recursal/Fanatic-Fandom huggingface dataset:
Mark of illness

Necromancy cantrip

Casting Time: 1 action

Range: Touch

Components: S, V

Duration: 1 minute (instantaneous)

You touch a creature with your hand, marking it with a necrotizing symbol. The targeted creature must make a constitution saving throw or be marked this way until the end of your next turn. Within the next minute, if you successfully affect the creature with the Mark of Illness again by repeating the cantrip, the targeted creature takes 4d6 necrotic damage. The mark disappears after inflicting damage in this way.

At Higher Levels. The spell’s damage increases by 4d6 when you reach 5th level (8d6), 11th level (12d6), and 17th level (16d6).
Arcane Tool

Evocation cantrip

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous

You make a motion with your hand mimicking the strike of a weapon, delivering a strike of raw energy to a target in range. The target must make a Dexterity saving throw. On a fail, it takes 1d12 piercing, slashing, or bludgeoning damage (your choice).

At Higher Levels. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Spell Lists. Bard, Druid, Sorcerer, Warlock, Wizard, Artificer.
Cauzai

Cauzai are massive humanoid dragons descended from green Wyrmbloods that broke off and changed over time due to their accelerated rate of evolution. They retracted from other civilizations and instead built their own, hidden in the forests. Cauzai have long tails and necks, adorned with tall dual sails with complex colourful patterns.

**Ability Score Increase:** Your Charisma score increases by 2 and your constitution score increases by 1.

**Age:** Cauzai typically reach maturity at 15 years old and can live to over 100 years.

**Size:** Cauzai are gigantic, standing at around 10 ft tall in a neutral pose, and 20 ft long in total. Their weight is 700 lbs on average.

**Speed:** Your movement speed is 30 ft.

**Language:** You speak common and draconic.

**Skills:** You are proficient in the intimidation skill.

**Rudimentary wings:** You still have wings like your ancestors, but their size is reduced, making it impossible to use them to fly. You can use your wings to shield allies, causing you to take the hit instead. Using your reaction you can shield an ally within 5 ft of you, causing you to take the damage. You must do so before you know the attack hits or not, and if you choose to do this the attack always hits you regardless of the roll. Additionally, you may shield an ally within 5 ft of you from an effect that requires a dex save by voluntarily failing it yourself

**Gracile built:** For their huge size, Cauzai have relatively small limbs, thus not giving you the benefit of additional reach or damage dice from the larger size category.

**Natural Weapons:** Unarmed attacks done with your tail inflict 1d6+str damage and have a range of 10 ft.
Energy Shell

Abjuration cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: Until the end of your next turn

You wreathe yourself in a transparent cover of protective energy, blunting incoming attacks. You choose one damage type; until the end of your next turn, you reduce all incoming damage of that type by 1d4.

At Higher Levels. The damage reduction increases to 1d6 and you choose an additional damage type when you reach 5th level , 1d8 and an additional damage type at 11th level, and 1d10 and an additional damage type at 17th level. Spell Lists. Druid, Sorcerer, Warlock, Cleric
Surface Scout

Medium Aberration, Lawful Evil

Armor Class: 15 (Ragal-hide armor)

HP: 20

Speed: 30 ft

Str 13 (+1), Dex 14(+2), Con 10(+0), Wis 10(+0), Int 9(-1), Cha 9(-1)

Skills: Athletics (+3), Intimidation (+1)

Senses: Darkvision 60 ft, Passive perception 10

Languages: Aghiir, broken common

Challenge: 1/2 (100 XP)

**Trained in Combat:**

Every Surface Scout has 2 superiority die (1d6) which it can expend to make a maneuver. It knows one maneuver, determined randomly per Footsolider with a 1d4. ( 1. Ambush, 2.Commander's Strike, 3.Parry, 4.Trip Attack)

ACTIONS:

The Scout either attacks once with his main hand scimitar and once with his off-hand scimitar as a bonus action, or shoots his bow once.

