recursal/Fanatic-Fandom huggingface dataset:
Vizir (Essence Weaver Subclass)

“
 Have you seen the Vizir and their King? It's like having a personal magical hype squad! The Vizir's always whispering strategic secrets, and the King's all like 'I'm untouchable!' I heard they can even appear out of thin air!

”
—  Extradamus, rising bardic

## Vizir Overview

The Vizir is a distinguished individual that embodies the essence of wisdom, knowledge, and strategic counsel. Drawing inspiration from the esteemed advisors and counselors of ancient courts, the Vizir stands as a master of arcane lore and unparalleled counsel, serving as a trusted advisor to his king. He specializes into channeling his essence weaving to serve one ruler and make them the strongest of all.

## 3rd Level: Chosen Ruler

At 3rd level, you specialize in enhancing a single ally. After every long rest, choose one ally who is willing to be your Vizir's King. You can now bind additional chakra effects specifically to your Vizir's King. At 3rd level, you may give them one additional chakra bind on top of your daily allotment.

At 5th level, this increases to two chakras bonds.

At 9th level, this increases to three chakras bonds.

At 13th level, this increases to four chakras bonds.

At 17th level, this increases to five chakras bonds.

## 7th Level: United Front

Starting at 7th level, while your Vizir's King is within 30 feet of you, they gain advantage on saving throws against being frightened, charmed, or paralyzed. Furthermore, you both share a permanent telepathic bond you can silence at will.

While the Vizir's King is within range, they gain a bonus to their Armor Class equal to the Vizir's proficiency bonus. The Vizir's mystical presence and counsel enhance their King's defenses, making them an elusive and formidable force on the battlefield.

## 10th Level: Essential Strategy

At 10th level, the Vizir's King gains advantage on all initiative rolls. The Vizir's strategic insights and guidance enable their King to anticipate and react swiftly to any situation.

## 17th Level: Sovereign Soul

Starting at 17th level, the Vizir and their King share an unbreakable bond, even across great distances. As an action, the Vizir can teleport themselves and their King to a location they have visited within the last 24 hours. This mystical bond showcases the Vizir's profound connection with their chosen ruler, allowing them to swiftly come to their King's aid in times of need.

Furthermore, the effects (damage, bonus, duration) of any chakra bond granted to the Vizir’s King are doubled.
War Claws (Weapon)

## War Claws

The War Claws are a pair of Melee Light Fist Weapons that enhances Unarmed Attacks.

## **Properties**

**Fist Weapon**

This weapon counts as an extension of one's fists, allowing its use for Unarmed Attack Features.

**Light**

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

## **Features**

### **Rending Strike**

If you are a pugilist, when you score a critical hit with War Claws, you can choose to deal an additional 1d4 slashing damage at the cost of a malus of 1d4 on your next attack.
Sky Sworn (S.S.)

Sky Sworn (S.S. for short) is the Seventh campaign of Luctus, being the first high-level campaign and featuring the country of Heth as its main focus.

Throughout Twi Ta's adventures he sought to learn more about the curse that plagues the Kenku race and thus learnt that he may be able to find a cure... if he becomes the prince of Heth. A political intrigue game with a roguishly cute soundboard is in the stars!

## **Characters**

### **PCs**

* **Twi Ta**, Kenku, Rogue-Thief
* **Aileen Lindle**, Dragonborn, Fighter-Eldritch Knight
* **Bag O'Rice**, Halfling (Mark of Hospitality), Bard-College of Swords
* **Liam Neeson**, Goliath, Monk-Dragon Dancer/Barbarian-Totem Warrior
* **Carlisle Aften**, Tabaxi, Rogue-Inquisitive/Monk-Open Hand
* **Santino**, Kenku, Virtuoso-Ribbon Dancer

## **Story**

This link contains a collection of Campaign Recaps maintained and recounted by their Players:
Session Recaps

### **Summary**

Enter a campaign story summary here, hitting main plot points and locations.

### **Session Recaps**

Session 1 - The new beginning(Aileen's Journal)

Upon reaching Heth, I had been traveling on foot for a few days, fortunately without encountering any trouble. Everything appeared normal thus far, or so I believed. As I approached my destination, I heard the clink of steel and sensed the casting of magic ahead. Without wasting any time, I rushed toward the sounds of battle, witnessing a clash between what seemed to be travelers and creatures that strikingly resembled the chagrins, beings my brother and Lady Eve frequently mentioned. Continuing my charge, I unsheathed my trusty partner, the weapon bestowed upon me by my master, and confronted the enemy head-on. A fierce battle ensued, with one adversary falling after another. Some of the travelers sustained injuries but remained alive, and seeing everyone safe greatly eased my heart. What was most surprising, however, was the evident skill of each person in their respective fields. After a few moments, everything began to make sense as everyone introduced themselves and explained their purpose for being there. Each of us shared the same reason for our presence: Twi-Ta the Oathkeeper, the future prince of Heth.

