recursal/Fanatic-Fandom huggingface dataset:
Archfey Patron

***Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.***

## Archfey Patron Features:

### 3rd Level: Patron Spells

The magic of your otherworldly patron grants you the following benefits:

**Prepared Spells:** You always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

**Free Casting:** You can cast one of your prepared spells from this feature without expending a Spell Slot, and you must finish a Long Rest before you use this benefit again.

Archfey Spells

### 3rd Level: Fey Prescence

Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

### 6th Level: Misty Escape

You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

### 10th Level: Beguiling Defense

Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

### 14th Level: Dark Delirium

You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.
Aid

*2nd Level Abjuration*

**Casting Time:** Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a tiny strip of white cloth)

**Duration:** Instantaneous

**Description:** Choose up to six creatures within range. Each target gains 5 Temporary Hit Points.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the number of Temporary Hit Points increases by 5 for each slot level above 2nd.
Ardling

***Celestial animals roam the Beastlands, a plane of untamed beauty and wild nature. Many of those otherworldly animals serve the Beast Lords, and in the early days of the multiverse, some of the animals evolved into bipedal forms. Among their number are Ardlings, people with beastlike heads, keen senses, and an innate connection to divine magic. Long ago, the ancestors of Ardlings migrated to the Material Plane, and Ardlings can now be found on many worlds.***

***An Ardling has a head resembling that of an animal. Depending on the animal, the Ardling might also have fur, feathers, or scales. Some little and others hulking, Ardlings are as varied as the animals they resemble.***

## Ardling Traits:

**Creature Type:** Animal Folk

**Size:** Medium (amount 4-7 feet tall) or Small (about 3-4 feet tall), chosen when you select this Species

**Speed:** 30 feet

**Life Span:** 200 years on average

**Animal Ancestry:** You are descended from a Celestial animal. Choose one of the ancestry types below, then choose one of the example animals listed for that ancestry (or a similar animal); you gain the benefits of that ancestry, and your head resembles the head of the chosen animal:

Ardling Types
 Flyer
 Racer
 Swimmer

**Divine Magic:** You can innately channel minor divine magic; you know the Thaumaturgy Spell. Whenever you finish a Long Rest, you can replace that Spell with a different 0-level Spell from the Divine Spell list.

Intelligence, Wisdom, or Charisma is your spellcasting ability for any Spell you cast with this trait (choose the ability when you select the Species).

**Keen Senses:** You have proficiency in the Perception Skill
Chronurgist

***Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.***

## Chronurgist Features:

### 3rd Level: Chronal Shift

You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended uses when you finish a long rest.

### 3rd Level: Temporal Awareness

You can add your Intelligence modifiers to your initiative rolls.

### 6th Level: Momentary Stasis

As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### 10th Level: Arcane Abeyance

When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in aflash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

### 14th Level: Convergent Future

You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Arrow of Slaying

**Type:** Weapon (Arrow)

**Attunement:** No

**Rarity:** Very Rare

**Description:** An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, species, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 Piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
Bead of Force

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.

You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.

An enclosed creature can use its Action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Armblade

**Type:** Weapon (any one-handed Melee Weapon)

**Attunement:** No

**Rarity:** Common

**Description:** An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the Weapon as if you were holding it, and you can't use that hand for other purposes.
Smoki

**Smok** – gatunek magicznego, latającego gada. Posiada zdolność ziania ogniem.

Od stuleci nie widziano żywego przedstawiciela gatunku.

## Opis

### Wygląd

Smoki wyglądały jak jaszczury o czterech kończynach i skrzydłach umożliwiającymi lot. Miały ostre kły i pazury, skórne błony na skrzydłach oraz kostne grzebienie ciągnące się od głowy aż po ogon. Pisklęta były wielkości kota i rosnąć mogły prawdopodobnie przez całe życie. Czaszki martwych smoków przypominały zdobiony onyks, a ich kły wyglądały jak zakrzywione ostrza z czarnego diamentu. Kości smoków były czarne z powodu dużej zawartości żelaza.

### Terytorium

Smoki były bardzo wrażliwe na punkcie swego terytorium. Jeśli teren złego smoka został naruszony przez innego, kończyło się to walką. Dobre smoki były bardziej ugodowe, jednak również starały się pozbyć nieproszonych gości.

