 **Saving Throws** Dex +4, Wis +3
**Skills** Acrobatics +4
**Damage Resistances** fire
**Damage Immunities**
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, stunned
**Senses** passive Perception 11
**Languages** Abyssal, Common
 **Evasion.** Whenever a creature attacks The Countess with disadvantage, the attack misses.
**Legendary Resistance (1/Day).** If The Countess fails a saving throw, she can choose to succeed instead.
**Fire Enchanted.** The Countess's attack rolls are increased by 2 and it deals an extra 5 (1d6+3) fire damage when it hits a target with a weapon attack (included in the attack). Also, when The Countess dies, each creatures in a 20-foot radius sphere centered on it must make a DC14 Dexterity saving throw. On a failed save, a creature takes 3 (1d6) fire damage plus 3 (1d6) piercing damage.
**Undercast.** The Countess is able to cast wall of fire with spell slots below 4th level. When she casts this spell using a spell slot of 3rd level or lower, the damage decreases by 1d8 for each slot level below 4th.
**Focused.** The Countess doesn't need to concentrate on spells she cast.
**Innate Spellcasting.** The Countess’s spellcasting ability is Intelligence (spell save DC 12). She can innately cast the following spells, requiring no material components:
 **ACTIONS**
***Rapier.*** *Melee Weapon Attack:* +6, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 6 (1d8 + 2) fire damage.
 **LEGENDARY ACTIONS**
The Countess can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Countess regains spent legendary actions at the start of her turn.
**Rapier Attack.** The Countess makes 1 rapier attack.
**Move.** The Countess moves up to half her speed.
**Wall of Fire.** The Countess casts a wall of fire at level 2 at one the entrance to her room.
Swordguard

*Weapon (Flamberge), Rare (Requires Attunement)*

When you are dodging while wielding this sword, you gain a +2 bonus to AC. Also, you have advantage on saving throws against being knocked prone or being stunned. In addition, whenever you use the dodge action, you can make a melee attack on a creature within range. This weapon loses the Heavy property.
Boneslayer Blade

*Weapon (Greataxe), Rare (Requires Attunement)*

You have a +2 bonus to attack and damage rolls made with this magic weapon against undead creatures. Also, whenever an undead creature hits you with a melee attack, it must make a DC13 Dexterity saving throw. On a failed save, it takes 1d8 radiant damage. That damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).
The Salamander

*Weapon (Quarterstaff), Very Rare (Requires Attunement by a character with Spellcasting or Pact Magic feature)*

You have Resistance to fire damage while you hold this staff.

The staff has 10 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: Fireball (3 charges), Burning Hands (1 charge), or Wall of Fire (4 charges).

The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to ashes and is destroyed.
Scout (Revised)

## Scout

*You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.*

### Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

### Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

### Ambusher

Starting at 3rd level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

### Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

### Ambush Master

At 13th level, you are a master at acting quickly and efficiently. As long as you keep attacking your Ambusher feature target, the effect renews itself until the end of your next turn. Also, whenever that target dies, the next creature you attack becomes the new target until the end of your next turn.

### Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
Zakarum's Hand

*Weapon (Mace), Uncommon (Requires Attunement)*

Whenever you successfully hit a creature with this magic weapon, choose one of the effect below.

 Each creatures of your choice within 15 feet of you make a DC12 Constitution saving throw. On a failed save, a creature is restrained until the end of your next turn.
Summon Fire Golem

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** S
**Duration:** 8 hours
 A point a finger at a location and a Fire Golem appears to fight for you for the duration. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Magic Arrow

*Prerequisite: a character with Spellcasting or Pact Magic feature*

You imbue your arrows or bolts with magic. You gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* Whenever you make a ranged attack using a bow or a crossbow, you may do so without expanding a non-magical bolt or arrow. If you do, your projectile deals force damage instead of piercing.
Thief (Revised)

## Thief

*You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.*

### Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

### Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

### Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

### Velvet Hands

At 9th level, your luck increases when you steal objects from bystanders. Whenever you succeed on a Dexterity (Sleight of Hand) check to steal a creature, roll on the table below. Once you succeed to steal an additional object from the table, you can't use this feature again until you finish a long rest.

