recursal/Fanatic-Fandom huggingface dataset:
Loretta's Slash

*Wondrous Item (Ash of War), Very Rare (+2), Requires attunement*

*Usable on polearms (Thrusting weapons excepted)*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +2 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you can, as an action, imbue the blade with glintstone, then descend, accelerating into a sweeping slash. You can move 20 feet in a straight line. You can move through large or smaller creatures, you do not provoke opportunity attacks and you roll a single attack roll against all creatures that are within your reach whilst traveling. On a hit a creature takes your weapon's damage + 2d10 Force damage, half as much on a successful one. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Gilded Iron shield

*Armor (Shield), Very rare (+2)*

*Small metal roundshield. Heavier than a wooden shield, but boasts higher defenses through sacred rites. Though the gold leaf is peeling and the effect is slight, it still reinforces the wearer's resistance to radiance.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

While wearing this shield, you gain a +2 bonus to AC and resistance to radiant damage.
New York City

New York, (not to be mistaken for Liberty City, which is an alternate version of the city) often called New York City or NYC to distinguish it from the State of New York, is the most populous city in the United States. With a modern population of several million distributed over 300 square miles.

New York City is a global cultural, financial, and media centre with a significant influence on commerce, entertainment, research, technology, education, politics, tourism, dining, art, fashion, and sports.

It is adjacent to New Jersey, where Chloe was brought up multiple times within her timeline.

Chloe Hill was a resident of NYC in the Hell's Kitchen neighbourhood up until her irrevocable arrest in 2017, (Iter. 1)

## Notable NYC Residents

* Chloe Hill
* Jamie Nee
Golden Wing Shield

*Armor (shield), Rare (+1), Requires attunement*

*A blue shield with a gold relief of wings. Likely a symbol of guardianship used by Knights of the Blue.*

This shield has 4 charges and gives you a +1 to your AC while you are wearing it. Whenever you are targeted with a spell that requires you to make a saving throw, you deflect the spell and the spell has no effect. Also, when deflecting a spell, you may give an ally within 10 feet of you a bonus of +2 to their AC until the end of your next turn. The shield regains 1d4 expended Charges daily at dawn.
Blossom Kite Shield

*Armor (shield), Uncommon*

*A rare shield depicting a blossoming flower, that soothes the weary heart of its bearer. What makes flowers beautiful, and why are we comforted when we gaze upon them? Sadly, the flower depicted on this shield went extinct long ago.*

When wielding this shield, you can utter a command word as a bonus action to give your self temporary hit points equal to 1d8 + your Constitution modifier.
Golden Parry

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on small and medium shields.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The shield becomes magical.

* While holding it, you can use a reaction immediately after being hit by a melee weapon attack within 10 feet of you or when a creature within 5 feet of you is hit by a melee attack. Roll a d20 to determine whether the attack is parried or not. You must roll an 11 or higher. You cannot parry a critical hit with this feature. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Icon Shield

*Armor (shield), Uncommon, Requires attunement, Strength requirement: 14*

*Greatshield painted with a divine scene; the recipients of a blessed tear from the Erdtree. An item that looks back fondly on the age of plenty. The divine scene acts in and of itself as a sacred invocation.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

This shield deals 1d10 bludgeoning damage + your Strength modifier on a hit. While wearing this shield, you may use a bonus action to bolster nearby allies. Allies within 10 feet of you gains 1d4 + 2 temporary hit points.
Storm Blade

*Wondrous Item (Ash of War), Very Rare (+2), Requires attunement*

*Usable on swords.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +2 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you gain a special ranged attack. This attack has a range of 30/120 and uses your Strength or Dexterity modifier for the attack and the damage. On a hit, you deal your weapon damage + and extra damage die.
Storm Assault

*Wondrous Item (Ash of War), Rare (+1), Requires attunement*

*Usable on all weapons capable of dealing piercing damage.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +1 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you can, as an action leap up to 15 feet forward through surrounding storm winds and thrust armament downward. The attack will produce more storm winds at the point of impact. Roll an attack against a target, on a hit you deal an extra 1d8 bludgeoning damage due to the strong winds surrounding you. Also, each creatures within 5 feet of the target must roll a Strength saving throw or be pushed 10 feet away from the target. The DC is equal to 8 + proficiency modifier + Dexterity or Strength modifier. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Drang Twinspears