Scimitar (Main Hand): *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* (1d8+2) slashing damage

Scimitar (Off-hand): *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* (1d8) slashing damage

Flamespark Bow (10 arrows): *Ranged Weapon Attack:* +4 to hit, range 60/300. *Hit:* 1d6+1 piercing damage. The arrow's trajectory leaves behind an arc of brightly glowing sparks that rain down like a curtain of spectral droplets of molten metal. Until the start of the Surface Scout's next turn, each creature that passes through the curtain trajectory must succeed on a DC 13 dex save or take 2d6 fire damage, or half as much on a successful save.
Modular Grimstrider Troops

### Built

1. Scout (8+2d6 HP), AC: 19, Speed: 40 ft, Dash, Disengage and Hide as bonus actions 2. Soldier (12+2d8 HP), AC: 18, Speed: 30 ft, reduces incoming slashing damage by 3 3. Brute (12+2d12 HP), AC: 15, Speed: 30 ft. Size: Large 4. Savage (10+2d10 HP), AC: 17, Speed: 35 ft. Can choose to add disadvantage on its own attack for a +5 damage boost on hit. 5. Cloak (8+2d6 HP), AC: 14, Speed: 30 ft (30 ft flying speed). Can divebomb (at least 20 ft) to add 1d6 damage to attack. 6. Climber (7+2d8 HP), AC: 16, Speed: 35 ft (spider climb). Has a +2 bonus on attacks made against creatures it grapples. +2 on grappling checks

### Weapon

1. Dual Shamshir (1d6+mod, 1d6) 2. Spadone (3d4+mod), +1 momentum 3. Horn Lance (1d12+mod), +1 to attack on 20ft+ movement, +2 on attack on 40ft+ (One handed, other hand is free or has buckler +2 AC) 4. Spear Staff (1d10+mod), 10 ft reach, +1 backswing. Can shoot a bolt (1d8 dmg, 40 ft) (Roll for damage type, Fire, Electric, Acid, or Force 1d4) 5. Gladius (1d6+mod) + tower shield (+3 AC), Fortress: use bonus action to halve movement speed and give allies half cover within 5 ft of you, or 3/4 if they're behind you) 6. Spiked Mace, 2d6+mod), +1 backswing, +1 Armor Piercing 6. Antler Staff (1d8+mod piercing). Can cast Electric Arc (1d8+1d6 jump damage), 60 ft. Can cast GFB.

### Additional Actions/Special Abilities

1. **MARTIAL TROOP**: 2 Basic Tactics, 2 Advanced Tactics, 4 dice (1d6)

2. **GRIMCASTER**: 1 Cantrip, 2 1st level Spells (2 Spell Slots), As a bonus action, the Grimcaster can move up to 15 ft as a crackling bolt of red lightning in any direction. It is then suspended at that height until the start of its next turn, and can walk around in the air. Make a dex save or take 1d6 lightning damage.
3. **SUMMONER:** Can summon 1/day, randomly determined: 1. Steam Mephit, 2.Giant Poisonous Snake, 3. Giant Wolf Spider, 4. Velociraptor, 5. Swarm Of Centipedes, 6. Giant Owl

4. **TERRITORIAL:** Can create an aura 1/day lasts for 1 minute. Any creature entering space within 10 ft of it must make a DC 13 Dex save or take 1d8 Fire/Lightning/Cold/Acid damage. Any enemy in the area is slowed by half, while allies gain 5 ft movement speed.
Psykisk ohälsa

Anledningen till att Carl Fredrik Alexander Rask vid så många tillfällen har trampat snett beror på en livslång **psykisk ohälsa** som grundar sig i hans barndom och uppväxt.

Exakt vad det är för psykisk ohälsa vet ingen. Utredningar pågår i skrivande stund för att reda ut vilka diagnoser man ska ställa på Carl Fredrik Alexander Rask. Det enda man vet med fullständig säkerhet är att det inte är narcissism.