Session 2 - The Local Council

text here
Perucetus

### Artist

Perucetus Colossus

*Eocene Scavengers*: *Andrewsarchus*
*The Biggest Whale Ever*: ***Perucetus***
*Jaws Like A Megamouth*:*Daeodon*
*The Watering Hole*: *Baru Darrowi*
*Sabre Tooth World*: *Megatherium* • *Phorusrhacos* • *Smilodon*
*Snowy Tales At The Ice Age*: *Woolly Mammoth*
*Beyond The Recent*: *Dodo* • *Passenger Pigeon*
Woolly Mammoth

### Artist

Mammuthus Primigenius

*Eocene Scavengers*: *Andrewsarchus*
*The Biggest Whale Ever*: *Perucetus*
*Jaws Like A Megamouth*:*Daeodon*
*The Watering Hole*: *Baru Darrowi*
*Sabre Tooth World*: *Megatherium* • *Phorusrhacos* • *Smilodon*
*Snowy Tales At The Ice Age*: ***Woolly Mammoth***
*Beyond The Recent*: *Dodo* • *Passenger Pigeon*
Pyrnes

Home to the biggest catfolk population in Luctus, Pyrnes is the country that worships the Goddess of Fire. Pyrnes is ruled over by the Sun Queen known for her fierceness in both battle and politics. The citizens of Pyrnes are renowned for their passion and for how hard they work, while Pyrnes is also host to some of the biggest festivals in Luctus.

## **Description**

Home to the biggest catfolk population in Luctus, Pyrnes is the country that worships the Goddess of Fire. Pyrnes is ruled over by the Sun Queen known for her fierceness in both battle and politics.

The citizens of Pyrnes are renowned for their passion and for how hard they work. Pyrnes is also host to some of the biggest festivals in Luctus.

## **History**

Before the Meltdown, Pyrnes and Skor were once a singular country known as Mercury. Hundreds of years ago, the champions of the God of Ice and the Goddess of Fire fell deeply in love. While the patient God of Ice and the passionate Goddess of Fire were small elemental gods, they thought it interesting that their clashing values could come together in such a way.

Seeing their Gods interested in their union, the champions decided to build a country in their image, a country where balance would reign supreme. Fire and Ice could coexist and finding the balance between the two sets of values would lead every citizen to a successful life.

Sadly, this dream was short-lived as people decided to put a god’s values above the other’s. After years of arguing about which moral codes were more important to uphold, a civil war blew out, known as the Meltdown. Ever since then, Mercury has been split into Pyrnes and Skor, two countries at odds with each other bound to live on the same mass of land while a fragile peace is maintained.

## **Demographics**

While the people of Pyrnes are renowned for their fierce passion and their dedication to hard work, they are also known to host large festivals.

Pyrnes' main population consists of catfolk such as Tabaxi and Leonin.

## **Government**

The country of Pyrnes is ruled by the Sun Queen, who is known for her fierceness in both battle and politics.

## **Culture**

### **The Ignition Festival**

A yearly festival known as "The Ignition" is the largest festival in Pyrnes. It is widely popular for its two weeks of constant dancing, drinking and singing while also hosting some of Pyrnes' most intense duels and its unique display of pyrotechnics possible only by the highly skilled Summer Wizards.

## **Transport**

Pyrnes is the only country in Luctus known to use flying ships, powered by the highly skilled Summer Wizards.

## **Notes**

* The campaign of Bleak Bonfire (B.B.) features Pyrnes briefly, as a group of Pyrnesian diplomats set out to discuss its fragile peace with Skor.
Corpse Armor (Spell)

## Corpse Armor

Corpse Armor is a 3rd level Necromancy spell cast upon a creature's fleshy corpse, creating an undead suit of armor. If a willing creature does not wear any armor, its AC becomes 15 + DEX. The armor emits a stench, forcing a CON save by any creature within 5ft or become Poisoned.

## **Description**

You touch the corpse of a creature with flesh, partially animating it into an Undead Suit of Armor. The armor instantly clambers onto a willing creature not wearing armor within 5ft of it upon casting this Spell. The target's AC becomes equal to (15 + it's own Dexterity modifier).

The Corpse Armor emits a fetid stench, forcing any creature other than it's wearer to make a Constitution Saving Throw when within 5ft of it at the start of its turn or become Poisoned until the start of its next turn; the Constitution Saving Throw is made using the Spellcaster's Spellcasting DC.

A creature that successfully saves against the Constitution Saving Throw is Immune to the Poisoning Effect of this Spell for 1 Hour.

The Corpse Armor remains animated for up to 24 Hours, where it then withers into a pile of fetid flesh. As long as this Spell is casted again on the Corpse Armor within the 24 Hour period, you may extend the duration of the Corpse Armor. The Corpse Armor becomes inert if it's bearer dons armor, or if you dismiss this Spell as an Action.
Rules & Mechanics

## **General Rules**

* **Games are not to be streamed or recorded and are considered private until otherwise specified.**

* All 1st Party Content as seen on the website 5eTools, is available for play unless stated otherwise.