*Weapon (Spears), Uncommon*

*Paired spears of the Drang Knights, proclaimed descendants from the land known for the legend of the Linking of the Fire. When the Drang Knights disbanded, they scattered across the lands as sellswords. They quickly became known for shieldless, aggressive tactics that struck fear in the hearts of men.*

These spears have the finesse and light properties when paired together and they count as nonmagical for the purpose of being affected by spells, artificer infusions and Ashes of war. Also, whenever you have at least one spear in one hand, you can summon the other in your empty hand as a bonus action.
Golden Beast Crest Shield

*Armor (shield), Common, Strength Requirement: 12*

*Shield of dull gold with a beast engraved as its crest. Lighter than most greatshields, and subsequently easier to wield. The beast depicted is Serosh, aged counselor who guides the golden lineage.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

This shield deals 1d8 + your Strength modifier on a hit.
Impaling Thrust

*Wondrous Item (Ash of War), Common, Requires attunement*

*Usable on melee weapons capable of piercing damage*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, once per turn, you can forgo an attack to build power, then lunge forward for a strong thrust that pierces an enemy's guard. That attack ignores the target's shield. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Perfumer's Shield

*Armor (shield), Rare*

*Golden shield used by the perfumers of Leyndell during military service. Made to be thin and light of weight, even those lacking strength can employ this immunity-boosting shield.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

While wearing this shield, you gain advantage on saving throws against poison, and you have resistance against poison damage. Also, you do not need proficiency in shields to use this shield effectively.
Crystal Sorceries 1st level spells

**Casting Time:** 1 action
**Range:** Self ( 15-feet cone)
**Target:**
**Components:** V, S, M (Crystal shard)
**Duration:** Instantaneous
**Class:** Sorcerer
**Casting Time:** 1 bonus action
**Range:** touch
**Target:**
**Components:** V, S. M (A nonmagical melee weapon)
**Duration:** Concentration, up to 1 minute
 Sorcery of the mysterious Crystalians. This sorcery is used by high-ranking adepts among the Crystalians. Some also call this sorcery "the Crystal Sun."

Creates a mass of crystal over your head, then shatters it to scour a wide area with a violent rain of crystal shards. Each creature in a 15-foot cone in front of you must make a Dexterity saving throw. A creature takes 3d4 piercing damage and 3d4 force damage on a failed save, or half as much damage on a successful one.

 **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the piercing damage and force damage increases by 1d4 for each slot level above 1st.
Moon Butterfly Shield

*Armor (shield), Uncommon*

*Shield depicting the moon butterfly. A decorative shield not intended for battle, but effective at poisoning foes.*

While wearing this shield, creatures that hit you with a melee attack while within 5 feet of you takes 1d4 poison damage. A creature affected by the poison must also roll a DC 10 Constitution saving throw or be poison until the start of its next turn.
Rampart Golem Lance

*Weapon (Lance), Very Rare (+1), Requires attunement*

*Lance wielded by the rampart golems, granted life by the Ivory King. The golems were charged with the containment of the creatures of chaos*
within the boundaries of the wall. When the doors of Eleum Loyce were flung open the place turned frigid and lifeless, but the golems remain dutifully on guard.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon deals an extra 1d12 cold damage to any target it hits. Also, this weapon have 5 charges. As an action, you can expand a charge of this lance and cast Armor of Agathys on yourself. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The weapon regains 1d4 + 1 expended Charges daily at dawn.
Barricade Shield

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on all shields.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The shield becomes magical.