Den största anledningen till att Carl Fredrik Alexander Rask idag lider av psykisk ohälsa är hans far, som i perioder har missbrukat olika preparat, vilket har dokumenterats Missbruksvloggen.
Clockwork Fighter (Fighter Subclass)

Clockwork Fighters are a type of warriors that strive to emulate the consistency and predictability of clockwork mechanisms in their fighting style, honing their skills to be as reliable and solid as possible, but rarely pushing them to new creative ways of fighting. Some of these warriors go as far as to replace parts of their own body with mechanical replacements to further this endeavor.

You can choose to roll on this table, or pick traits yourself, that apply to your Clockwork Fighter

 3
 4
 5
 6
pushed back outside.

### Calculated Dismantling

Starting at 3rd level, instead of your dexterity or strength modifier, you can use your intelligence modifier on weapon attack, damage rolls, and for your Advanced Tactics. When you resist effects that would make you act against your nature, such as a dragon's frightening presence or a Suggestion spell, you can add your intelligence modifier to your roll to resist the effect equal to your proficiency bonus.

### Unerring Strikes

Starting at 7th level, you have honed your skills to an unreal degree of precision. You can choose to focus yourself for up to 1 minute, during which you replace all d20's in your attack rolls with a 10, with the added modifiers and proficiency bonus added on top. All your attacks in this state use this number for your attack rolls. The same happens for your damage rolls, with the damage being equal to the average roll of the dice used, rounded up.

You can use this feature a number of times equal to your intelligence modifier. You regain all charges on a long rest.

### Pre-meditated Movements

Starting at 10th level, you can prepare a number of specific attacks equal to your proficiency bonus. You must spend 1 minute to prepare an attack, after which you make an attack roll with advantage and store it. At any later point in the same day that you make an attack action you can choose to use a prepared move instead of rolling in the moment.

### Analytic Mind

Starting at 15th level, you can analyze a creature's attack and movement patterns to understand how it functions. You can spend one action observing a creature in combat that makes at least one attack that round. Starting on your next round, for 1 minute that creature has disadvantage on all attack rolls against you, and you have advantage on any saving throws for any effect caused by the creature.

### Perfect Logic

Starting at 18th level, your personal efficiency has greatly improved your body. You do not need to sleep anymore, and only consume half as much food and water as other creatures of your type. As a reaction, you can add your intelligence modifier to your armor class or a saving throw. You can use this feature a number of times equal to your proficiency bonus, and regain all uses on a long rest.
Kanata

Kanata Hiraoka (Tsuchi) is Emi’s 2nd high school friend and a member of the Superherogirls Team. Also is a primary holde of the green crystal.

Template:Character box

## Appearance

Kanata is a teenage Japanese girl with Brown short hair and blue eyes. Also with a light green colored shirt, gray shorts. Along with White, red and blue striped socks. Also has white and black shoes with a red line in the middle of her shoes.

## Personality

Kanata’s personality is very kind and chill, but when Kiyo attempt to bully Emi, Sara, and Saki. Kanata was disgusted with this side of Kiyo, despite Kanata being liked by Kiyo. When she made friends with Emi and Saki, she knew she made the right choice. When she became a member of the Superherogirls team, she always smiled with confidence and shown how smart she can be. In Season 4 along with Riku, couldn’t believe that she and the girls were kidnapped so easily (Despite knowing they put up a fight). But after Emi returned to Japan in “All stars” she made a special badge that looked like her “Earth Earrings”, Kanata did say she was good at crafting.

## Power/Abilites

#### Earthquake:

Kanata’s first ability as Tsuchi was Earthquake. Earthquake doesn’t cause an earthquake but does to the target, the target can’t fight back like they becomes disabled.

#### Land Mine:

Kanata’s Second Ability as Tsuchi was Land Mine. Land mine is created when the user activates this power, it creates a bomb under the target. After activated the target is blown up and weakened.

#### Rockslide:

Kanata’s Third Ability as Tsuchi was Rockslide. The move can be activated by Tsuchi’s Scythe, Once injected into the ground the target will be attacked by a rockslide.