Thief Sleight of Hand
 51-75
 76-90
 91-95
 96-100

### Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

### Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
Warshrike

*Weapon (Dart), Rare (Requires Attunement)*

Whenever you attack, instead, the dart flies in a line, which is 1 foot wide and 20 feet long. Compare the attack result with the AC of all creatures in the line to see if they are dealt the damage rolled. Also, whenever you hit a creature with an attack using this weapon, creatures within 10 feet of your target must make a DC13 Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage. Hit or miss, the projectile reappears instantly in your hand.
Thorn

**Casting Time:** 1 action
**Range:** Self (30-foot radius)
**Components:** V
**Duration:** Concentration, up to 1 minute
 Positive blast eradiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Whenever a creature within 30 feet of you is dealt blugeoning, piercing or slashing damage by a melee weapon, you may have the attacker take force damage equal to the damage dealt plus your spellcasting ability modifier.
Pyromancer

You use fire spells like no others to disturb the enemy and bolster your allies in combat.

### IGNITION

When you reach 2nd level, your fire magic takes a toll, you learn the Produce Flame spell, which doesn't count against your number of cantrips known. In addition, attacking with this cantrip doesn't end the spell. Also, as a bonus action you can attach flames on a creature's weapon within 30 feet, doing so puts the weapon on fire until that creature attacks. If the hit is successful, the attack deals an additional 1d8 fire damage. This damage increases by 1d8 when you reach 5th level, 11th level, and 17th level.

### BLINDING FLAMES

Starting at 2nd level, your fire damage spells distract your targets. Whenever you deal fire damage or ignition damage is dealt to an enemy creature, the target has disadvantage on the next Attack roll it makes before the end of its next turn.

### FIRE MINION

At 6th level, your flames grow even stronger. If your produce flame is active, you can use an action to summon a fire minion on an unoccupied space adjacent to you. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Fire Minion stat block, which uses your proficiency bonus (PB) in several places. It can move and use its action on its own. You must finish a long rest before you can use this feature again.

### FOCUS FIRE

Beginning at 10th level, you are able to focus on a spell to make it stronger. You and your fire minion gain a new special action that allows you to increase the level of a spell that deals fire damage of 1st level or higher by an additional level up to 9th level without expending an higher level spellslot.

### AVATAR OF FIRE

At level 14th, your fire spells consumes a bit of your body by scarring, cracking and scorching your skin. Whenever you cast a spell that deals fire damage, you lose 1 permanent hit points but deal additional damage equal to the total permanent hit points lost to its targets. You regain those lost hit points at the end of a long rest but your body remains damaged.
Zombie

**Armor Class** 8
**Hit Points** 25 (3d8+12)
 STR16(+3)
 **Saving Throws** Wis +0, Con +6
**Skills**
**Damage Resistances**
**Damage Immunities** poison
**Condition Immunities** poisoned
**Senses** darvision 60 feet, passive Perception 8
**Languages** -
 **Undead Fortitude.** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
 **ACTIONS**
***Multiattack.*** The zombie makes one slam attack. If that attack hits, the zombie can make one bite attack against the same target.
***Slam.*** *Melee Weapon Attack:* +5, reach 5 ft., one target you can see. Hit: 6 (1d6+3) bludgeoning damage and the zombie attempts a bite attack on the same creature.
***Bite.*** *Melee Weapon Attack:* +5, reach 5 ft., one target you can see. Hit: 5 (1d4+3) necrotic damage, and the target must make a DC12 Constitution saving throw. On a failed save, the creature is inflicted with the Necrosis disease. It takes 1d4 necrotic damage every hour. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Spellsteel

*Weapon (Greataxe), Very Rare (Requires Attunement)*

This axe has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: Misty Step (1 charge), Guiding Bolt (3 charges), or Fireball (5 charges). The axe regains 1d6 + 4 expended charges daily at dawn. Your spellcasting ability for these spells is either Intelligence, Wisdom or Charisma, you choose.
Polearm Mastery

You are skilled at using polearms. You gain the following benefits:

* Polearms critical range becomes 19-20.
* You gain a +1 bonus to attack and damage rolls with polearms.
* You can select this feat multiple times. Each time you do so, critical range and bonus to attack and damage rolls increase by 1.