* While wearing this shield, you may, enhanced this shield as a bonus action. Until the end of your next turn you gain +4 to your AC. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Troll's Roar

*Wondrous Item (Ash of War), Rare (+1), Requires attunement*

*Usable on Mauls, Greataxes, Greatswords or oversized weapons.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +1 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you can, as an action let out an intense roar, generating a powerful shockwave that blows back surrounding foes. All creatures within 15 feet of you must roll a Strength saving throw. On a failed save, a creature takes 2d10 bludgeoning and 2d10 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. The DC is equal to 8 + your proficiency + your constitution modifier.
Tailbone Spear

*Weapon (spear), Uncommon*

*Twisted spear favored by the wretched, failed prisoners of Irithyll Dungeon. Crafted from a feeble tailbone, and seen as a sign of the dragons. Their screams are oft heard inside the dungeon, as they naively mutilate their unworthy flesh.*

This weapon have 3 charges. As an action, you can expand a charge of this spear and unleash the strength of Dragons, similar to an ancient dragon weapon, only with its power tragically faded. A line of tumultuous winds 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a DC 13 Strength saving throw. A creature takes 2d8 bludgeoning damage on a failed save and are pushed 10 feet to one side of the line, or half as much damage on a successful one and are not pushed away. This weapon regains 1d2 +1 charges daily at dawn.
Carian Greatsword

*Wondrous Item (Ash of War), Rare (+1), Requires attunement*

*Usable on swords.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +1 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you can, as an action, transform the blade into a magical greatsword and swing it in an arc in front of you. All creatures in a 20 feet cone in front of you must roll a dexterity saving throw. On a failed save, a creature takes 3d10 Force damage, half as much on a successful one. The DC is equal to 8 + your proficiency + your intelligence modifier or uses your intelligence-based spell save DC if you possess the spellcasting feature. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Flaming strike

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on melee armaments (light armaments and whips excepted).*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you can, as an action, create a flame in a wide frontward arc. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one and you must roll an attack roll against the creatures within the cone as you swing your weapon with the flames. Then, for 1 minute or until you sheathe your weapon, your weapon deals an extra 1d6 fire damage. You regain all expended uses when you finish a long rest. The DC is equal to 8 + your proficiency + your strength or dexterity modifier.
Bolt of Gransax

*Weapon (Spear), Legendary (+3), Requires attunement*

*Spear whittled from the weapon wielded by Gransax. One of the legendary armaments. A great ancient dragon, Gransax once rained calamity upon the Royal Capital - the only time in historical record that Leyndell's walls have fallen. This marked the dawn of the war against dragons.*

You gain a +3 bonus to attack and damage rolls made with this magic weapon and deals an extra 1d6 lightning damage when successfully hitting a creature. Also, as an action you may throw this spear as a massive red lightning bolt up to a range of 300 feet. Dealing 8d6 lightning damage on a it. The weapon then returns to your hand at the end of your turn.
Siluria's Tree

*Weapon (Lance), Very Rare (+1), Requires attunement by a Cleric or a Paladin*

*Siluria's Tree, weapon of one of the two honored as foremost among the Crucible Knights. The primordial form of the Erdtree is close in nature to life itself, and this spear, modeled on its crucible, is imbued with ancient holy essence.*

You gain a +1 bonus to attack and damage rolls made with this magic weapon and deals an extra 2d6 radiant damage when successfully hitting a creature.

This weapon has 2 charges. While holding it, you can expend a charge as an action to thrust the weapon in a spiraling motion, surrounding it in a vortex of radiant winds. A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose. Each creature in that line must roll a DC 15 Dexterity saving throw. A target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. The weapon regains 1d2 expended Charges daily at dawn.
War Cry

*Wondrous Item (Ash of War), Rare (+1), Requires attunement*

*Usable on melee armaments (daggers, thrusting swords, and whips excepted).*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +1 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, as a bonus action give a war cry to rally the spirits of the warriors around you as you raise your weapon in the air. Choose up to six creatures of your choice that you can see within 30 feet of you, affected creatures gain a +2 bonus to their damage rolls for 1 minute or until you fall unconscious. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Ground Slam

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on all melee weapons and shields.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you can, as a an action jump up high into the air and crash down on the ground ahead. The resulting pratfall sends a powerful shockwave in all directions. All creatures within 10 feet of you must roll a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is pushed 10 feet away from you while also being knocked prone. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. The DC is equal to 8 + your proficiency + your strength modifier.
Blasphemous Blade

*Martial Weapon (Greatsword), Legendary(+2), Requires Attunement*

*Sacred sword of Rykard, Lord of Blasphemy. Remains of the countless heroes he has devoured writhe upon the surface of this blade. Now they share the same blood, bound together as family.*

You gain a +2 bonus to attack and damage rolls made with this magic weapon. This Greatsword deals an additional 2d6 fire damage and when you hit with a melee attack using this magic greatsword and reduce the target to 0 hit points, you regain hit points equal to one roll of your hit dice + your Constitution.

