recursal/Fanatic-Fandom huggingface dataset:
Spellblade Enthusiast

**Prerequisite: The ability to cast Boltblade, Psionic Lance, Reaping Scythe, or Arcane Edge.**

You have a deeper knowledge of conjuring weapons of pure magical energy than anyone else. You gain the following benefits:

* When you cast the Boltblade spell you can choose to create 2 swords instead of 1.
* When you make an attack with a weapon from a Spellblade spell you can substitute strength or dexterity with your spellcasting modifier for attack and damage rolls.

Spellblade spells include: Boltblade, Psionic Lance, Reaping Scythe, and Arcane Edge.
Eldritch Thoughts

1st-level enchantment

Casting Time: 1 Action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

You whisper undecipherable words into the thoughts of up to 3 creatures in range. They must each make a wisdom saving throw or have their movement speed reduced to 0. A creature can use an action to repeat the saving throw, freeing themselves on a success.

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

Warlock
Fiendish Frenzy

5th-level evocation

Casting Time: 1 Bonus Action

Range: Self

Components: V, S

Duration: Concentration, up to 1 Minute

You imbue yourself with dark power, strengthening your attacks. When you hit with an attack, creatures of your choice within 5 ft. of the original attack's target take half the attack's damage. You also gain advantage on attack rolls for the duration of the spell.

Warlock
Auranium Power Armor

This powerful armor is made of pure Auranium. The light properties of Auranium have been precisely utilized to allow for increased mobility, the armor is also not as heavy as normal plate.

The armor has abilities that can be activated.

Tesla Energy Shield. If you are hit by an attack you can use a reaction and 3 charges to conjure an energy shield that gives you a +3 bonus to AC until the start of your next turn.

Evasive Protocols. If you fail a dexterity saving throw, you can use a reaction and 4 charges to instead succeed the saving throw.

This item has 12 charges, and charges can be replenished using Aurum power cells, each cell replenishing 3 charges. You can only replenish charges during a short rest.
Reaping Scythe

3rd-level necromancy

Casting Time: 1 Bonus Action

Range: Self

Components: V, S, M (a skeletal hand)

Duration: Concentration, up to 10 Minutes

You form a scythe formed from necrotic energy in your hand, it feels cold to the touch. This magic scythe lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 necrotic damage on a hit and has the finesse property. On a hit, the scythe gives you temporary hit points equal to a quarter of the damage dealt.

If you attempt to drop this weapon or give it to someone else, it vanishes, and can be returned to your hand with a bonus action for as long as the spell persists.

**At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.**

Sorcerer, Warlock, Wizard
Shadaar's Shadowy Spike

Necromancy Cantrip

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (A piece of obsidian)

Duration: Instantaneous

You form a spike of shadow and send it towards a creature within range, make a ranged spell attack against the target, dealing 1d12 necrotic damage on a hit as the shadow pierces them.

**At Higher Levels*.* This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).**

Sorcerer, Warlock
Rapid Duelist

Rapid Duelist fighters strive to be as fast as possible. Dealing out quick strikes and then running to the next foe to do it again. Rapid Duelists are the epitome of swiftness.

### Marked Attack

Beginning when you choose this archetype at 3rd level, your attacks cut into enemies, instilling searing pain. When you hit a melee weapon attack the target is marked. Marked enemies take force damage equal to your fighter level at the end of your turn. The same enemy can't be marked multiple times, but you can mark multiple enemies in one turn.

### Sublime Speed

Starting at 7th level, your speed is unparalleled. Your speed increases by 10 feet. You are unaffected by difficult terrain. Opportunity attacks have disadvantage against you, and if you are hit by an opportunity attack you take half damage.

### Finessed Footsteps

At 10th level, you begin to master the art of finesse weapons. While wearing no or light armor you have advantage on attack rolls made with finesse weapons.

### Evasive Maneuvers

Starting at 15th level, your speed allows you to dodge most attacks. If you are targeted by an attack you can use a reaction to impose disadvantage on that attack. You can use this feature an amount of times equal to your dexterity modifier, and regain all expended uses on a long rest.

### Speed Demon

At 18th level, your speed becomes nearly unstoppable in battle. Once per turn you can take the dash or disengage actions without spending an action. You can do this an amount of times equal to your proficiency bonus. Any expended uses are recharged on a short rest.
Infiltrator's Secret Weapon

This item is a powerful set of thieve's tools that is created to infiltrate nearly anything. If you already have proficiency in thieves tools you double your proficiency bonus when making a check using this item. When using this item to pick something affected by the arcane lock you ignore the effects of the spell. Finally, if failing a check with this item would trigger a trap or alarm it doesn't.
Phantom Fracture

3rd-level necromancy

Casting Time: 1 Action

Range: 60 feet

Components: V, S, M (an igneous rock)

Duration: 1 Minute

You open up to two fissures and place them onto an unoccupied surface you can see within range, each fissure is a 5 foot square. Once the fissures are opened each fissure releases a vengeful spirit that targets a creature you can see within 60 feet of the fissure. The target must make a dexterity saving throw or take 3d8 necrotic damage. The fissures remain for the duration of the spell and act as difficult terrain. Additionally, whenever a creature moves onto a fissure for the first time on a turn or starts its turn there it takes 1d8 necrotic damage.