* Death Saving Throws do not reset until you take a Long Rest.

* Flanking Rules are not applicable.

* Rolls made against other Player Characters must be agreed upon before doing so.

* Wild Magic Sorcerers and Wild Magic Barbarians utilize unique Wild Magic Tables specific to their Subclasses.

* Artificers adhere to "Candlepunk" and Renaissance-Style Aesthetics and Technology, and do not utilize "Steampunk" Aesthetics or Early Modern Technology in their craft. The Warforged Race similarly are now known as "Juggernauts" and are constructed from Wood, Rope, and Crude Metal.

* Drinking Potions for yourself is a Bonus Action, feeding them to another person is an Action. Thief Rogues can drink a potion with their Cunning Action as an Item Interaction.

* Whenever you are knocked to exactly 0 Hit Points, you activate the **Last Stand Mechanic**, allowing you to remain standing until the end of your next turn or until you are damaged in any other way before the end of your next turn. While within **Last Stand**, you may only perform a ***Single Action*** before you fall Unconscious regardless of what you do.

## **Flying Rules**

* While Flying, should you be dealt damage, you lose focus and balance and are dropped a short distance (5ft on a Normal Hit, 10ft on a Critical Hit); this adds additional methods of bringing down flying creatures.

* Hovering (staying in place in the air) without a Hover Trait requires you to roll an Acrobatics Skill Check, that should you fail, drops you an amount of feet equal to your Flying Speed.

* If you are knocked Prone while Flying, you must make a Dexterity Saving Throw to glide rather than fall. You must possess a Reaction to do so.

## **Miscellaneous Homebrew Mechanics**

### **Combat Insight**

* During combat, you may perform a free Insight ability check to determine a creature's status and intentions.

* During boss encounters, you may focus on discovering the boss' abilities and tactics. These are divided into three sections: Actives, Passives and Cooldowns.

### **Eclipsed Condition**

The Eclipsed Condition is a new Luctus-Exclusive Condition available to the Autumn Cleric (Subclass) and certain other enemies and magical items.

```
***Eclipsed***

An Eclipsed Creature becomes immaterial; being sent to the Ethereal Plane.

Creatures suffering from the Eclipsed Condition lose their Constitution Bonus to their Hit Points for the duration of the Eclipsed Condition.

All creatures of the Undead Creature Type are Immune to this Condition.

```
Tree of Life (Spell)

## Tree of Life

Tree of Life is a 3rd level Conjuration Concentration spell exclusive to the Spring Cleric. Target an area to create 20-foot radius to create a healing area for up to 1 minute.

## **Description**

A great tree with a white glow appears from the ground. Its white petals reach within 20ft of the tree. At the beginning of the caster’s turn or when a creature enters the area for the first time since the caster's turn, all creatures touched by the petals are healed for 2d6 + your Spellcasting Modifier. Any overheal is not turned into temporary HP.

**At Higher Levels:** +1d6 healing for each level.
Haruka-no-Tasogare

Haruka-no-Tasogare

Haruka-no-Tasogare is a hotheaded Wulfkin Barbarian and a prominent member of the Destined Dragonauts group.

## **Description**

### **Appearance**

Haruka is a large, imposing youth, showing impressive musculature and size for a Wulfkin of her age. Haruka's fur is pure white, adorned with magenta markings seemingly infused into both her fur and skin, her eyes share a similar color, due to the latent influence of the Feywild within her soul. Haruka styles the fur upon her head within a large and bushy ponytail, similar to her tail, and sweeps a portion of it over her right eye. Despite her imposing appearance, Haruka's colorful appearance causes her to standout as being almost subtly friendly to others that get on her good side.

### **Personality**

Meatheaded, hot-to-trot and lacking most forms of intelligence...Haruka finds herself fitting the mold of a traditional barbaric warrior much of the time. Despite her aggressive nature, Haruka has shown restraint and playfulness towards others that she is closer too, even if much of the time she still comes off as particularly aggressive and standoffish. To some, Haruka would best be described as a very aggressive tsundere...

## **History**

### **Background**

Haruka-no-Tasogare was a member of the Wild Fang Tribe, a nomadic tribe of Wulfkin and Kitsune situated on the border of Pasesh and Shalan...after briefly falling into an extreme rage due to the agitations of the children of the tribe's warriors, Haruka awakened her soul's latent connection to the Feywild. Her wild outburst saw Haruka briefly exiled from the Wild Fang Tribe until she could retain control of her Wild Magic and Rage...thus leading Haruka to learning of the Dragonauts during her lonesome travels...where she head out to attempt to learn and control her supernatural outbursts for her own sake...with the goal of eventually returning to her tribe.
Esoteric Exploration (E.E.)

Esoteric Exploration (E.E. for short) is the fifth campaign of Luctus, featuring the vessel mechanic as its main focus.