This weapon has 1 charge. While holding it, you can expend its charge as an action to engulf the blade with blasphemous flames, stealing life force from those it touches. Lava and a line of blasphemous flames 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw (DC equals 8 + your proficiency + Strength). A creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one. You regain hit points equal to your constitution modifier plus one hit dice for each creatures dealt fire damage. This weapon regains its charge daily at dawn.
Nox Flowing Sword

*Martial Weapon (Scimitar), uncommon (+1), rare (+2), very rare (+3), Requires Attunement*

*A grim weapon wielded by swordsmen of the Eternal City, this Shotel has a blade as fine as a needle. Forged from the liquid metal of a Silver Tear, it is thoroughly tempered until hardened. As a bonus action, you can run your hand over the blade as you begin to extend its length. Until the end of your next turn, attack you make with this weapon has a reach of 20 feet, whipping your foes.*
Hex Magic

## Father Gilleah

Gilleah is considered the Father of Hexing. It may be that he is the Father of hexing in its current form, however we know that the original hexes were created by sorcerers on the brink of madness because of contact with Manus and by Manus himself. It is said that Gilleah never took an apprentice, so how his spells were passed down is unclear. The ubiquitous nature of the Dark Soul in humanity may be the reason that so many of Gilleah’s hexes are in use today. From the description of the Dark Orb hex we know that Gilleah was familiar with sorcery and modified old sorceries to create the Dark Orb (most likely the Soul Arrow) and Dark Hail hexes. Two other hexes are attributed to Gilleah; Twisted Barricade and Repel. These hexes both focus on defense of the caster, and while the latter seems to be an original spell, it is likely that Gilleah adapted the Oolacile sorcery Twisted Wall of Light for the former.

We also know that hexing is viewed as a perilous affront to all life and is banned in most lands. It is likely then that Gilleah was infamous in his time and while exploring the power of hexes, became the target of persecution. This would explain the development of the defensive hexes that he is attributed with.

Gilleah’s eventual fate is unknown, but as a pioneer it may be that his was similar to the reported fate of Navlaan.
Ringed Knight Spear

*Weapon (pike), Rare (+1), Requires attunement*

*Black spear wielded by the Ringed Knights. The arms of early men were forged in the Abyss, and betray a smidgen of life. For this reason the gods cast a seal of fire upon these spears, and those who possessed them.*

You gain a +1 bonus to attack and damage rolls made with this magic weapon and deals an extra 1d4 fire damage when successfully hitting a creature. This weapon has 2 charges. While holding it, you can expend a charge as an action to cast the spell Aganazzar's Scorcher with a DC of 14. The weapon regains 1d2 expended Charges daily at dawn.
Way of the Adamantium Core

## Way of the Adamantine Core

Monks that follow this way of life have liquid Adamantium running in their veins. They use this to creates blades, spikes and to harden their fists when fighting, or to make their body endure more attacks.

### *Flowing Form*

Starting at 3rd level, you can form metal claws, blades, spikes or harden your fists when attacking. When you make an unarmed strike, you can choose whether you inflict slashing, bludgeoning, or piercing damage with the attack. Your unarmed strikes are considered adamantine weapons.
Also, when you inflict certain damage types, you gain these benefits.

* Slashing - Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by half until the start of your next turn. Also, during your turn when dealing slashing damage you have a reach of 10 feet.
* Bludgeoning - Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
* Piercing - Once per turn, when you hit a creature with an attack that deals piercing damage, you can attempt to grapple that creature as a bonus action, creating a hook with your body.

### *Heavy Frame*

At 3rd level, your tradition has showed you the ways to be sturdier than the common man. You can replace any Monk features that uses Dexterity with Strength. For example, your Unarmored Defense becomes Strength + Wisdom, and you use Strength instead of Dexterity when using Deflect Missiles.