(Polearms are halberds and scythes.)
Clay Golem

**Armor Class** 13 + the level of the spell (Natural Armor)
**Hit Points** 10 + 5 for each spell level above 1st
 STR12(+1)
 **Damage Immunities** poison
**Condition Immunities** charmed, exhaustion, poisoned
**Senses** passive Perception 13
**Languages** Understands The Languages Of Its Creator But Can't Speak
**Challenge** -
 ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.
 **ACTIONS**
***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 + 1 + the spell's level bludgeoning damage, and the target must succeed on a Constitution saving throw against your spell save DC. On a failed save, the target's speed is halved, it takes a -2 penalty to AC and Dexterity Saving Throws, and it can't use Reactions until the end of its next turn. On its turn, it can use either an Action or a bonus Action, not both. Regardless of the creature's Abilities or magic items, it can't make more than one melee or ranged Attack during its turn.
Lightsabre

*Weapon (Longsword), Legendary (Requires Attunement)*

You have a +3 bonus to attack and damage rolls made with this magic weapon and this weapon deals an extra 1d6 lightning damage and an extra 1d6 radiant damage to any target it hits. Also, whenever you score a critical hit, the target and up to three other targets within 30 feet must make a DC15 Dexterity saving throw. On a failed save, a creature takes 10d8 lightning damage, or half as much on a successful one.
Jade Talon

*Weapon (Claw), Legendary (Requires Attunement by a Rogue)*

You have a +3 bonus to attack and damage rolls made with this magic weapon and you have advantage on saving throws against being knocked prone or stunned. Also, you can apply your sneak attack damage with this weapon even if you already dealt your sneak attack damage this turn.
Poison and Plague Javelin

*Prerequisite: a character with Spellcasting or Pact Magic feature*

You use magic to enchant your javelins.

You learn Poison Javelin and Plague Javelin. Once per turn when you throw a javelin as part of the Attack action, you can apply one effect to it. Once you used either of these attacks in this way, you can’t use this attack in this way again until you finish a long rest. You can also make these attacks using spell slots you have.

***Poison Javelin.*** The javelin leaves a trail behind it forming a 30 feet long 5 feet wide poison cloud for 1 minute. Creatures entering the cloud must succeed on a Constitution saving throw against your spell save DC. On a failed save, they are poisoned for 1 minute.

***Plague Javelin.*** The javelin releases a poison cloud on impact. Hit or miss, each creatures within 10 feet of the target must succeed on a Constitution saving throw against your spell save DC. On a failed save, they take 3d6 poison damage, half as much on a success.
Lidless Wall

*Armor (Shield), Legendary (Requires Attunement by a Warlock)*

While attuned to this shield and being proficient with it, your maximum number of eldritch invocations known and your maximum number of warlock spell slots increases by 1. Also, when you reduce an hostile creature to 0 hit points with your eldritch blast, you recover an expanded mystic arcanum spell slot. Once you regained a spell slot this way, you can't regain a spell slot this way again until next dawn.
Stormrider

*Weapon (Greataxe), Uncommon*

Whenever you hit a creature with this magic weapon, you can cast the spell Lightning Lure as a free action on any target within range. Also, when you score a critical hit with this magic weapon, you can cast the spell Witch Bolt on the target as a free action. The spellcasting ability for these spells is either Intelligence, Wisdom or Charisma, you choose.
SMG4 Movie 2022 Keychain

The **SMG4 Movie 2022 Keychain** is a product released by Glitch Productions on their own store of the same name. It is a zinc alloy golden keychain depicting SMG0, Niles, and what they become. The middle of the keychain has a cryptic red "0" on it.