## **Characters**

### **PCs**

* **Ahle'nia Xina**, Greenwood Elf, Fighter-Void Knight
* **Big Momma,** Sea Elf, Paladin-Crown
* **Bellas**, Drow Elf, Cleric-Peace
* **Ivolith Ashon**, Snow Elf, Essence Weaver-Prism
* **Post Script**, High Elf, Wizard-Bladesinger
* **Wikky M. Shine**, Greywood Elf, Artificer-Alchemist/Warlock-Fiend

**Previous Members:**

* **Stacey,** Fae Elf, Bard-Glamour/Rogue-Assassin
* **Imani Kamaria**, Drow, Warlock-Celestial

## **Story**

This link contains a collection of Campaign Recaps maintained and recounted by their Players:
Session Recaps

### **Summary**

Enter a campaign story summary here, hitting main plot points and locations.

### **Session Recaps**

Session 1 - Arrival

Today we arrived and got off the boat and of course first thing that happens is someone mistakes my name for an actual post script…(thanks mom and dad) soon after our group met our new employer who is a bit full of himself. Later after stopping for drinks we made our way with mortymor (our babysitter) to our ride but before that had to handle some business with some bandits or whatever trying to stop us. killed them got on the snail and started our new adventure. - P.S.

Session 2 - Moss

Day two of our adventure and wikky made some carrot flavored booze to start the day and we met a new friend named moss. moss has been keeping our snail alive apparently don't know if i trust it yet…later on my watch caught sight of a goblin stacey killed it with a knife then we finished out the night. wander if that will cause issue later…. - P.S.

Session 3 - It Caused Issues

Well yup killing that goblin caused issues… more came and we had to fight them off. After an easy enough fight we of course won. During the fight we noticed on of the goblins had a chain and acted funny. After ending it stacey took the chain and well….I am curious what is going on with it cause she changed after putting it on even stopped flirting which if nothing is a cause for worry. - P.S.
Florentin Florenaru

A 7th year wizard who is the mentor to Valen and Kowaku. He is also the only student allowed to practice necromancy.

## **Description**

### **Appearance**

Florentin appears to looks like a young child with white hair and bright red eyes.

He is always seen with his bright blue chicken familiar, Blu, right in his arms.

He is also cold to the touch
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Autumn Cleric (Subclass)

“
 Ah Autumn...the Fall of Nature...the slow death of all that is verdant and lively...it is but the threshold into the frigid nothingness of Winter...

”

## Autumn Domain Overview (Death Cleric Revision)

The counterpart to the Spring Cleric, Autumn Clerics are a close-knit underground cult that serpentines within the sewers and caves of Thelora. They fervently adore the God of Death and believe in the supremacy of necromancy as all things must come to an end. Thelorans believe that life is a cycle between life and death but would rather not look at the latter in the face while Autumn Clerics welcome it with open arms. These casters can use devastating necromantic arts that have been hidden away from the general public...for necromancy is forbidden and dangerous art.

## Altered Spell List:

**\*Spells that are taken from a Non-1st Party Source or are Luctus Homebrew**

## Altered Feature: 8th Level: Autumn Infusion

Starting at 8th level, you gain the ability to infuse a Weapon with necromantic divine energy. Only a single Weapon can benefit from Autumn Infusion at any single time. Once on each of your turns when a creature is hit by an Infused Weapon Attack, the targeted creature must make a Constitution Saving Throw against your Spellcasting DC. If it fails the Constitution Saving Throw, it gains the Eclipsed Condition.
The Heptarchy of Ainir

Write a summary here with all key information for quick reading. This will appear in the hover snippet for links.

## **Description**

The country that worships the God of Perfection and the land of the Elves.

The main values of the culture inspired by the God of Perfection are : Personal strife / Self-betterment / Perfectionism / immaculateness

## **Geography**

Ainir is renowned for its region as they all have their own biome and micro-climate. The legends say that a powerful sorcerer once warped the land and the climates of the country and divided them into 7 parts to appease the conflicts between the different elven clans.

## **Demographics**

Elves. It's ***ALL*** Elves.

It is split into 7 clans that govern over 7 regions corresponding to each kind of elf present in the world: Greenwood / Graywood / Drow / Sea Elves / High Elves / Snow Elves / Fae Elves

## **Culture**

Each of the 7 clans have different interpretations and twists for their way of worshipping their God’s perfection, but all of them seek to reach a perfect mind, body and spirit.

### **The Chase for Perfection**

Elves strife to achieve the core value of their God: Perfection. In this search, many attempt to find their own sense of Perfection during their lifetime, branching out into different disciplines.

Elven artisans especially are a pitiful folk, for a large number of them go mad in their attempt to create something that defines perfection, both physically and emotionally.

### **Courtship**

Elves traditionally mate for life. The courting process is long and refined as it must show oneself's entire being. Love is hard-earned in Elven society for it runs deep once it takes hold.

Usually, the courter will invite the other person to activities such as crafting, singing, dining, dancing, learning and all manners of everyday habits. After showing each other exactly who they are, all elves must marry in front of the Clan's King and vow eternally to spend their life with another for they have decided they are perfect for each other. They wear ornate bracelets to show their engagement.