### *Hard Bones*

Beginning 6th level, your bones are studier than ever. You add half your proficiency bonus (rounded up) to your Unarmored Defense Armor Class.

### *Adamantium Skin*

By 11th level, you can make your skin harder when receiving blows, temporarily transforming the area into Adamantium. As a reaction when getting hit, you can expend 1 Ki point to turn a critical hit against you into a normal hit.

### *Pure Adamantium*

At 17th level, you can use an action and 4 Ki points to turn your whole body into Adamantium for 1 minute, giving yourself resistance to all damage types besides psychic damage as your skin fully transforms into Adamantium.
Spitfire Spear

*Weapon (Spear), Uncommon*

*A spear said to have been forged in Aldia. Contains the power of a great flame.*

While wielding this weapon, you learn the Fire Bolt cantrip which you cast from the spear's tip, requiring no Somatic component. You may use your spellcasting modifier for the cantrip if you possess the spellcasting feature, otherwise you have +4 to hit if you do not have this feature.
Sword Dance

*Wondrous Item (Ash of War), Rare (+1), Requires attunement*

*Usable on swords, axes, and polearms capable of slashing.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical you gain a +1 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you may use your action to lunge forward graciously up to 15 feet and attack a single creature three times. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Watcher's Shield

*Armor (shield), common*

*Small shield used by the Throne Watcher. Made from an old sacred chime. The Watcher has stood by the throne for ages. Will his wishes be fulfilled?*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

While wearing this shield, you may use it as a spellcasting focus, Also, the shield makes a bell sound when an attack is blocked.
Demon's Spear

*Weapon (Pike), Rare*

*Carved from the bones of fellow demons. Wielded by the slim lesser Batwing demons. The weapon of these chaos demons wandering Anor Londo are different from those of other chaos demons, and are imbued with lightning.*

This weapon deals an extra 2d6 lightning damage to any target it hits.
Erdtree Greatshield

*Armor (shield), Very Rare (+1), Requires attunement by a Cleric or a Paladin, Strength Requirement: 17*

*Weighty greatshield forged of gold carried by the order of Tree Sentinels, heavily equipped knights. Blessed by an old incantation of protection. The living rampart of the Erdtree, the Tree Sentinels are the standard to which all defenders of the Erdtree aspire.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

This shield deals 1d10 bludgeoning damage + 2d6 radiant damage + your Strength modifier on a hit and you gain a bonus of +1 to your AC. Also, this shield has 7 charges, as a reaction you may expend a charge when targeted by a spell, the spell fails and you shoot out a giant bolt of radiant light at the caster. Make a ranged spell attack using your Wisdom or Charisma for the attack (choose when you attune to this shield). On a hit, the target takes 8d6 radiant damage. The shield regains 1d6 + 1 expended Charges daily at dawn.
Full Moon Crossbow

*Simple Weapon (Light Crossbow), Rare (+1)*

One-of-a-kind enchanted crossbow of exquisitely detailed craftsmanship. Made to celebrate the matrimonial union, and reconciliation, between the houses of the Erdtree and the Full Moon, Leyndell and Raya Lucaria. The two rings dance when reloading the weapon.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. You ignore the loading property and the weapon requires no bolts.
Stormcaller

*Wondrous Item (Ash of War), Very Rare (+2), Requires attunement*

*Usable on swords capable of slashing, axes, hammers, and polearms (light weapons excepted)*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +2 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, once per turn, you can forgo an attack to perform a special attack. Spin the armament over your head to create surrounding storm winds. Each creature within 10 feet of you must roll a Strength saving throw or be pushed 10 feet away and fall prone. The DC is equal to 8 + your proficiency modifier + your Dexterity or Strength modifier. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Golden Ritual Spear

*Weapon (spear), Rare, Requires attunement by an Arcane Spellcaster*

*A ritual spear presented to Darkmoon Knights before Sulyvahn claimed the title of Pontiff. Can also be used as a staff.*