## Ciekawostki

* Wszystkie smoki szybko dorastały, stając się coraz potężniejsze z wiekiem.
* Według wierzeń pochodziły z Wyspy Drago, gdzie też dokonały swojego żywota.
* Smocza kość to cenny materiał rzemieślniczy
Arc III NPC’s

## Allies:

* Shielle - Previously a powerful Eladrin Sorceress, now she is barely more than an echo that resides within Mirabella’s mind
* Cyrus Lyrian - The Fire Genasi “son” of Mother Lyrian. He is the first to meet the Princess when she shows up after Swampass’ ship sunk. He is also very honest with Mirabella, being the only one who told her about the real reason she was marrying one of the Lyrian children. All of this results in him being chosen by Mirabella and teh two run off together

## Enemies:

* Jocasta - An Erinyes in service to Asmodeus. She and her cohorts are tasked with capturing the Princess and using her Wild Magic to free their master
* Lorenz - A Horned Devil in service to Asmodeus. He and his cohorts are tasked with capturing the Princess and using her Wild Magic to free their master
* Tybalt - A Lich in service to Asmodeus. He and his cohorts are tasked with capturing the Princess and using her Wild Magic to free their master
* Mother Lyrian - A hybrid Air, Water, Earth and Fire Genasi, her moods are as changing as the elemental energy that makes up her body. Extremely controlling of her children, to the point of having their homes magically enchanted so she can listen in on them.

## Neutral Parties:

* Zircon Lyrian - The Earth Genasi “son” of Mother Lyrian. On his date with the princess he takes her to The Dwarven Crag and buys her beautiful jewelry. As a man of few words, their date doesn’t last long.
* Cordelia Lyrian - The Water Genasi “daughter” of Mother Lyrian. Her date with the Princess takes them to the orphanage she runs, as well as her private quarters. She gets extremely nervous at all of Mirabella’s questions, and refuses to betray Mother.
* Aura Lyrian - The Air Genasi “child” of Mother Lyrian. Very laid back, they take Mirabella for a ride across the skies of Lyria, promising her that she will never have troubles again.
* Henric Alaric - The King of Hyranor at the time. He sent his daughter away both for an ally in the upcoming war with the Vosea as well as to remove her uncontrollable nature, both magical and personality wise.
* Gem Lovejoy - The Matriarch of the Lovejoy Empire. She is called to the wedding by Mother Lyrian after time is looped and Mother is warned of the possible danger involved in having the wedding.
Ambition Domain

***Clerics of Ambition act as cunning viziers who subtly plant the seeds that flower into the ambition their gods desire. Through insinuation, they remind acolytes, initiates, and veterans alike that achieving one’s place (in life or the afterlife) at the expense of others is not shameful, but is proof of determination and drive. Nothing is more important than that drive, they suggest – not the bonds of a family, not friendship or love. Not even devotion to a deity..***

## Ambition Domain Features:

### 3rd Level: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Domain Spells table, you thereafter always have the listed spells prepared.

Ambition Domain Spells

### 3rd Level: Warding Flare

You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### 3rd Level: Invoke Duplicity

You can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

### 6th Level: Cloak of Shadows

You can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

### 6th Level: Potent Spellcasting

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

### 17th Level: Improved Duplicity

You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Bottled Breath

**Type:** Potion

**Attunement:** No

**Rarity:** Uncommon

**Description:** This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.

If you exhale the breath, you gain the effect of the Gust of Wind spell. If you hold the breath, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath.
Arc XX: The King is Home

## Arc XX Characters:

Team Ohu:

* Wendrid Hatebad [He/Him] (Played by Reagan - He/Him) - A Dwarf Path of the Storm Herald Barbarian
* Trey Clout [He/Him] (Played by Evan - He/Him) - A Triton Warrior of the Sun Soul Monk
* Mattias [He/Him] (Played by Nora - She/Her) - A Dhampir Echo Knight Fighter

Team Bolland:

* Sylvia Hyacinth [She/Her] (Played by Reagan - He/Him) - An Eladrin Fey Wanderer Conclave Ranger
* Arizona Gea [He/Him] (Played by Evan - He/Him) - An Earth Genasi Rune Knight Fighter
* Kendal Inagwyn [He/Him] (Played by Nora - She/Her] - A Wood Elf Warrior of the Drunken Master Monk

Team Ambrosious:

* Archer Lovejoy [He/Him] (Played by Reagan - He/Him) - A High Elf Arcane Archer Fighter
* Robin Lovejoy [She/Her] (Played by Evan - He/Him) - A High Elf multiclass of Mastermind Rogue and Genie Patron Warlock
* Penny Lovejoy [She/Her] (Played by Nora - She/Her) - A High Elf Runechild Sorcerer