Those who break this promise are considered pariahs and have the bracelet's shape and design either seared or tattooed onto their wrists before being excommunicated.
Scythe (Weapon)

## Scythe

A scythe is a Melee Two-Handed Weapon that has a long reach and which requires a unique sweeping moveset for efficient usage.

## **Description**

### **Appearance**

A war scythe or military scythe is a form of pole weapon with a curving single-edged blade with the cutting edge on the concave side of the blade. It bears a resemblance to that of an agricultural scythe from which it has evolved, but the war scythe is otherwise unrelated to agricultural tools and is a purpose-built infantry melee weapon. Some scythes are adorned by additional spikes or blades along its spine or on the opposite side of the handle.

As a pole weapon, the war scythe is characterised by its long range and powerful force. They could be used to make slashing or stabbing attacks, and with their uncommon appearance and considerable strength could have a psychological impact on an unprepared enemy. However, like most pole weapons, their disadvantages were weight (which could quickly exhaust the user) and slow speed.

## **Properties**

**Heavy**

Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

**Reach**

This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

**Two-Handed**

This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Wulfkin (Race)

## Wulfkin

https://docs.google.com/document/d/1hebCfgrdQ3Q2cmOCJPRZ\_dNSUtsrk\_aE576e\_SZ\_ZB4/edit?usp=drive\_link

Wulfkin

## Statistics

### Ability Scores

+2 STR
+1 DEX

## Appearance

### Height

5'0" - 6'6"
1m52 - 1m98

Small introduction here, maybe pronunciation too. This will appear in the hover snippet for links.

## **Character Creation**

```
**Ability Scores**

Your Strength score increases by 2 and your Dexterity score increases by 1.

```

```
**Size**

Wolfkin vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

```

```
**Speed**

Wulfkin have a walking speed of 35ft.

```

```
**Age**

Wolfkin are considered mature at 16 years and live up to an average of 70 years, being considered elderly around 50 years.

```

```
**Creature Type:**

Humanoid

```

```
**Languages**

You can speak, read, and write Common and one extra language of your choice.

```

### **Traits**

```
**Darkvision**

You can see in dim light within 60ft of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

```

```
**Wild Instinct**

Wulfkin are adapted to surviving in the wild, gaining advantage and proficiency on survival checks.

```

```
**Dog Tag**

Whenever you take the attack action, you can give one of your attacks reach or increased reach as your lunge like a beast at your target.

```

```
**Keen Senses**

You have advantage on Perception checks based on smell or audition.

```

```
**Feral Jaws**

Your sharp canines make a powerful weapon; as such, you can use your bite to make unarmed strikes. When you hit with it, the strikes deals 1d6 + your Strength modifier or Dexterity modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

```
How To Do Christmas (short film)

***"How To Do Christmas"*** is a 2022 American 2D-animated short film produced and released by Dozer Davis Productions (credited as just Dozer Davis). Written and directed by Dozer Davis, the 72 second short film revolves around a Guy learning how to do Christmas in the most crazy ways possible with the narrator. *How To Do Christmas* was the first short film to be produced by Dozer Davis Productions, and is also the first of many "The Two Guys" themed shorts.

## Plot

**PRE-BACKGROUND:** On December 15th, 1994, a company named Unruled TV (a subsidiary of the Unruled Cinemas brand) held auditions for shooting the "How To Do Christmas" short film. One of the auditions was from a simple Guy. They thought he was so casual that they hired him quickly to shoot the short film as they closed the auditions quickly. In under a day, they filmed the short 90 second animation as the following occurs in the actual short film:

**PLOT:** *One day, a Guy suddenly gets his day interrupted by a friendly narrator that asks him if he ever wanted to do Christmas properly. Guy responds with "no", as this results in the narrator forcing him to learn how to do Christmas properly anyways by teaching him how to set up a tree, buy presents at Walmart, and setting up decorations at his house. (which in reality, wasn't Guy's true house, it was only an "on-set" house for this short film.) The short ends with Guy asking the narrator as to what happens now, in which the narrator, while responding with "nothing", actually drops all of the props onto Guy shortly after. The short film ends with an end card.*

**POST-BACKGROUND:** After the short was completed, it aired on local TV stations within Crateville. Unfortunately, no one cared for the short, thus making Unruled TV disappointed. Immediately following this, they grabbed Guy for two more filming sessions: an Unruled Cinemas policy, and a dedicated episode of The Single Show that stars Guy. However, these sessions wouldn't happen until the start of 1995.

## Production

Besides the lore of the short film itself, the entire short itself was animated in under 3 hours on December 15th, 2022. The dialogue was recorded later that night before being sent to render in Kinemaster 6.

## Release

The short film was released online on December 16th, 2022 on the iGuy channel. That original upload however has since been unlisted & has moved to the Dozer Davis Productions channel for future work purposes.
Beast Master Ranger Overhaul

“
A man and an animal. Two souls, two bodies, yet one family. They work together so perfectly not even an ant could escape notice of these natural hunters. You'd better have a clear conscience walking through these woods lest they find your scent.