**At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can place one additional fissure for every level above 3rd.**

Cleric, Sorcerer, Wizard, Warlock
Arcane Edge

5th-level evocation

Casting Time: 1 Bonus Action

Range: Self

Components: V, S, M (A small, open flame)

Duration: Concentration, up to 10 Minutes

You form a weapon of pure arcane energy in your hand, the blade is constantly in motion, like a roaring fire. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 3d10 force damage on a hit and has the finesse property. While the spell lasts, you can use an action to form a line 30 feet long and 5 feet wide that flares out from the sword in a direction you choose. Make an attack against each creature in the line with this weapon, after attacking each creature in the line, you teleport to an unoccupied space closest to the end of the line.

If you attempt to drop this weapon or give it to someone else, it vanishes, and can be returned to your hand with a bonus action for as long as the spell persists.

**At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for every two slot levels above 5th.**

Sorcerer, Warlock, Wizard
Boltblade

2nd-level evocation

Casting Time: 1 Bonus Action

Range: Self

Components: S

Duration: Concentration, up to 10 minutes

You form a sword of electrical energy in your hand. The blade jitters in place, eager to strike its target. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d6 lightning damage on a hit and has the finesse and light properties. On a hit lightning arcs to another hostile creature within 5 feet of the target if one exists, dealing half the attack's lightning damage (Rounded down).

If you attempt to drop this weapon or give it to someone else, it vanishes, and can be returned to your hand with a bonus action for as long as the spell persists.

**At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.**

Druid, Sorcerer, Wizard
Emma Blish

***Emma Blish*** es un personaje principal de la serie animada Vloggers Life. En su talentoso grupo es la diseñadora de moda.

## Trasfondo

### Personalidad

Por el momento se ha visto como una chica muy amable. En su grupo de amigos es representante del color rosa, lo que sinifica que es una chica que siempre sigue sus sueños y alenta a otros a hacer lo mismo, esta llena de esperanza y optimismo.

### Apariencia fisíca

Es una chica adolescente baja de estatura. Tiene el cabello castaño con un mechón de color rubio, peinado en una coleta alta y un mechón corto en la parte frontal, usa unos accesorios en la cabeza de diferentes formas.

Se ha confirmado que a lo largo de la serie Emma será la que más atuendos presentan. En el primer atuendo visto en la serie animada, lleva una camiseta corta de color rosa pastel sin mangas hasta el cuello, una falda tableada de color negro y unas botas rojas con tacón rosa pastel.

   A la mitad del primer capítulo, se le ve con su segundo atuendo, lleva una camiseta hasta el cuello de color magenta, tambien lleva unas mangas largas llegando a cubrir sus brazos y parte de sus manos, dejando los hombros al descubierto, lleva una falda del mismo color, para complementar unas botas de tacón altos color negro . Junto a este atuendo, lleva el cabello totalmente suelto, con un mechón acomodado en la parte delantera de su cuerpo, al igual que al final del capítulo se le vé con un gorro de fiestacolor rojo.

## Apariciones

### Vloggers Life

Su primera aparición fué en Vloggers Life, como una chica adolescente en el capítulo "El Cumpleaños De Mariano"

## Referencias

1. ↑ https://www.instagram.com/p/CdORLmiuH6n/
Battle Mage

You have learned to control your focus on spells, even in the heat of battle. You gain the following benefits.

* You have advantage on concentration saving throws caused by taking damage
* You have advantage on concentration saving throws made to maintain concentration on combat spells.

(For more info on what a combat spell is, see 5e Rule Changes)
Flask of Healing

This magical flask has been blessed with the power of healing. As a bonus action you can spend a charge to cause the flask to fill with a deep crimson liquid. As part of the bonus action you can drink the liquid or feed it to someone within 5 feet of you, consuming the liquid allows you to heal 1d8 + 3 hit points. If not drank immediately the liquid persists for 1 hour and can be consumed as a bonus action.

This item has 3 charges and regains 1d4 expended charges at dawn.
Auranium

Auranium is a metal alloy fabricated by Aurum, the warforged artificer. Aurum keeps the exact recipe for Auranium a secret, and since Aurum is the only one who knows how to create it, they control the entire supply. Auranium rarely finds its way onto market, Aurum never sells any of the enigmatic alloy themselves, but some traces are smuggled and sold at auction. The alloy is incredibly powerful, somehow being both incredibly flexible and durable at the same time. This allows it to be easily shaped into nearly any form while being able to resist attacks and penetrate through most surfaces.
Spells

There are many unique homebrew spells in this campaign. Spells marked with an \*asterisk are special spells that can't be taken normally, and are only obtainable through campaign-specific means.