Team Kaluna:

* Donovan Alaric [He/Him] (Played by Reagan - He/Him) - A Human Sanguine Chapter Jaeger
* Sebastian Gilbert III [He/Him] (Played by Evan - He/Him) - A High Elf Necromancer Wizard

Team Horsemen:

* Eugene Swampass [He/Him] (Played by Reagan - He/Him) - A Shadar-Kai multiclass of Swashbuckler Rogue and Hexblade Patron Warlock
* Nalath Mountainbreaker [He/Him] (Played by Evan - He/Him) - A Goliath Path of the Totem Warrior Barbarian
* — [—/—] (Played by Nora - She/Her) -

Team Spell:

* Holt Landers [He/Him] (Played by Reagan - He/Him) - A Gem Dragonborn Phantom Rogue
* Ronnie Duff [He/Him] (Played by Evan - He/Him) - A Human Oath of the Crown Paladin
* Nixim [She/Her] (Played by Nora - She/Her) - A Tiefling Draconic Sorcery Sorcerer
Charger

*4th Level Feat*

**Prerequisite:** Proficiency with Any Martial Weapon

**Repeatable:** No

You have trained to charge headlong into battle, gaining the following benefits:

**Ability Score Increase:** Increase your Strength or Dexterity score by 1, to a maximum of 20.

**Improved Dash:** When you take the Dash Action, your Speed increases by 10 feet for that Action.

**Charge Attack:** If you move at least 10 feet in a straight line immediately before hitting with an attack as part of the Attack Action on your turn, choose one of the following effects: gain a +1d8 bonus to the attack’s damage roll, or push the target up to 10 feet, provided the target you want to push is no more than one Size larger than you. You can use this benefit only once on each of your turns.
Barkskin

*2nd Level Transmutation*

**Casting Time:** 1 Bonus Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a handful of bark)

**Duration:** Concentration, up to 1 hour

**Description:** Until the Spell ends, the target’s skin assumes a bark-like appearance, and at the start of each of the target’s turns, the target gains a number of Temporary Hit Points equal to your Spellcasting Ability Modifier plus your Proficiency Bonus.

**At Higher Levels:** When you cast this Spell using a Spell Slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd.
Zespół Szkół Ezoteryki

**Zespół Szkół Ezoteryki** ("ZSE") - Prestiżowa uczelnia magiczna zlokalizowana w Księstwie Ragii.

Aktualnym rektorem szkoły jest Albertus Keiser.

## Historia

Uczelnia założona została ponad tysiąc lat temu w celu pielęgnowania i rozwijania daru, jakim jest sztuka magiczna.

Zrzesza sobie całe spektrum stanów magicznych - od czarodziejów, po alchemików i czarnoksiężników.

## Przedmioty wykładane

### Podstawowe:

* **Przywoływanie** - tworzenie bądź przywoływanie ludzi i obiektów.
* **Wieszczenie** - dostrzeganie tego, co normalnie niewidoczne.
* **Uroki** - wpływanie na umysły istot.
* **Eliksiry** - sztuka ważenia mikstur i dobierania składników.
* **Wywoływanie** - tworzenie energii z surowej mocy magii.
* **Iluzje** - oszukiwanie zmysłów oraz manipulacje cieniami oraz światłem.
* **Magia ochronna** - obrona przed atakami magicznymi.

### Doktoranckie:

* **Magia chirugiczna** - trwała korekta lecznicza oraz plastyczna.
* **Nekromancja** - manipulowanie energiami witalnymi.
* **Transmutacja** - zmienianie natury fizycznego świata oraz obiektów w nim.

### Porzucone:

* **DINK** - Diagnostyka i Naprawa Konstelacji
* **UTK** - Urządzenia Telepatii Kompaktowej

## Znani absolwenci

* Albertus Keiser
* Dr Lumia

## Ciekawostki

* Albertus był niegdyś bliskim przyjacielem Keszela
* Osoby bez predyspozycji magicznych nie są w stanie jej odnaleźć, gdyż chroni ją potężne zaklęcie maskujące.
Changeling

***With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul.***

***The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today — even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden.***

***In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape — one created on the spur of the moment, with no depth or history — is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.***

***Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.***

## Changeling Traits:

**Creature Type:** Monster Folk

**Size:** Medium (about 5-7) feet tall or Small (about 3-5 feet tall)

**Speed:** 30 feet

**Life Span:** 200 years on average

**Changeling Instincts:** Thanks to your connection to the fey realm, you gain Proficiency with two of the following Skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.