This spear is also an Arcane Spellcasting focus. While attuned to this spear, you may use a bonus action when casting a spell that has a casting time of 1 action to increase the level of that spell by 1 without expending an higher level spell slot.
Kick

*Wondrous Item (Ash of War), Common, Requires attunement*

*Usable on all weapons.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you can, as a bonus action, kick a creature who is wearing a shield to break its guard. The creature then loses the bonus to its AC that their shield has granted them until the start of its next turn. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Shield of the Guilty

*Armor (shield), Rare, Requires attunement*

*Shield made to venerate a maiden whose eyes were crushed by Briars of Sin before being reborn in these lands. Venerating the repose of the soul, this shield boosts focus.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

While wearing this shield, you have advantage on saving throws against spells and other magical effects. You can use this shield as a simple melee weapon which you are proficient in. When hitting a creature with this shield you deal 1d4 piercing damage + your Strength modifier.
Gravity Magic

## Alabaster's Magic

Of the Glinstone-related sorceries, Gravity magic is one of the most unique. Rather than find its power in glintstones that crashed into the Lands Between long ago, Gravity sorceries come from the living Alabaster and Onyx Lords who landed from space. Radahn, who is the only demigod to use Gravity magic, is said to have learned directly from an Alabaster Lord.

But other extraterrestrial beings also know Gravity magic. Most notably, Astel, Naturalborn of the Void, has its own Gravity sorcery. Considering that Astel was born from what is akin to a black hole, the source of power in Gravity magic likely comes from this void.
Vessel Shield

*Armor (shield), Legendary (+2), Requires attunement*

*Shield depicting a priestess of Eleum Loyce. Emanates a certain heat that heightens the abilities of its bearer. The priestesses, who devoted themselves to appeasing the ancient flame, are no longer.*

While wearing this shield, you gain a bonus of +2 to your AC. Also, you add +4 to your Constitution, Intelligence and Wisdom score.
Wild Strikes

*Wondrous Item (Ash of War), Rare (+1), Requires attunement*

*Usable on axes and hammers as well as scimitars and greatswords.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +1 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you can, as an bonus action, swing your weapon with wild abandon. Enemies gain advantage on attack rolls against you, but you can perform two more attacks than you normally can with your attack action. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Cleanrot Spear

*Weapon (spear), Rare (+1), Requires attunement*

*Spear of the Cleanrot Knights who fought alongside Malenia, Blade of Miquella. The diminutive shield is blessed with an incantation that wards off rot.*

You gain a +1 bonus to attack, damage rolls and to your AC made with this magic weapon, you are also immune to Scarlet Rot as long as you have this spear in hand. This weapon has 4 charges. You may use an action to expend a charge of this weapon to conjure sacred spears from the ground in front of you. Each creature in a 15-foot cube originating from you must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.
Reeve's Greatshield

*Armor (shield), Rare (+1), Strength requirement: 15*

*Shield of the knights who long ago attempted to conquer the Undead Crypt. They bore no weapons, only a shield split into left and right halves, which they used to playfully crush their foes until their corpses where kneaded beyond recognition. The engraving depicts two messengers from the hereafter who welcome the recently dead by reviewing the merits of their deeds in life.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

This shield deals 1d12 bludgeoning damage + your Strength modifier on a hit. Also, when pairing this shield with its other half, Orma's Greatshield, you can, as an action, give yourself and allies behind you Total Cover.
Crystal Sorceries

## Spells of the Crystalians

The Crystalians are beings made of crystal who were designed by a mysterious, non-human deity. This deity may be an Outer God who spawned with the Primeval Current long ago. Regardless of if this is the case, the Crystalian sorceries strike opponents with the same material the Crystalians are made out of.
Crystal Rotten Spear

*Weapon (spear), Rare (+1), Requires attunement by a spellcaster*

*Spear fashioned from pure crystal; a deed impossible for a human. It festers with scarlet rot.*

You gain a +1 bonus to attack and damage rolls made with this magic weapon and deal an extra 1d4 force damage on a hit. Also, it is considered as a spellcasting focus and you may use your spellcasting modifier in place of your Strength modifier when you would roll for an attack or damage.