### **Cantrips**

* Swift Spark
* \*Shadaar's Shadowy Spike

### **1st Level**

* Hurtling Blades
* Eldritch Thoughts

### **2nd Level**

* Grasping Claw
* \*Shadaar's Grasp
* Boltblade
* Delumination
* Summon Ooze
* Summon Living Spell

### **3rd Level**

* Phantom Fracture
* Cursed Crystal
* Psionic Lance
* Reaping Scythe
* Summon Plant
* Summon Astral Anomaly

### **4th Level**

* Piercing Shards
* \*Shadaar's Cloak of Shadow
* Summon Shadow

### **5th Level**

* Wall of Spirits
* Arcane Edge
* Immortal Coil
* Fiendish Frenzy

### **6th Level**

* Cosmic Cyclone
* Brimstone Annhialation
* Blastrune
* Summon Draconic Being
Wall of Spirits

5th-level necromancy

Casting Time: 1 Action

Range: 120 feet

Components: V, S, M (A bottle of alcohol)

Duration: Concentration, up to 1 minute

You raise a large shimmering mass of interwoven souls and specters in an unoccupied space you can see within range. The wall lasts for the spell’s duration and it obeys your commands.

The wall is an undead that has 18 AC and hit points equal to twice your hit point maximum. If it drops to 0 hit points the spell ends.

When you cast the spell and as a bonus action on subsequent turns you can move the wall up to 60 feet. The wall has the following properties:

* You, as well as creatures friendly to you gain the benefits of ¾ cover if they are within 20 ft of the wall.
* When an enemy within 20 ft of the wall damages it the enemy takes necrotic damage equal to the level this spell was cast + your spellcasting modifier.
* The wall can move through solid objects, and faces no penalty if it ends its turn in one. You and creatures friendly to you can move through the wall’s space, but enemies cannot move through the wall’s space.

**At Higher Levels. When you cast this spell using a spell slot of 6th level or higher the damage the wall deals increases as noted in the spell description.**

Bard, Cleric, Sorcerer, Warlock, Wizard
Hurtling Blades

1st-level conjuration

Casting Time: 1 Action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You conjure several small metal blades and launch them at a target within range. Make a ranged spell attack against the target, if you succeed the target must then make a dexterity saving throw. A target takes 4d8 slashing damage on a failed save and none on a successful one.

**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.**

Paladin, Ranger, Sorcerer, Wizard
Celesteel

Celesteel is a magical metal that contains the celestial power of the heavens itself. The metal is often associated with divinity, and can't be found naturally underground. Celesteel is only found in small amounts at the center of large meteors. Celesteel is imbued with celestial magic, and can be shaped easily. The metal is nigh indestructible, and when forged it can create armaments of incredible power.
Shield Adept

You have learned more about how to expertly use a shield beyond simply strapping it to your arm. You gain the following benefits:

* If a creature misses a melee attack against you while you are holding a shield you can use a reaction to make a melee attack against them.
* While you are holding a shield you can take the shove action as a bonus action.
* If you are hit by an attack while holding a shield you can use a reaction to gain a +2 bonus against the triggering attack, potentially turning a hit into a miss.
Swift Striker

**Prerequisite: Requires a Dexterity score of 13 or higher**

Your dedication has allowed you to swiftly strike enemies. You gain the following benefits:

* Any weapon without the two-handed or versatile properties gains the light property while you hold it.
* You ignore the loading property of any ranged weapon you are proficient with.
* If you make an attack with a ranged weapon that has the light property you can use a bonus action to make another attack with it.
Path of Steel

Barbarians who walk the Path of Steel are part of an ancient tradition of crafting, for you forging metal is more than just a means to an end. It's your heart and soul.

### Soulful Weapons

Starting when you choose this path at 3rd level, you can infuse a weapon with your rage. Infusing a weapon takes 1 hour, but otherwise costs no resources, you can infuse an amount of weapons equal to your proficiency bonus. While raging, infused weapons:

-Count as magical

-Thrown infused weapons can automatically return to a free hand or at your feet (no action required)

-Versatile weapons can use either damage die no matter how you hold them

-Ranged weapons create magical ammunition if you have none to fire, this ammunition behaves as normal ammunition of the weapon's type.

-Let you add your proficiency bonus to damage rolls if you reckless attack.

### Expert Craftsman

Beginning at 6th level, you become an expert at crafting weapons. When you roll d10s to craft a weapon, double the total.

### Weapon Expertise

Beginning at 10th level, you have learned the craft of your weapons inside and out. You can choose one weapon you have made to specialize in. You double your proficiency bonus when making attack rolls with this weapon specifically.

### Focused Weapons

Starting at 14th level, your intense focus on your craft has allowed your weapons to retain their power. Infused weapons gain their special properties even when you aren't raging.
T-55

`This page is a stub.`

`This means that this page might contain correct/wrong information or not enough information. If you wait long enough, you might not see this template on the page!`

## Description

T-55 is a hoax made by an unknown user. Its actual page in the wiki has been locked by admins and is no longer able to go back up.