#### Landmark:

Kanata’s Fourth Ability as Tsuchi was Landmark. The move landmark is caused by Tsuchi’s Scythe, like rockslide the scythe has to set in ground, but landmark uses vines that strain the target making them vulnerable.

## Trivia

* Kanata in Japanese means “Beyond” and her last name Hiraoka means “Peaceful hill” this is a reason for her peaceful character personality.
* Kanata’s hero name: “Tsuchi” means “soil” and this influences her Earth like powers
* Kanata was the first character not to be bullied by Kiyo Shinazumi
* Kanata’s favorite color is Red-Brown
* She also was a holder of a crystal in the Advanced Heroes Arc
* She was friends with Jiro in and after the Advanced Heroes Arc
* Kanata was briefly mentioned in Superherogirls: “Black and White” (AKA Season 6)
* She also help the other girls make their badges for Emi, when she returned home in Tokyo after the events (Season 6)
* Kanata was born on January 14th making her a Capricorn
Arcane Knight

### Spellcasting

Starting at 1st level, you learn two cantrips from the Sorcerer spell list, and gain proficiency in the Arcana skill. Your spellcasting evolves as you level up, as depicted in this table. Whenever you learn spells you can pick any Sorcerer spell no higher than your Spell Limit level. You cast these spells with Sorcery Points, with the costs detailed as follows:

*Cantrip*: 0 points

*1st Level*: 2 points

*2nd level*: 3 points

*3rd level*: 5 points

*4th level*: 6 points

### Bound Weapon

Starting at 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

### War Magic

Starting at 6th level, you can replace one of your attacks on your turn with the casting of a cantrip.

### Arcane Strikes

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

### Warp Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

### Improved War Magic

At 18th level, you can replace one of your attacks on your turn with the casting of a spell of 1st level or higher.
Energy Circuit

Transmutation cantrip

Casting Time: 1 minute

Range: Touch (10 ft cube)

Components: S

Duration: Up to 8 hours

You trace your hands over a surface and draw lines that conduct energy from one point to the other, with up to 50 ft of circuitry as long as it is limited to a cube-sized space 10 ft on each end. You can bifurcate this circuit once, and add simple circuit elements such as resistors, transistors and the like. The circuit is capable of carrying a current of energy equal to the amount needed to suspend 20 lbs against gravity. If you bifurcate the circuit, each bifurcated line has a halved capacity. One end of the circuit must be connected to something that may provide it with energy, such as a fire or spinning wheel for example. It then transports the energy to the other end, with the amount of force judged by the DM unless it is a damaging effect, in which case the conversion works like this: 1 damage equals 10 lbs of force.

The other end of the circuit does nothing unless it is connected to an object that could put the energy to work, such as - a cog, a metal wire (Light, Heat), etc.

You can have a number of Energy Circuits active at any time equal to your intelligence modifier.

At Higher Levels: The Energy Circuits' capacity grows to 40 lbs at 5th level, 60 lbs at 11th level, 80 lbs at 17th level.
Alternative Fall Damage

Fall Damage Scaling with weight and size

**Category:** The mass range of the creature falls within these parameters. Some creatures may have a trait that places them in a different category than their weight alone suggests.

**Fall Damage Multiplier:** Multiply the damage rolled with the dice by this amount to determine fall damage inflicted

**Dice Maximum:** Fall Damage has a ceiling on how high the number of dice can go.

**Fall Damage Increments:** Each increment increases the number of dice by 1. Falling a distance less than this increment inflicts no fall damage, and falling one increment means 1d6 of fall damage (multipliers are applied after rolling).
Carl Fredrik Alexander Rask

**Carl Fredrik *Alexander* Rask**, född den 19 november 1990, är en psykiskt sjuk youtuber, influencer, poddare, skäggoljeförsäljare, CBD-oljeförsäljare, telesäljare, sportkommentator, skattebetalare, kickass-farsa, bidragstagare, make, bilexpert och dömd brottsling.

Han är även känd under andra namn, som RASK, Skvallerbyttan, Bajsbaronen, Baronen, Carl-Fredrik, Kal Fredrik, med mera.