## Description

A golden keychain featuring three versions of Zero! A special moments for the SMG4 2022 Movie.
Spear Mastery

You are skilled at using spears. You gain the following benefits:

* Spears critical range becomes 19-20.
* You gain a +1 bonus to attack and damage rolls with spears.
* You can select this feat multiple times. Each time you do so, critical range and bonus to attack and damage rolls increase by 1.

(Spears are spears, glaives, lances, pikes and tridents.)
Tiger Strike

*An optional Monk Feature*

At 3rd Level, whenever an unarmed strike hit, you can gain 1 charge or release the charges. When you gain a charge, a white sphere starts turning around you for 1 minute. When you release, the number of charges you currently have, up to three, will produce additional effects when released.

**1 Charge**

Deals additional damage equal to your Martial Arts die.

**2 Charges**

Deals an additional 5 damage.

**3 Charges**

The attack is a critical hit.
Titan's Revenge

*Weapon (Javelin), Legendary (Requires Attunement)*

This weapon gains the finesse property and you have a +3 bonus to attack and damage rolls made with this magic weapon. Also, your Strength and Dexterity scores change to 20. The item has no effect on you if your Strength and Dexterity without the weapon is equal to or greater than 20. In addition, your speed increases by 10 feet while wielding this javelin. Hit or miss, the projectile reappears instantly in your hand.
Lycanthropy

*Prerequisite : Werewolf or Werebear*

You develop a feral instinct. You gain the following benefits:

* Whenever you transform into a werewolf or werebear, your hit point maximum increases by an amount equal to three times your level for the duration.
* Whenever you transform into a werewolf or werebear, you can do so for 1 hour.
* Whenever you transform into a werewolf of werebear, your speed increases by 10 for the duration.
Mind Blast

*An optional Bard Feature*

At 7th level, you can, as an action, blast the mind of the creatures in an area. Each creature in a 15-foot radius Sphere centered on a point you choose within 30 feet must make a Wisdom saving throw against your spell save DC. On a failed save, a target takes 2d4 psychic damage and is charmed by you until the end of your next turn or until you or your companions do anything harmful to it. It obeys your verbal commands (no action required by you). On a success, the creature must make a Constitution saving throw against your spell save DC. On a failed save, it is stunned until the end of your next turn. 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.
Spirit Forge

*Armor (Ring Mail), Rare*

While wearing this armor, you can, as a bonus action, speak this armor's command word to unleash powerful flames. The flames last for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take 1d6 fire damage. Once you use this ability, you can't use it again until next dawn.
The Vile Husk

*Weapon (Greatsword), Uncommon*

You have a +1 bonus to attack and damage rolls made with this magic weapon against undead and fiend creatures. Also, whenever you deal damage to an undead or a fiend creature with this weapon, your target is cursed until the end of your next turn, it has vulnerability against the next bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Magic Initiate (Revised)

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.

In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Sword Mastery

You are skilled at using swords. You gain the following benefits:

* Swords critical range becomes 19-20.
* You gain a +1 bonus to attack and damage rolls with swords.
* You can select this feat multiple times. Each time you do so, critical range and bonus to attack and damage rolls increase by 1.