## Appearance

T-55 looks very similar to G-88. His design was also a climbonian design which pretty much said he was definitely a hoax, but also looks like an family member of A-278.

## Trivia

* This entity is a hoax.
* This entity was confirmed by buggs that it was a hoax.
* the T-60 page has linked to this.
* T-55 is bilmgong. [OMG!!!]
* T-55 sells kids.
* idk what to put here
Shadaar's Grasp

2nd-level conjuration

Casting Time: 1 Action

Range: 30 feet

Components: S

Duration: Instantaneous

You create an inky black tendril and send it towards a creature within range. The target is pulled towards an unoccupied space of your choice within 5 feet of you.

**At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each level above 2nd.**

Sorcerer, Warlock, Wizard

\*This spell is a special spell that can only be learned through campaign specific means.
Summon Plant

3rd-level conjuration

Casting Time: 1 Action

Range: 90 feet

Components: V, S, M (a hardy root or branch)

Duration: Concentration, up to 1 hour

You call forth a plant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose a type: Mound, Tree, or Thorns. The creature resembles an animated version of the plant you chose, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.**

#### **PLANT SPIRIT**

Large plant

Armor Class 13 + the level of the spell (natural armor)

Hit Points 30 (Thorns only) or 40 (Mound or Tree only) + 5 for each spell level above 3rd

Speed 30 ft.

STR 18 (+4) DEX 14 (+2) CON 14 (+2) INT 6 (-2) WIS 14 (+2) CHA 6 (-2)

Damage Resistances (Mound Only) fire

Damage Immunities (Mound Only) lightning

Senses blindsight 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Lightning Absorption(Mound Only). Whenever the plant is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt

Actions

Multiattack. The plant makes a number of attacks equal to half this spell’s level (rounded down).

Slam (Mound Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 4 + the spell’s level bludgeoning damage.

Thorn Whip (Thorns Only). Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d8 + 4 + the spell’s level slashing damage. The target must also make a constitution saving throw against your spell save DC or take 2d6 + the spell's level poison damage and be subjected to the poisoned condition.

Crush (Tree Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 4 + the spell’s level bludgeoning damage.

Druid, Ranger, Sorcerer, Wizard
Ficerite

A magical metal that is artificially created by skilled artificers. Ficerite has a long history, it has been used since time immemorial, in various ancient constructs, and is common to find in ancient temples and tombs. Ficerite is still created today, though the method to its creation is a well kept secret. The patterns that appear in it are like circuits that can conduct magic, and thus the metal is often used in constructs and other magical creations, acting as a means of directing and controlling magic.
Summon Draconic Being

6th-level conjuration

Casting Time: 1 Action

Range: 90 feet

Components: V, S, M (a dragon scale)

Duration: Concentration, up to 1 hour

You call forth a draconic being. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Being stat block. When you cast the spell, choose a creature: Leviathan, Wyvern, or Dragon. The summon resembles the creature you chose, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.**

#### **DRACONIC BEING**

Huge dragon

Armor Class 14 + the level of the spell (natural armor)

Hit Points 60 (Wyvern) or 70 (Dragon or Leviathan) + 10 for each spell level above 4th.

Speed 30 ft. fly, 60 ft. (Dragon only) fly, 120 ft. (Wyvern only) swim, 120 ft. (Leviathan only)

STR 20 (+5) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 14 (+2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks.

Senses truesight 100 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Actions

Multiattack. The Shadow Spirit makes a number of attacks equal to half this spell’s level (rounded down). And then uses its breath weapon if it has one.

Crush (Leviathan Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 5 + the spell’s level piercing damage. The target is also swallowed by the leviathan, and takes 2d6 + the spells level acid damage on the start of each of its turns. A swallowed creature can use an action to make a strength check against your spell save DC to escape, leaving on an unoccupied space within 5 ft. of the leviathan. The leviathan can hold 4 medium creatures or 2 large creatures at once.

Claws (Dragon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d12 + 5 + the spell’s level slashing damage.

Draconic Beam (Wyvern Only). Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d10 + 5 + the spell’s level force damage.

Breath Weapon (Dragon Only). The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.

Druid, Sorcerer, Wizard
Circle of the Arcane

# **Circle of the Arcane (Druid)**

The Circle of the Arcane is composed of druids who share ancient knowledge of magic, researching how wild magic impacts its surroundings when set free. These druids have a deep understanding of magic, and use it to perfect the art of spellcasting, seeing it as a way of life rather than a means to an end.

### Sorcerous Senses

Starting at 2nd level, you gain proficiency in the Arcana skill if you don't already have it. Additionally you learn the detect magic spell. It counts as a druid spell for you, but doesn't count against the amount of spells you know.