”
— Stephen Mirmin

The Beast Master Ranger Overhaul is designed to provide additional bonuses to an otherwise basic class, while taking into account the adapted Animal Companion Overhaul from Pathfinder.

## **3rd Level - Animal Companion**

Starting at 3rd level, you get a companion like normal from TCE or PHB. You may gain more information from the following link (https://5e.tools/classes.html#ranger\_phb,state:ishidefeatures=b1~sub-beast-master-phb=b1).

## **7th Level - Ranger's Best Friend**

Starting at 7th level, as a Bonus Action, you may command your Companion to take the Dash, Disengage, or Help Action in addition to its own Action. In addition, all attacks made by the Companion are now considered Magical for the purpose of overcoming Resistance and Immunity to Non-Magical Physical damage.

## **11th Level - Fury of the Wild**

Starting at 11th level, your Companion gains an Extra Attack that it may utilize whenever it takes the Attack Action.

## **15th Level - Partner's Bond**

Starting at 15th level, whenever you cast a Spell effecting you, it also affects your Companion if it is within at least 30ft of you; a Companion may maintain a Spell’s effect upon it even if it is beyond 30ft from you, but the Spell is automatically dispelled should it remain outside 30ft of you at the start of its next turn.
Mummy's Fist (Spell)

## Mummy's Fist

Mummy's Fist is a 4th level Necromancy spell. Make a Melee Spell Attack to deal 5d10 Necrotic damage and force a CON Save. On a fail, the target is cursed and can not heal. Its Max Hit Points will also reduce every day. unless it is removed

## **Description**

You wreathe your fist in accursed wrappings of the dead and make a Melee Spell Attack against a target within range. On a successful hit, the target takes 5d10 Necrotic damage. If the target is a creature, it must also succeed on a Constitution Saving Throw or be cursed with Mummy Rot. The cursed target can't regain Hit Points, and its Hit Point Maximum is decreases by 10 (3d6) for every 24 Hours that elapse. If the curse reduces the target's Hit Point Maximum to 0, the target dies and its body dissipates into ash. The curse lasts until removed by the Remove Curse spell, or by other Magical Means.
Mass Combat System

## **Battalion Mechanics**

During Mass Combat, each major NPC will be attributed a “**Battalion**” of creatures. All creatures following them are grouped as a singular entity known as a battalion and the major NPC will be known as a **Commander**.

For PCs, each Commander role will be filled by two PCs meaning the entire party rules over Three Bataillions that act on their Commander’s turns. The duo of PCs that command one such Battalion both roll Initiative and both take their turn on the highest Initiative roll obtained between the two. On their turn, they can take a “**Battalion Action**” using the HP, AC and attacks of their units before or after taking their own turns but not in between or during.

## **Battalion Statistics**

For statistics, a Battalion uses the base creature that forms the Battalion's HP multiplied by the number of units in that Battalion. They use the base creature’s AC and attacks.

When attacking another Battalion, for a singular Attack Roll, you roll as many damage iterations as you have units.

When attacking a Commander, for a singular Attack Roll, you roll as many damage iterations as you have quarters of your total Battalion HP. Therefore, if you had a Battalion with 100 HP that used a scimitar attack for 1d8 + 2, you’d roll 4d8 + 8 at 100 HP, 3d8 + 6 at 75 HP, 2d8 + 4 at 50 HP and 1d8 + 2 at 25 HP and below.

## **Battalion Actions**

***Move*** - The Battalion moves using the base creature’s movement speed.

***Hustle*** - Using its entire turn, the Battalion hustles and moves twice its speed.

***Defend*** - The Battalion is assigned to protect a creature or location. Creatures attacking a defending Battalion or the defended objective do so at Disadvantage. The Commander can also choose to have the Battalion take damage instead of that objective in which case it suffers a Critical Hit, overruling the normal defense Disadvantage.

***Retreat*** - The Battalion uses its entire turn to run away without provoking Attacks of Opportunity. It loses 10% of its HP while doing so while they are adjacent to an enemy Battalion.

***Attack*** - The Battalion attacks using the rules stipulated in the statistics section.

## **Battalion Effects**

***Buffs/Heals*** - AoE Buffs and Heals that cover the entire span of a Battalion apply. Single target and other Buffs/Heals do not and should be reserved for Commanders.

***Area of Effects*** – AoE's that affect a Battalion’s entire area apply the damage iteratively for each unit in the Battalion. If it covers only half, then it deals half of the damage, if it only covers a quarter then it deals a quarter of the damage. The Battalion still gets a Dexterity Saving Throw for half damage.
Spring Amber (Spell)

## Spring Amber

Spring Amber is a 4th level Conjuration spell exclusive to the Spring Cleric. Touch a creature to wrap it into a cocoon with 13 AC and 100 Hit Points for 1 minute. An unwilling creature must roll a STR Saving Throw to prevent being caught.