(Swords are daggers, greatswords, claymores, flamberges, longswords, rapiers, scimitars and shortswords.)
Thunderstroke

*Weapon (Javelin), Very Rare (Requires Attunement)*

You have a +2 bonus to attack and damage rolls made with this magic weapon. Also, this weapon deals an extra 2d6 lightning damage to any target it hits and you ignore resistance to lightning damage while wielding this weapon. In addition, whenever you score a critical hit with this weapon, you release a bolt of lightning forming a line 100 feet long and 5 feet wide in the direction of your target. Each creature in the line must make a DC14 Dexterity saving throw. On a failed save, a creature takes 8d6 lightning damage, or half as much damage on a success.
Spike Thorn

*Armor (Shield), Rare*

While wearing this shield, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. Also, whenever a creature deals damage to you with a melee weapon while you are concentrating on a spell, you may have the attacker take force damage equal to the damage dealt.
The Atlantean

*Weapon (Shortsword), Legendary (Requires Attunement by a Paladin)*

You have a +3 bonus to attack and damage rolls made with this magic weapon and a +3 bonus to AC while wielding this weapon. Also, your Strength, Constitution and Charisma scores change to 23. The item has no effect on you if your Strength, Constitution and Charisma without the weapon is equal to or greater than 23.
Wheel of Combat

*Wondrous Item, Uncommon (Requires Attunement by a Fighter)*

When you roll initiative, roll a d100 and add the number rolled to a pool of battle. For the duration of the combat, once per turn, you can expand points from your pool of battle equal to your proficiency bonus to apply one of the effects below. The pool of combat depletes at the end of the combat.

**Defense.** The next source of bludgeoning, piercing, or slashing damage that you take is reduced by an amount equal to your proficiency bonus.

**Offense.** Your next weapon attack gain a bonus to the damage roll by an amount equal to your proficiency bonus.
Windforce

*Weapon (Longbow), Legendary (Requires Attunement)*

You have a +1 bonus to attack and damage rolls made with this magic weapon. Also, your Dexterity score increases by 5 and whenever you hit with this magic weapon, the target must make a DC15 Strength saving throw. On a failed save, it is pushed 5 feet away from you.
Shock Wave

*An optional Ranger Feature*

*Prerequisite: Druidic Warrior Fighting Style*

You learn the Primal Savagery cantrip. Its spellcasting ability is Wisdom. Also, whenever you use your primal savagery, you can forgo the damage and instead force each creature in a 15-foot cone to make a Constitution saving throw against your spell DC. On a failed save, they are stunned until the end of your next turn. 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.
Stun

*An optional Fighter Feature*

At 9th level, you can forgo an attack to attempt to stun a target. The creature must make a Constitution saving throw (8 + your proficiency bonus + your Strength modifier). On a failed save, it is stunned until the end of your next turn. 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.
Summon Blood Golem

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** S
**Duration:** 8 hours
 A point a finger at a location and a Blood Golem appears to fight for you for the duration. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Vampire Gaze

*Wondrous item (Helm), Very Rare (Requires Attunement)*

While wearing this helm, you can, as an action, gaze an area in front of you. Each creature in a 15-foot cone must make a DC14 Constitution saving throw. A creature takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to half the total damage dealt to all targets. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at next dawn.
Monstrosity Domain

### MONSTROSITY DOMAIN SPELLS

You gain domain spells at the cleric levels listed in the Monstrosity Domain Spells table. See the Divine Domain class feature for how domain spells work.

Monstrosity Domain Spells
 3rd
 5th
 7th
 9th

### BONUS PROFICIENCY

When you choose this domain at 1st level, you gain proficiency in Acrobatics and Athletics.

###

Starting at 1st level,

### CHANNEL DIVINITY :

Beginning at 2nd level,

As an action, The damage increases by 1d6 at 6th level (3d6) and 17th level (4d6).

###

At 6th level,

### DIVINE STRIKE

Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

###

At 17th level,
Ribcracker

*Weapon (Quarterstaff), Legendary (Requires Attunement)*

You have a +3 bonus to attack and damage rolls made with this magic weapon and once on each of your turns, when you attack using the attack action, you can make one additional attack as part of the same action. Also, you have advantage on Strength saving throw against being knocked prone and you can roll one additional weapon damage die when determining the extra damage for a critical hit made with this weapon. In addition, this weapon gains the finesse property.
Waterwalk