### Arcane Terrain

Starting at 2nd level, you gain the ability to magically influence the world around you. As an action you can roll a d10 on the Arcane Terrain table below and cause that terrain effect to manifest. If any of the effects ask you to place a point where something is centered, the range you can place the point is any unoccupied space within 100 feet of you. Every effect lasts for 1 minute, until it disappears. You can use this ability once, before you must either expend a use of your wild shape, or take a short rest to use it again.

### Enhanced Wildshape

Starting at 6th level, your wildshape gets a bonus to AC equal to your proficiency bonus

### Arcane Focus

Starting at 10th level, when you use Arcane Terrain, instead of rolling a d10 you can choose one of the terrain effects directly instead. Once you use this feature, you must finish a long rest before you can use it again.

### Wild Mastery

When you reach 14th level, you have mastered your ability to manipulate the terrain around you with magic. You can now use Arcane Terrain twice before having to rest or expend wild shape, and both Arcane Terrain and Arcane Focus regenerate on a short rest or long rest.
Blightanium

Blightanium is a rare, and magical mineral that is found deep underground. The mineral has many toxic properties, causing sickness to those who spend too much time in contact with it. These toxic properties are diminished when the material is refined, though it is still a dangerous material. The metal is prized for its durability, and its toxic properties can be weaponized. The toxicity tends to fade over time, when unrefined it often takes thousands of years to lose its toxicity, but when refined it might only take a few decades. The toxins can sometimes be renewed through residual magic, which allows natural deposits of toxic blightanium to still exist, though veins of blightanium that still have their toxins are rare to see.
Crafting Stations

Certain items must be crafted in certain places. Most basic crafting stations can be bought, rented or earned, but some more advanced ones are harder to get. Once you have a crafting station you have fulfilled that prerequesite to craft an item as long as you can access that station. The following is a list and description of every crafting station currently available in the campaign.

#### Workshop

A workshop usually consists of a table or other surface, a chest, chair, and other furnishings. Workshops are used to create mundane items that don’t involve metal, and are relatively inexpensive.

#### Forge

A forge consists of a furnace or other device that can heat metal, an anvil, water, and adequate storage. Forges are used to create mundane items that involve the forging of metal, and are moderately expensive.

#### Arcane Crucible

An arcane crucible consists of a magical conduit, composed of crystals and gold, with a magical rune inscribed on it, as well as some form of storage for components and materials. The conduit allows for the creation of magic items by channeling the innate magic of the components used in crafting through the conduit to create a final product. Arcane Crucibles are expensive.

#### Alchemy Lab

An alchemy lab consists of a cauldron, table, various necessary alchemical equipment and a storage space. Alchemy labs are used to make certain magical items, but are mostly used for brewing potions and transmuting resources. Alchemy labs are quite expensive.

#### Enchanting Room

An enchanting room consists of a surface made of Arcanum with a rune or sigil inscribed on it, as well as books, storage and other furnishings. Enchanting rooms allow for the enchantment of mundane items. Enchanting rooms are a bit expensive.

#### Artifice Nexus

An artifice nexus has a powerful magical conduit made of ficerite and embedded with gemstones or magical metals. An artifice nexus allows for the fabrication of powerful magical items that require more power than the standard arcane crucible. Artifice Nexuses are difficult and costly to make, so they are very expensive.
Engineer

Your focus is on creating various devices to aid you in infiltration, combat, and anything else a rogue might encounter. Your brilliant talent for engineering allows you to have something for any situation.

### Sentries

Starting at 3rd level, you gain the ability to craft sentries. If a sentry falls to 0 hit points, you can repair it back to full health with an hour of work. You can only have one sentry active at a time.

More information is found on the sentry gun magic item description.

### Roguish Tinkering

When you choose this archetype at 3rd level, you also gain the ability to upgrade your sentry guns. Certain upgrades require certain levels.

* Multiattack (6th). Allows the sentry gun to attack twice in one turn
* Expert Shot(6th). Allows the sentry gun to attack as a bonus action
* Shielding (7th). Allows the sentry gun to shield others from harm
* External Plating (1st Application: 3rd 2nd, Application: 6th, 3rd Application: 9th). Increases the sentry gun's AC by 2. Can be applied 3 times.
* Landstrider (5th). Improves the sentry gun's ground speed from 15 to 40.
* Flying Crossbow (7th). Gives the sentry gun a 20 foot flying speed
* Internal Reinforcement (1st Application: 3rd, 2nd Application: 6th, 3rd Application: 9th). Gives the sentry gun 3 more hit dice. Can be applied 3 times.
* Alchemist’s Concoction (8th). Once per short rest, you can choose a damage type. Your sentry deals that damage type instead of piercing for the next minute.
* Customization (8th). With an hour of work you can substitute the crossbow on your sentry with a different weapon. Choose a ranged weapon and replace the sentry’s weapon’s damage die, and ammunition requirements with that of the weapon you chose.

One sentry gun can only have 10 upgrades (Stacking multiple of the same upgrade counts as multiple upgrades.). For more info on the cost of these upgrades see the Engineer Rogue Table.