**Shapechanger:** As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die.
Battering Shield

**Type:** Armor (Shield)

**Attunement:** Yes

**Rarity:** Rare

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

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** These heavy gauntlets of brown iron are forged in the shape of an umber hulk’s claws, and they fit the wearer’s hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.

You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 Slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal).

While wearing the claws, you can’t manipulate objects or cast spells with somatic components.
Blade Barrier

*6th Level Evocation*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic

**Duration:** Concentration, up to 10 minutes

**Description:** You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 Slashing damage. On a successful save, the creature takes half as much damage.
Aura of Purity

*4th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Self (30-foot Radius)

**Components:** Verbal

**Duration:** Concentration, up to 10 minutes

**Description:** Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to Poison damage, and has advantage on saving throws against effects that cause any of the following conditions: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, and Stunned.
Antimagic Field

*8th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Self (10-foot-radius Sphere)

**Components:** Verbal, Somatic, Material (a pinch of powdered iron or iron fillings)

**Duration:** Concentration, up to 1 hour

**Description:** A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

* **Targeted Effects:** Spells and other magical effects, such as *magic missile* and *charm person*, that target a creature or an object in the sphere have no effect on that target.

* **Areas of Magic:** The area of another spell or magical effect, such as *fireball*, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a *wall of fire* are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

* **Spells:** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

* **Magic Items:** The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere) the magic of the item ceases to be suppressed as soon as it exits.

* **Magical Travel:** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere.

* **Creatures and Objects:** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

* **Dispel Magic:** Spells and magical effects such as *dispel magic* have no effect on the sphere. Likewise, the spheres created by different *antimagic field* spells don't nullify each other.
Bell Branch

**Type:** Wondrous Item

**Attunement:** Yes (Druid or Warlock Only)

**Rarity:** Rare

**Description:** This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it.

The branch has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

* As a Bonus Action, you can expend 1 charge to detect the presence of Aberrations, Celestials, Constructs, Elementals, Fey, Fiends, or Undead within 60 feet of you. If such creatures are present and don't have total cover from you, the bells ring softly, their tone indicating the creature types present.
* As an Action, you can expend 1 charge to cast Protection from Evil and Good.
Armor of Agathys

*1st Level Abjuration*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (a cup of water)

**Duration:** 1 hour

**Description:** A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Bag of Tricks

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the *Monster Manual* for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

Grey Bag of Tricks
 2
 3
 4
 5
 6
 7
 8

Rust Bag of Tricks
 2
 3
 4
 5
 6
 7
 8

Tan Bag of Tricks
 2
 3
 4
 5
 6
 7
 8
Chronolometer

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don't know. You subsequently know that language while attuned to the device.

* Time Bandit: At the start of your turn, roll a d6 (no action required). On a 1-3, you slow down time, gaining an additional Action on your turn and doubling your speed until the end of the turn. On a 4-6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.

* Fate Swap: As a Reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional Action if it is the creature's turn, or can take an Action immediately even though it isn't the creature's turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.

Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
Cloak of Arachnida

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

* You have resistance to Poison damage.

* You have a climbing speed equal to your walking speed.

* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

* You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.

* You can use an action to cast the Web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
Animate Objects

*5th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** Concentration, up to 1 minute

**Description:** Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

**At Higher Levels:** If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Chromatic Orb

*1st Level Evocation*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (a diamond worth at least 50 GP)

**Duration:** Instantaneous

**Description:** You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Gryphon

## The Review

**Gryphon** is a epic Kingsmen minion that cost **325 mana** to summon it. Its fast and a flying unit that can deal a splash damage. Useful for defeating a group of enemies.

## Evolution

Gryphon Star 1Gryphon Star 2Gryphon Star 3Gryphon Star 4Gryphon Star 5
## Special Ability

Starting with the first star, **Gryphon** has a special ability: "Phoenix". This ability could transform after its death, became fiery then fell to the floor and deal area damage.