Whenever you hit a creature, it must roll a DC 14 Constitution saving throw or be affected by the spear's Scarlet Rot. For 1 minute, the creature takes 1d4 necrotic damage at the end of its turn. To be cured of this foul affliction, a creature must cast the spell Lesser restoration on the afflicted creature.
Death & Ghostflame Sorceries

## The Ghostflame

Death sorceries fall into a unique category. Namely, Death magic has both incantations and sorceries. In either case, Death-related sorceries are derived from what is known as the Ghostflame, which existed prior to even the Erdtree. The Ghostflame was tended by Death-Rite Birds, who still yield to the Ghostflame to this day alongside fellow servants of Death.
Havel's Greatshield

*Armor (shield), Legendary (+1), Requires Attunement by a character who defeated a dragon, Strength requirement: 19*

*A tremendously solid and heavy greatshield, cut straight from a great slab of stone. Said to be a relic of the legendary Havel the Rock, along with the Dragon Tooth. The shield is imbued with a special power reminiscent of Havel himself.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

While wearing this Greatshield, you gain a bonus of +1 to your AC. This shield deals 1d10 bludgeoning damage + your Strength modifier on a hit. Also, as a bonus action, you may turn your whole body to stone for 10 minutes. In doing so, you half your speed and give yourself immunity to Bludgeoning, Piercing and Slashing damage, and resistance to all other damage except psychic damage. You can dismiss your stone skin as a bonus action. Once you used this feature two times, you can't do so again until next dawn.
Crystal Spear

*Weapon (spear), Uncommon, Requires attunement by a spellcaster*

*Spear fashioned from pure crystal; a deed impossible for a human. Enwreathed with powerful magic. The inscrutable Crystalians have but one clear purpose; to safeguard their crystals unto the end. One theory posits that they yearn for the return of their creator who will carve for them new brethren.*

This weapon deals an extra 1d4 force damage on a hit, Also, it is considered as a spellcasting focus and you may use your spellcasting modifier in place of your Strength modifier when you would roll for an attack or damage.
Bonewheel Shield

*Armor (shield), Common, Strength requirement: 14*

*A giant wooden wheel, encircled by spikes and half-melded to a strange skeleton. Can serve as a makeshift greatshield, albeit one with great great gaps.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

When hitting a creature with the Bonewheel Shield, you deal 2d6 piercing damage + your Strength modifier. Also, when grappling a creature, you can as an action, spin the Bonewheel to deal the weapon's damage.
Sky Shot

*Wondrous Item (Ash of War), Common, Requires attunement*

*Usable on shortbows, longbows, light crossbows and heavy crossbows*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you may use a bonus action to shooter further than usual. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls until the end of your turn. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Coil Shield

*Armor (shield), Legendary (+2), Requires Attunement*

*Armament designed for gladitorial combat. rises above its peers as a particularly showy specimen. The sculpted bronze snake is a poisonous breed, boosting the wielder's resistance to poison.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

While wearing this shield, you gain a +2 bonus to AC and you gain immunity to poison. Also, you can use this shield as a simple melee weapon that has the reach property. When rolling for a melee weapon attack against the creature, the serpent coiled upon the shield lash out towards your target, biting it. On a hit, this shield deals 2d6 poison damage + your Constitution modifier. Also, creatures you hit with the serpent must roll a DC 16 Constitution saving throw or be poisoned for 1 minute.
Barbaric Roar

*Wondrous Item (Ash of War), Very Rare (+2), Requires attunement*

*Usable on all melee weapons (daggers, thrusting swords, and whips excepted).*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +2 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, as a bonus action you may let loose a bestial roar to rally your spirit and greatly increase the power behind your strikes. Your roar lasts for 1 minute. It ends early if you are knocked unconscious. For the duration of your roar, gain a +3 bonus to your weapon damage rolls and an extra 15 feet to your movement speed. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Sanguine Magic

## Blood Sorceries and Incantations

The Aberrant sorceries are one of the unique schools of magic. The Aberrant sorcerers were criminals banished to the Mountaintops of the Giants long ago, where they found their "*blood star*". This Blood Star gains power through blood sacrifices. But, not all blood magic comes from this star.