### Sneaky Sentries

Starting at 9th level, your sentries can now sneak attack. Once per turn a sentry deals extra damage equal to your current sneak attack die if it has advantage on an attack.

### Turret Behemoth

By 13th level, you gain the ability to upgrade your sentry into a turret behemoth. With an hour of work you can make your sentry grow from medium to large size. If you mount this upgraded sentry you gain 3/4 cover, and both you and your sentry can still function as normal.

### Mechanized Monolith

When you reach 17th level, your sentries have no upgrade limit. (You still can't stack upgrades over 3).
Depleted Blightanium

Blightanium is a rare, and magical mineral that is found deep underground. The mineral has many toxic properties, causing sickness to those who spend too much time in contact with it. These toxic properties are diminished when the material is refined, though it is still a dangerous material. The metal is prized for its durability, and its toxic properties can be weaponized. The toxicity tends to fade over time, when unrefined it often takes thousands of years to lose its toxicity, but when refined it might only take a few decades. The toxins can sometimes be renewed through residual magic, which allows natural deposits of toxic blightanium to still exist, though veins of blightanium that still have their toxins are rare to see. Some particular pieces of blightanium have their toxins mostly depleted. These pieces have a bit less durability and power than their non-depleted counterpart, but are also much safer.
Feats

This campaign has many homebrew feats to choose from. The following is a list of all the homebrew feats available.

* Tenacious
* Talented
* Swift Striker
* Spellblade Enthusiast
* Specialized
* Shield Adept
* Risky Striker
* Proactive
* Polymorph Savant
* Point Blank
* Opportunist
* Martial Mastery
* Expert Crafter
* Escapist
* Battle Mage
* Dual Duelist
Amulet of Insects

This amber amulet has a Giant Fire Beetle inside of it. As a bonus action you can cause the Giant Fire Beetle to crawl out of it. While the beetle is outside the amulet it is friendly to you and your companions, and follows any verbal commands you give it. If you don't issue any commands the beetle defends itself from enemies but otherwise takes no actions.

If the beetle dies or has been out of the amulet for over an hour, it will disappear and cannot be called out again until dawn, when it regenerates in the amulet.
Shadowcloak Armor

This armor is composed of several shadowshard crystals, woven together into armor that covers most of the wearer's body. Any spots not covered by crystals are shrouded in a shadowy translucent coating.

While equipped the armor grants the following special properties:

- All melee attacks deal an extra 1d8 necrotic damage

- As a bonus action you can teleport to an unoccupied space you can see within 30 feet of you that is in dim light or darkness

- You gain 30 feet of blindsight

- Once per short rest you can use a reaction when you are hit by an attack to nullify all effects and damage of the attack by sending it to another plane of existence
Materials

The following is a list of every material in the campaign. Some special materials have their own pages on the wiki.

### Mundane Metals

* Copper
* Iron
* Silver
* Tungsten
* Bronze
* Gold
* Platinum

### Magical Metals

* Arcanum
* Ficerite
* Adamantine
* Mithral
* Depleted Blightanium
* Blightanium
* Dragonite
* Auranium
* Celesteel

### Gemstones

* Heart Ruby
* Astralem
* Shadowshard
* Jade
* Emerald
* Amber
* Aquamarine
* Amethyst
* Pearl
* Topaz
* Sapphire
* Ruby
* Opal
* Quartz
* Diamond
* Illushard Crystal

### Organic Materials

* Leather
* Wood
* Rockroot
* Verabloom
* Shadeflower
* Aquabud
* Dragon Scales

### Misc Materials

* Cloth
* Rope
* Clay
* Glass
* Gunpowder
* Arcane Core
* Sorcerous Core
Sentry Gun

Sentry Guns are turrets crafted by brilliant Engineer Rogues, as such only they know how to use them. Sentry Guns take the form of a compact wood and gold box, but they can be deployed as an action by an engineer rogue.

Once deployed the sentry gun shares your initiative count, but takes its turn directly after yours. It will obey any commands you give it (no action required) and is able to fight for you. It makes crossbow attacks, and while you can't change the material of the crossbow you CAN change the material of the crossbow bolts you load it with, dealing more damage as seen on the ammunition properties table.

See the sentry gun stat block for more info on its combat abilities.

### **Sentry Gun**

Small Construct

Armor Class 12 (Varies depending on upgrades)

Hit Points 19 (4d8 + 1)

Speed 15 ft., Can be upgraded to 40 ft if the landstrider upgrade has been applied. , fly 20 ft. Only if the flying crossbow upgrade has been applied.

STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 1 (-5) WIS 14 (+2) CHA 1 (-5)

Senses Blindsight 120 ft, Passive Perception 12

Languages --

Challenge 1 (200 XP)

Proficiency Bonus +2

Constructed Nature. The Sentry Gun doesn't require air, food, drink, or sleep.

Actions

Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 1 target. Hit: 6 (1d8 + 2) piercing damage.