Phoenix
 Star 2
 Star 3
 Star 4
 Star 5

## Strategy

**Gryphon** is useful because *it deals huge amount of damage and have a splash damage.*

**Gryphon's** Special ability *could deal area damage that has EXTREME damage*, especially with high special ability chance...
Animal Friendship

*1st Level Enchantment*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic Material (a morsel of food)

**Duration:** 24 hours

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

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

*9th Level Conjuration*

**Casting Time:** 1 Bonus Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Concentration, up to 1 minute

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

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

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

*4th Level Evocation (Sorcerer Only)*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Churning magical energy explodes in a 20-foot- radius sphere centered on a point you choose within range. When you cast the spell, you select the type of damage dealt by the explosion: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 6d6 damage of the chosen type. On a successful save, a creature takes half as much damage.

Choose one of those d6s. The number rolled on that die determines a condition that’s applied to each creature that failed the save, as shown below. A creature has the condition until the end of your next turn.

Conditions
 2
 3
 4
 5
 6

**At Higher Levels:** When you cast this spell damage increases by 1d6 for each slot level above 4th. using a Spell Slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Astral Shard

**Type:** Wondrous Item

**Attunement:** Yes (Sorcerer Only)

**Rarity:** Rare

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

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

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item's benefits only while wearing it over your head like a helmet.

The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn.
Astromancy Archive

**Type:** Wondrous Item

**Attunement:** Yes (Wizard Only)

**Rarity:** Rare

**Description:** This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: Augury, Divination, Find the Path, Foresight, Locate Creature, and Locate Object. It functions as a spellbook for you, with spells encoded on the rings.

While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.

The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

* If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the Divination school.
* When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your Reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
Arc Timeline

## Age of Dragons: 0-100

1: The Chromatic, Metallic and Gem Dragons begins their three way war against one another

100: Most of the Dragons are wiped out, the rest being sent into hiding, signaling the end of the Dragon War and the beginning of the age of man.

## Age of Erias Hyranor: 100-200

100: Erias Hyranor is named the first King of Hyranor

100: The Kings Blessing is created

200: Erias Hyranor dies of old age at the end of his reign

## Age of Jon Benril: 200-300

200: Jon Benril is named the Second King of Hyranor

250: Arc VI Events

250: Asmodeus escapes The Cage and is soon put back in alongside Martin Spleif

300: Jon Benril dies of old age at the end of his reign

## Age of Alder Pinn: 300-400

300: Alder Pinn is crowned the third of King of Hyranor

380: Arc VIII Events

400: Alder Pinn manipulates the Kings Blessing to serve another term as King

## Age of Alder Pinn: 400-480

400: Alder Pinn is named the fourth King of Hyranor

403: Arc XVI Events

480: Alder Pin is assasinated by Henric Alaric and his allies

## Age of Chaos: 480-500

480: An emergency council is put into control of Hyranor in order to keep the peace before deciding a new King

482: Arc XII Events

500: A new King is set to be chosen as the Curse of Pinn has worn off at the end of his second term

## Age of Henric Alaric: 500-540

500: Henric Alaric is named the fifth King of Hyranor

510: Arc XXIII Events

516: Arc IV Events

518: Arc XIV Events

523: Arc I Events

525: Arc II Events

525: Arc VII Events

527: Arc III Events

530: Arc V Events

535: Arc IX Events

535: Gem Lovejoy is assassinated

537: Arc XI Events

540: Arc X Events

540: King Henric Alaric dies of poisoning

## Age of Lucas Alaric: 540-542

540: Lucas Alaric is named the sixth King of Hyranor

540: Arc XIII Events

542: Arc XV Events

542: Lucas Alaric is and his allies are defeated by Donovan’s Rebellion

## Age of Donovan Alaric: 542-642

542: Donovan Alaric is named the seventh King of Hyranor
Armor of the Fallen

**Type:** Armor (Medium or Heavy)

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** While wearing this armor, you can use it to cast either Speak With Dead or Animate Dead. Once the armor has cast a spell in this way, it can’t cast either spell until the next dawn.

Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed.
Astral Elf

***Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf's eyes.***

***Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don't dwell in the Astral Plane can live to be more than 750 years old.***

## Astral Elf Traits:

**Creature Type:** Elf

**Size:** Medium (about 5-7 feet tall)

**Speed:** 30 feet

**Life Span:** 500 years on average

**Astral Fire:** You know one of the following cantrips of your choice: Dancing Lights, Light, or Sacred Flame.

Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

**Darkvision:** You have Darkvision with a range of 60 feet

**Fey Ancestry:** You have advantage on Saving Throws you make to avoid or end the Charmed Condition on yourself.

**Keen Senses:** You have Proficiency in the Perception Skill.

**Starlight Step:** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Astral Trance:** You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious. Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the *Player's Handbook*. You magically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.