Some of the Blood magic, derives its power from the Formless Mother. Many of the Blood incantations require the caster to literally obtain blood from the Formless Mother's body via magic to then attack opponents with it. Though the Formless Mother is the source of power for these incantations, it is Mogh the Lord of Blood who discovered them and enables his servants to use them.
Dragon Incantations

## Origin of the Ancient Dragon cult and the Dragon communion

There are two schools of Faith-based magic that derive their power from dragons: Dragon Cult incantations and Dragon Communion incantations. The former group was led by Godwyn the Golden before his death. After defeating the ancient dragon Fortissax, Godwyn befriended the beast and gave rise to the Ancient Dragon Cult. In return for their worship, the dragons granted the cult's members the ability to yield the red lightning of the ancient dragons; if the dragons had not given the cult's members permission, simply using Dragon Cult incantations would destroy their bodies.

The Dragon Communion had a much different relationship with dragons, on the other hand. Rather than build a relationship on love and admiration, the Dragon Communion hunted dragons to devour their hearts. Doing so would grant them the power of the dragons they killed. But this comes at a cost: The more dragon flesh the Dragon Communion devoured, the more they turned into dragons. This is why Dragon Communion incantations see the hunters morph into the head of a dragon to spew its breath or roar.
Swamp Incantations Cantrips

**Evocation**
**Casting Time:** Empty Template
**Range:** Empty Template
**Target:** Empty Template
**Components:** Empty Template
**Duration:** Empty Template
**Class:** Empty Template
**Casting Time:** Empty Template
**Range:** Empty Template
**Target:** Empty Template
**Components:** Empty Template
**Duration:** Empty Template
 Empty Template
 **At Higher Levels:** Empty Template
Endure

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on all melee weapons.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you can, as a bonus action, give yourself resistance to Bludgeoning, Slashing and Piercing damage until the start of your next turn.
Golden Order Miracles

## Greater Will's Incantations

The Greater Will has its message translated and spread by the Two Fingers and Golden Order, respectively. The Two Fingers facilitate communication between the inhabitants of the Lands Between and the Greater Will, while the Golden Order upholds the tenets of the Greater Will's philosophy by hunting Those Who Live In Death. As such, those who serve the Two Fingers and Golden Order have access to incantations that derive their power from the Greater Will.

The incantations of the Two Fingers mostly deal with healing, curing, and fortification. This is because many of the servants of the Two Fingers are Finger Maidens, who serve as assistants to Warriors and Mages and thus use magic to tend to their Master's needs. However, some incantations like Darkness and Assassin's Approach highlight that the Two Fingers do make use of hitmen in Roundtable Hold to hunt down enemies that stand against the Greater Will.

The Golden Order incantations both protect its members while also being literal declarations of the Order's faith. Many of the spells are its fundamental rules, like Law of Regression and Law of Causality. However, some other spells like Radagon's Rings of Light highlight that some of the institution's spells are solely offensive and unrelated to its philosophy (although this spell was created by Miquella and not the Greater Will).
Throwing Pots

3rd level Minor Pots
 Magic Pot
 Holy Water Pot
 Lightning Pot
 Sleep Pot
 Freezing Pot
 Poison Pot

5th level Major Pots
 Fetid Pot
 Swarm Pot
 Rancor Pot
 Albinauric Pot
 Redmane Fire Pot
The fire ignites any flammable objects in the area that aren’t being worn or carried.

9th level Greater Pots
 Giantsflame Fire Pot
 Ancient Dragonbolt Pot
 Sacred Order Pot
 Scarlet Rot Pot
 Cursed-Blood Pot
Rain of Arrows

*Wondrous Item (Ash of War), Very Rare (+2), Requires attunement*

*Usable on all bows and crossbows.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +2 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you may, as an action, ready the bow or crossbow, then fire a single arrow into the sky which will multiply itself to shower the enemy with projectiles. Choose a point within range of your weapon, each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 piercing damage on a failed save, or half as much damage on a successful one. The DC is equal to 8 + your proficiency modifier + your Dexterity or Strength modifier. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Quickstep

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on all weapons*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you may use a bonus action to move up to 15 feet. This movement does not provoke opportunity attacks. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.