*Wondrous Item (Boots), Very Rare (Requires Attunement)*

These boots have 3 Charges. While wearing them, you can, as an action, expend 1 of its Charges to cast the spell Water Walk without expending a spell slot or material components. Also, whenever you expand a slot to cast Water Walk, all creatures you target gain temporary hit points equal to 1d8 plus your spellcasting modifier.
Revive

*Prerequisite: a character with Spellcasting or Pact Magic feature*

You are able to sacrifice a bit of you mind to restore the body of another. You gain the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* As an action, you can expand a spell slot to stabilize a dying creature you touch, that creature also regains 1d6 hit points per level of the spell slot expanded. 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.
Maul

*An optional Druid feature*

At 4th level, you can, while transformed into a werebear, use your primal savagery. On a hit, the target must make a Constitution save against your spell DC. On a failed save, it is stunned until the end of your next turn. 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.
Spirit Keeper

*Wondrous Item (Helm), Legendary (Requires Attunement by a Druid)*

While wearing this helm, you gain resistance to fire damage, you have advantage on saving throws against poison, whenever you are subjected to lightning damage, you take no damage and regain a number of hit points equal to the lightning damage dealt and whenever you are dealt cold damage, you can use your reaction to roll a d8 and reduce the damage equal to the number you rolled.
Shadow Warrior

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** S, M (A vial filled with black paint)
**Duration:** 1 minute
 You call forth a shadow of yourself. It manifests in an humanoid form in an unoccupied space that you can see within range. This corporeal form uses the Shadow Warrior stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours and it tries to copy your action and bonus action.
Teleport

*Prerequisite: a character with Spellcasting or Pact Magic feature*

Your talent at short teleportation is outstanding. You gain the following benefits:

* You learn Misty Step.
* You can cast Misty Step with a level 1 spell slot but at half the normal range.
* Casting Misty Step doesn't count in the number spells you cast this turn.
Resist Fire, Resist Cold and Resist Lightning

*An optional Paladin Feature*

This 6th-level feature replaces the Aura of Protection feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

When you finish a long rest, you can activate one of the auras below. Also, as a bonus action, you can change the active aura. You must be conscious to grant this bonus.

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

**Resist Fire.** You and friendly creatures within 10 feet of you have resistance to fire damage.

**Resist Cold.** You and friendly creatures within 10 feet of you have resistance to cold damage.

**Resist Lightning.** You and friendly creatures within 10 feet of you have resistance to lightning damage.
Razortine

*Weapon (Trident), Very Rare (Requires Attunement)*

You have a +2 bonus to attack and damage rolls made with this magic weapon. Also, whenever you use your reaction to make an opportunity attack and successfully hit, the next attack roll made against this target, before the end of your next turn, has advantage and a creature within 5 feet of the target can use its reaction to make an attack against it.
Prayer

*An optional Paladin Feature*

At 1st level, at the beginning of your turn, you can expand up to 3 hit points from your pool of healing as a free action. For each point expanded, you or one friendly creature within 10 feet of you regains 1 hit point. The number of hit points you can expand increases by 2 at 5th level (5), and 13th level (7).

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

**Casting Time:** 1 bonus action
**Range:** 60 feet
**Components:** S M (A Voodoo Doll)
**Duration:** Concentration, up to 1 minute
 A sense of discomfort surrounds the creatures in a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, the target is frightened for the duration.
Spire of Lazarus

*Weapon (Quarterstaff), Very Rare (Requires Attunement by a character with Spellcasting or Pact Magic feature)*

You have resistance to lightning damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Lightning Bolt (3 charges), Chain Lightning (6 charges), or Call Lightning (3 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff crackles and is destroyed.
Undead Crown

*Wondrous item (Helm), Legendary (Requires Attunement by a character with Spellcasting or Pact Magic feature)*