Multiattack. If the sentry has the Multiattack upgrade it can use its action to make 2 crossbow attacks.

Bonus Actions

Expert Shot. If the sentry has the expert shot upgrade it can make an additional crossbow attack as a bonus action. It can use this action 4 times, it regains all expended uses when its creator takes a short rest.

Reactions

Shielding. When a creature within 5 feet of the sentry gun is hit by an attack and the sentry has the shielding upgrade, it can provide a +3 bonus to AC against the triggering attack.
Shadaar's Cloak of Shadow

4th-level conjuration

Casting Time: 1 Action

Range: Touch

Components: V, S, M (A vial of ink)

Duration: Concentration, up to 10 minutes

You touch a creature and wreathe them in a shadowy cloak. For the duration of the spell the target gains the following benefits:

* Attack rolls made against them are at disadvantage.
* They have advantage on charisma, wisdom, and intelligence saving throws.
* When they take damage they can use a reaction to subtract your spell save DC from the damage taken.

Sorcerer, Warlock, Wizard

\*This spell is a special spell that can only be learned through campaign specific means.
Piercing Shards

4th-level conjuration

Casting Time: 1 Action

Range: 60 feet

Components: S

Duration: Instantaneous

You create several reflective shards and send them towards a creature that you can see within range. Make an attack roll against the target, on a hit the target takes 7d6 piercing damage and you can select an additional creature that is within 10 feet of the original target to become the new target of the spell, make another attack roll against the new target, on a hit the new target takes 7d6 damage and you can select another new target, repeating the process for a maximum of 4 total targets.

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

Bard, Paladin, Sorcerer, Warlock, Wizard
A-19

**a-19 was removed… or was it?** This means that a-19 was removed, but later re-added by one of the developers, whether it be as an admin-exclusive, or something else. **Reason: Was Re-added With Admin Exclusive Entities.**

## Entity Information

### Damage

Instakill [Like almost every entity in the game]

### Spawn Chance

Spawned by admins.

**This page is being protected, meaning that if you see this template on a page, but not protected, it is recommended to ask someone to protect it, as this page is over-vanalized, Remember to protect an page that get over vandalized purposely.**

**Reason: Its An Real Hoax Like A-180**

`This page is a stub.`

`This means that this page might contain correct/wrong information or not enough information. If you wait long enough, you might not see this template on the page!`

## Description

This entity was thought to exist. due to noonieloafer's announcement that A-25 would be removed and be replaced by A-19.

## Behavior

A-19 would probably act the same as A-25. Rebound twice and disappear.

## Appearance

A-19 appears to be a mouth from BFDI or the other hit show, Total Drama Island.

## Trivia

* This entity won't come to the game. But this entity was thought to exist. A-19 was thought to be real, but noonie likes making jokes about fake updates, according to **bugggs7** in **Crimson**’s stream.
* This page got deleted because of a mod named supernolax not liking A-19. Leading to the creation of the hoax wiki.
Shatterblade

The Shatterblade is a magical longsword with a glass blade. The magic imbued inside is unstable, but powerful. On a hit, the weapon deals an extra 2d6 slashing damage. On a miss, the blade shatters, it cannot be used in this state. If the blade is shattered, you can substitute an attack to magically regenerate the blade.
Banshee

A **Banshee** (also known as the) is a human woman who predicts death and destruction to those around them. The most notable banshees are Lydia Martin, Lorraine Martin, Meredith Walker and Lenore

## Powers

* Automatic Writing
* Banshee Scream
* Clairaudience
* Conjuration
* Divination
* Extrasensory Perception
* IIllusion Casting
* Power Granting
* Power Nullification
* Premonition
* Psychometry
* Pyrokinesis
* Rift Creation
* Telekinesis
* Telepathy

## Members

* Lenore
* Martin Family
* Lorraine Martin
* Lydia Martin
* Meredith Walker

## See Also

* Morrígan
* Wild Hunt
* Hellhound
* Harbinger of Death
Swift Spark

Evocation Cantrip

Casting Time: 1 Bonus action

Range: 30 feet

Components: S

Duration: Instantaneous

With a flick of your finger you fling a small spark of energy at a target within range. Make a ranged spell attack against the target, on a hit the target takes fire damage equal to your spellcasting modifier.

Sorcerer, Wizard
Nogueira Mohamed

## História

Nogueira Mohamed um jovem solteiro que decidiu vim para Los Santos tentar a Famosa ¨vida americana¨ dos sonhos, que na verdade é uma merda. Entao Nogueira após ver que a vida Americana que voce sempre sonhou era totalmente diferente, Los Santos uma cidade infestados de insetos ( gangster ) e Nogueira sentia que deveria fazer algo para ajudar a população, entao surgiu a oportunidade do Mohamed se ingressar no Departamento de Policia ( LSPD) que em pouco tempo se destacou e virou Oficial Juramentado e os terror dos ladrão de carros, e sua Historia segue sendo escrita a cada dia....