## **Description**

You can touch a creature and wrap spiritual roots around it forming an ethereal appropriately sized cocoon as they harden into an amber-like appearance, rendering the creature paralyzed inside.

The cocoon has an AC of 13 and 100 Hit Points; it cannot be canceled before the end of the Spell's duration.

The only ways to leave it are dispelling it or breaking it. A non-willing creature must roll a Strength Saving Throw to fight off the roots before they are trapped within.
Chagrin

“
 Chagrin, an unseen force of evil. Its physical manifestations used to be so rare that their stories turned into legends, and those legends into fairytales the peasants use to scare their kids.

”

There is a global belief in Luctus that every evil, nefarious act and every bad thought stems from the same source. When a creature is corrupted or a village is attacked, there is an understood agreement that an unseen force called Chagrin moved that creature. When a man thinks about cheating on his wife or stealing bread, it is because Chagrin is corrupting his mind.

While this is an unseen and unobservable force, there are records in history of Chagrin Spawns, creatures made entirely of this corruption. However those are rare and the ones that beat them even more so.

Maniacs, murderers, insane people, evil outsiders and step-mothers sometimes believe that Chagrin is not a mystical force motivating evil force. They believe it is their true nature as mortals attempting to manifest into their actions.
These people, scum, the worst of the worst, act only in impurity in order to honor these “bad thoughts” that they believe emanate from their very essence and usually end up committing indescribable atrocities in the pursuit of this corrupted nature they believe in.
Eliot

* Aasimar
* Juggernaut
* Incognito

Eliot is an Aasimar (formerly a Juggernaut) that is currently part of the Bleak Bonfire (B.B.) group. As one of the diplomatic envoys his job is to document their endeavours.

## **Description**

### **Appearance**

In his previous form as a Juggernaut Eliot usually hid his appearance from people. Eliot covered his body with various long cloaks and a scarf that completely cover his frame. His face was hidden by a white wooden mask with only one opening for his eyes.

Behind the veil Eliot possessed a mechanical body made of wood and plants. His armoured exterior was fortified with hardened wood to protect the fragile network of plant-strings that allowed him to move at all. Numerous hidden compartments were scattered all over his body containing his spell components, hidden daggers and a crossbow. Additionally a pair of shackles were locked tightly around his wrists. During an encounter with Magnar Eliot lost his right arm. The Ocean Walker gave him a permanent scar as well by slashing him twice across his entire torso. This scar is still visible on his Aasimar body.

After Eliot fell during the battle against Mina, his new body broke out of the wooden Juggernaut shell. In his Aasimar form Eliot possesses long, flowing hair, a chiselled face and a small pair of wings. Above his head hovers a halo that is just as radiant as his golden eyes. Since he popped out of his wooden shell he is wearing a clerical uniform that depicts symbols of the Goddess of Life. Ever since he acquired a new form, his visual representation of magic has changed as well. His spells involve imagery of birds, wings and feathers as a representation of life itself.

### **Personality**

In his Juggernaut form Eliot was very reserved. Because of the shackles that kept him under Magnar's will he wasn't sure if his thoughts are his own. Eliot constantly second guessed himself and had a fear of acting on his own. He used to ask for permission to perform simple actions in and out of combat to avoid potentially acting on Magnar's will instead of his own. Eliot had a hard time showing his emotions and was oblivious in social situations. During his travels with the diplomatic envoys of Pyrnes he attempted to form his own opinions to actually discover who he really is.

Once he was finally freed from his shackles and his Juggernaut body, Eliot's personality changed with his appearance. Now that he no longer had to worry about being controlled by Magnar, he openly voices his opinions and even engages in arguments to defend them. He feels very strongly about mutual respect, treating others like he would like to be treated and freedom. He tries to be kind to others and respectful as long as others are respectful towards him in return. Despite being free Eliot seems lost. He doesn't actually know what he really wants and is searching for a purpose, a greater good.

## **Gallery**

Eliot's Character Design Sheet@nlesniiA breakdown of Eliot's Juggernaut features@\_\_aDiz\_\_@lagpeanut
Acupuncture Needles (Weapon)

## Acupuncture Needles

Acupuncture needles are delicate steel tools with a focus on debuffing opponents. Proficient wielders can access the **Acupuncture Points** feature, though only a Virtuoso can utilize its potential with flawless accuracy.

## **Description**

### **Appearance**

These delicate steel acupuncture needles are masterfully crafted for precision and control. Each needle is a testament to the Virtuoso's finesse in combat, allowing them to deftly strike at the most vulnerable points of their opponents. Though the base damage of these needles may seem minimal, their true power lies in their potential to hinder and disrupt foes.

In the hands of a skilled martial artist, these acupuncture needles become tools of precision and tactical prowess, complimenting a fighting style that emphasizes accuracy, timing and exploiting weaknesses. Their versatility and the element of surprise they provide make them a favored choice among those who seek finesse and elegance in their combat techniques.