While wearing this helm, you gain a +1 bonus to AC and you have resistance to cold damage. Also, whenever you deal bludgeoning, piercing or slashing damage to an undead creatures, it takes an additional 1d6 damage and you regain hit points equal to the same amount. In addition, you can, as an action, force an undead creature you can see within 30 feet to make a Wisdom saving throw against your spell save DC. On a failed save, it is charmed by you for 1 minute or until you or your companions do anything harmful to it. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Additionally, undead creatures under your control gains the AC, resistance, damage and life regain bonuses provided by this helm.
Wolfhowl

*Wondrous Item (Helm), Rare (Requires Attunement by a Barbarian)*

While wearing this helm, you learn the spell Primal Savagery. Your spell attack bonus is equal to your proficiency bonus + either your intelligence, wisdom or charisma modifier. Also, you can use this spell while raging and if you do so, regain hit points equal to 1d6 + your Constitution modifier on a successful hit. In addition, add your Rage Damage bonus to the damage Primal Savagery deals on a hit.
Volcano

**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V S M (the feather of a phoenix)
**Duration:** Concentration, up to 10 minutes
 **At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the bludgeoning damage or the fire damage (your choice) increases by 1d8 for each slot level above 5th.
Tiamat's Rebuke

*Armor (Shield), Legendary (Requires Attunement)*

While wearing this shield, you have a +2 bonus to AC and you can, as an action, charge the shield with dragon's might for 1 minute or until the charge is expanded. Whenever you are dealt damage by a melee attack while the shield is charged, roll a d4 and the charge is expanded. Refer to the table below for the effect. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at dawn.

 2
 3
 4
Pus Spitter

*Weapon (Light Crossbow), Very Rare (Requires Attunement)*

You have a +2 bonus to attack and damage rolls made with this magic weapon. Also, when you score a critical hit with this weapon, you may cast, as a free action, the Wither and Bloom spell centered on the target without expending a spell slot or material components.
Throwing Mastery

You are skilled at using throwing weapons. You gain the following benefits:

* Throwing weapons critical range becomes 19-20.
* You gain a +1 bonus to attack and damage rolls with throwing weapons.
* You can select this feat multiple times. Each time you do so, critical range and bonus to attack and damage rolls increase by 1.

(Throwing Weapons are daggers, handaxes, javelins, light hammers, spears, darts, nets and trident when thrown.)
Mace Mastery

You are skilled at using maces. You gain the following benefits:

* Maces critical range becomes 19-20.
* You gain a +1 bonus to attack and damage rolls with maces.
* You can select this feat multiple times. Each time you do so, critical range and bonus to attack and damage rolls increase by 1.

(Maces are clubs, wands, greatclubs, light hammers, maces, quarterstaves, flails, mauls, morningstars and warhammers.)
Uwe

**Uwe** was one of the main characters on *Sesamstrasse* for some of the first half-decade of the show (1979-1982). He was played by Uwe Friedrichsen, and even though the character's last name was never revealed, the show made it appear as if the actor was basically playing himself.

He was good friends with Muppet characters Samson, Tiffy and Uli von Bödefeld and was paired with human character Lilo for his entire run on the show, replacing Henning.

Because the street scenes were repeated in new episodes for several years after, and intermixed with newly produced material, it appeared as though he was merely one of several male counterparts to Lilo. This also gave the audience the impression that he "lived" on the street well into the early 1990s.
Phoenix Strike

*Prerequisite: a character with Spellcasting or Pact Magic feature*

You are able to enchant your weapon to produce spell effects.

Whenever an attack hit, you can gain 1 charge or release the charges. When you gain a charge, a teal sphere starts turning around you for 1 minute. When you release, the number of charges you currently have, up to three, will produce additional effects when released. You can release the charges a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**1 Charge**

Each creature within 10 feet of your target, other than you, must succeed a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 1d6 fire damage.

**2 Charges**

Each creature within 10 feet of your target, other than you, must succeed a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 1d8 lightning damage.

**3 Charges**

Each creature within 10 feet of your target, other than you, must succeed a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 1d4 cold damage and is restrained until the end of your next turn.