## Curiosidades

O oficial aplicou Pit em 1 semana de patrulha, Vive na Mecânica arrumando sua viatura, Nunca tem comida sobrando e sempre esta com fome, Pegou o radio é Taser , Nao sabe da cabeçada e Amado pelos gangster, recordista de prender o Vincet Jones ( 3x em menos de 2hrs de patrulha)

## Principais Frases de Efeitos

¨ se bater desse jeito vou aplicar pit na primaria¨, ¨assume seu B.O voce nao é um gangster porra?¨ , ¨é isso ai gosto de gente assim¨, ¨Taser liberado ele passou o radio¨ ¨Nao fode¨, ¨quero o maior combo ¨
Jason Hayes

## História

Jason Hayes Natural de New York, Sempre foi Apaixonado pelo mundo Policial e militar, mas foi aos 20 anos de idade que decidiu servir o país se alistando na Marinha dos EUA, com 23 já era Sargento, devido ao mérito aplicado em campo, atuou no grupo de elite da marinha o famoso MARSOC's, com 30 anos deixou o exército tendo sua aposentadoria mediante seus serviços prestados, buscando novos desafios decidiu seguir para a cidade Los Angeles, onde a vontade de servir e proteger está no sangue, iniciando sua nova carreira aos 32 na Policia de Los Santos, hoje busca seguir com excelência mais uma vez.

## Principais Frases de usadas

"se eu sair por aquela porta vc não vai ter a mesma chance"
Summon Shadow

4th-level conjuration

Casting Time: 1 Action

Range: 90 feet

Components: V, S, M (a vial of ink)

Duration: Concentration, up to 1 hour

You call forth a spirit from the shadowfell. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose a creature: Wolf, Specter, or Monstrosity. The creature resembles a shadowy version of the creature you chose, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.**

#### **SHADOW SPIRIT**

Large monstrosity

Armor Class 14 + the level of the spell (natural armor)

Hit Points 40 (Specter only) or 50 (Wolf or Monstrosity only) + 10 for each spell level above 4th.

Speed 30 ft. fly 30 ft. (Specter only)

STR 18 (+4) DEX 14 (+2) CON 14 (+2) INT 6 (-2) WIS 14 (+2) CHA 6 (-2)

Damage Resistances necrotic

Senses blindsight 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Pack Tactics (Wolf Only) The shadow spirit has advantage on an attack roll against a creature if at least one of the shadow spirit's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Shadow Spirit makes a number of attacks equal to half this spell’s level (rounded down).

Bite (Wolf Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level piercing damage.

Claws (Monstrosity Only). Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d10 + 4 + the spell’s level slashing damage. The target must also make a wisdom saving throw against your spell save DC or become frightened of the shadow until the start of the shadow's next turn.

Shadow Bolt (Specter Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 60/120 ft., one target. Hit: 1d8 + 4 + the spell’s level necrotic damage.

Sorcerer, Warlock, Wizard
Red

**"/k/! NO KEYHOLE!" — K**
This page is currently protected. Only the VIP can edit this page.  Please contact an administrator or discuss in the comments to request an edit.

**Reason(s)**: prevent video removal

This page was last edited on December 27, 2023 at 8:51 PM.

## Watch

Meet Red! - Kids Learn Colours - Series 1 Ep 1 - ColourblocksRed (listen and read the script)

*Colourblocks* transcripts
Summon Living Spell

2nd-level conjuration

Casting Time: 1 Action

Range: 90 feet

Components: V, S, M (a vial of swampy water)

Duration: Concentration, up to 1 hour

You call forth a living spell. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Living Spell stat block. When you cast the spell, choose a spell school: Evocation, Conjuration, or Abjuration. The creature resembles a wisp of arcane energy colored based on the spell school you chose, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.**

#### **LIVING SPELL**

Small construct

Armor Class 11 + the level of the spell (natural armor)

Hit Points 20 (Conjuration only) or 30 (Evocation and Abjuration only) + 5 for each spell level above 2nd

Speed fly 30 ft. (hover).

STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 10 (0) WIS 14 (+2) CHA 10 (0)

Senses blindsight 120 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Actions

Fireball (Evocation Only). All creatures within 5 feet of the living spell must make a dexterity saving throw or take 3d6 + the spell's level fire damage. Or half on a failed save.

Multiattack. The living spell makes a number of attacks equal to half this spell’s level (rounded down).

Arcane Blast. Ranged Weapon Attack: your spell attack modifier to hit, reach 40/100 ft., one target. Hit: 1d6 + 2 + the spell’s level force damage.

Shield (Abjuration Only) . When a creature within 5 ft. of the living spell is hit by an attack the living spell can use a reaction to give an AC bonus equal to the spell's level against the triggering attack.

Misty Step (Conjuration Only). As a bonus action the living spell teleports itself as well as an amount of creatures equal to the spell's level within 5 ft. of it to an unoccupied space within 30 feet of it.

Sorcerer, Wizard