## **Properties**

**Finesse**

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

**Thrown (20/60)**

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

**Virtuoso**

This weapon is intrinsically linked with the Virtuoso class, which unlocks its true potential.

**Special**

If you attack with Acupuncture Needles as part of the Attack action on your turn, you can use a Bonus Action immediately after to attempt to apply an acupuncture effect as described in this weapon's Acupunture Points feature.

## **Features**

### **Acupuncture Points**

When you hit a creature with these steel acupuncture needles, you can choose to target specific acupuncture points to hinder your opponent. After hitting a target, you can expend a Bonus Action to attempt to apply an acupuncture effect. The target must succeed on a Constitution Saving Throw to resist the effect. The DC is calculated as 8 + your Proficiency Bonus + your Dexterity Modifier.

Acupuncture Effects:

* **Numbing Pain**
The target's movement speed is reduced by 10 feet until the end of their next turn.

* **Disrupted Balance**
The target has disadvantage on their next Dexterity Saving Throw.

* **Weakened Strike**
The target deals only half damage with their next weapon attack that hits.

Once you have used this feature, you cannot use it again until you finish a short or long rest.
Stringwire (Weapon)

## Stringwire

Stringwire is a Melee Martial Weapon consisting of a collection of hundreds of razor-sharp wires. Proficient wielders can access the **Control and Bleed** feature, though only a Virtuoso can bring out its true deadly potential.

## **Description**

### **Appearance**

The Stringwire is a unique and deadly weapon, consisting of hundreds of razor-sharp strings expertly woven together by skilled artisans. In the hands of a Virtuoso, the Stringwire becomes a mesmerizing and lethal instrument of combat, allowing for precise strikes and tactical control over the battlefield.

## **Properties**

**Finesse**

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

**Virtuoso**

This weapon is intrinsically linked with the Virtuoso class, which unlocks its true potential.

**Special**

The Stringwire are a unique type of weapon, allowing its wielder to enter the Control Stance with a Bonus Action once per rest as described below.

## **Features**

### **Control and Bleed**

As a **Bonus Action**, you can choose to enter a "Control Stance", allowing you to manipulate the battlefield and your opponents until the start of your next turn.

While in this stance, you gain the following benefits:

* **Binding Strike:**
When you hit a creature with Stringwire, you can choose to make a Binding Strike. The target must make a Dexterity Saving Throw or be Restrained by the Stringwire until the end of their next turn.

A Restrained creature can repeat the Saving Throw at the end of each of its turns, ending the effect on a success.

The DC is calculated as 8 + your Proficiency Bonus + your Dexterity Modifier.

* **Tactical Maneuver:**
While in the Control Stance, you can use your reaction to move up to 10 feet without provoking opportunity attacks if a creature within 5 feet of you makes a melee attack and misses.

Once you have used this feature, you cannot use it again until you finish a short or long rest.

### **Barbed Entanglement**

Once per turn, when you hit a creature with a Binding Strike or when a creature starts its turn Restrained by the Stringwire, the wires dig deeper into the target's flesh, causing bleeding damage. The target takes an additional 1d4 Slashing damage at the start of each of its turns while Restrained by the Stringwire.
Valen Zain

Young boy at the Heron school of magic. Who is definitely not evil.

## **Description**

### **Appearance**

Valen has long raven black hair and shadow like skin. Valen prefers to wear robes with his trusty sword at his waist.

While at school he was attacked a shadow under his bed and left with a hand print on his face.

### **Personality**

Valen is stern in his beliefs and his want to help the people he cares about, even if that means he needs to cause trouble. Valen isnt afraid to talk back to authority but he'll subject himself to authority as well.

## **History**

### **Background**

A family of farmers one day find a dog carrying a baby in a basket cradling a sword. They decide to adopt him as one of their kids and name him Valen, and they name the dog Vax.

Valen was raised by humans, never knowing his birth parents. But he never felt lonely with his big adopted family, With 9 siblings, he couldn't be lonely even if he wanted too. Growing up Valen started to show signs of having magical capabilities so his parents started saving so they could send Valen to the Heron School of Magic, the best in the world (idk if thats true, but Magnar made it, so it must be the best).

### **AA**

causing trouble and learning essence (secretly)

During his second year at school, valen lost his arm.

Also being cursed 😭

### **Post-AA**

Probably become some evil guy after being kicked out

## **Other**

The first PC in Luctus to have an essence cantrip
Welcome to ShowerTime with ZorgRyan and Justain!

**SUPPORTING CHARACTERS:**

* JDTubeHD
* Alex Kendra

**CHARACTER CAMEOS:**

* Justain (in phone call)
* Teachy (in phone call)
* The Mayor of ZorgTown
	+ Caden

**TRIVIA:**

* During today's episode, Alex Kendra himself confirmed that he and Abdallah are now the **NEW** CEO's of Mythical Entertainment and are launching the sequel to Good Mythical Morning called "Mythical 2.0" during the next ShowerTime episode.
* This marks the grand return of ShowerTime.