I skrivande stund är Carl Fredrik Alexander Rask den youtuber med överlägset längst tråd på Flashback (över 23 330 inlägg).
Master At Arms

### Refined Student

At 3rd level you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively you gain proficiency with one type of Artisan's Tools or learn an additional language.

### Adaptive duelist

Starting at 3rd level, whenever you have advantage on an attack roll you can choose to relinquish the advantage to instead apply an Advanced Tactic to your attack without expending a Tactical Die. You do not add the Tactical Die roll to your attack or damage rolls.

In addition, whenever you roll a natural 20, you can choose to lower the roll to 19, relinquishing your critical hit. When you do so, you can apply an Advanced Tactic to the attack without expending a Tactical Die. When you use this feature this way, you do add the Tactical Die to damage as usual.

### Fighting Spirit

Starting at 7th level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses of it when you finish a long rest.
Limnarch

Limnarchs are a race of intelligent amphibians originating from a giant river delta, but can now be found in most areas with significant brackish water, swamps and bogs. Many land dwelling races look down on Limnarch civilisations, seeing them as primitive. This is a result of Limnarch civilisations being built under water, usually in murky water, resulting in most of their civilisations' customs and inventions are of poor use for land dwellers. Even though their native civilisations are submerged, Limnarchs are perfectly capable of walking on land, though they do suffer if they are without exposure to water for too long.

Physically, Limnarchs are long and heavy, but don't tower over other humanoids due to their forward lean. They are covered in interlocking shimmering scales, but they're often covered in mud, taking away their shine. They have wide and long heads with no resemblance to human facial features.

**Ability Score Increase:** Con+2, choose one other to increase by 1.

**Age**: Limnarchs typically reach maturity at 20 years old and can live to over a hundred years old.

**Size:** Limnarchs are on average 12 ft long, weigh 320 lbs, and stand about 5ft tall. Your size is medium.

**Speed:** Your base movement speed is 25 ft. You have a swimming speed of 30 ft and a burrowing speed of 5 ft.

**Languages:** You speed common and Elvish.

**Natural Weapons:** Limnarchs have a strong jaw and tail, and you can choose to use one as a weapon using your action. The bite has a range of 5 ft, uses strength for attack and damage rolls, and inflicts 1d6 slashing damage. The tail has a range of 5 ft, uses strength for attack and damage rolls, and inflicts 1d4 bludgeoning damage and counts as a shove action.

**Natural Armor:** Your Armor class is 13+your constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

**Aquatic Origin:** If you go more than a day without spending at least 10 minutes submerged in water, you must make a DC (10+number of unsubmerged days) Constitution check or suffer from 1 level of exhaustion. You can breathe under water.
Realm of the Woodlands

Realm of the Woodlands is a subclass of the Steward class.

Starting at 2nd level, you deepen your connection to the untamed wilds, becoming a vassal for the spirits that inhabit the forests, plains and swamps of the world. Your domain sections last for 1 hour unless otherwise noted.

## Domain Sections

Your domain can be built from different sections that have different effects, different costs and surface areas. The number after the section name is the Domain Point cost, and the second number if present denotes a Steward level requirement to be allowed to use the section.

*Underbrush* (1) (15 ft square) | Plants cover the affected area, growing into dense shrubs about 5 ft tall. The underbrush counts as difficult terrain, and characters behind the shrubs are considered to be under 3/4 cover. Medium and smaller creatures can add your wisdom modifier to stealth checks in this area.

*Marsh*(1) 20 ft square| A murky pit of marshland forms. The water is 10 ft deep and covered in duckweeds. Creatures of your choice can breathe under water in this section.

*Burrow*(1) 10 ft square| A mound of earth with several tunnels leading through it, with tiny sized openings. Creatures of your choice can squeeze into the tiny openings even if they are medium sized. The tunnel leads into a hollow space in the dirt, a 10 ft diameter shaped room.
Cursed Tarrasque

The Cursed Tarrasque is a homebrewed playable Race.

Cursed Tarrasques are monstrous looking, humanoid-shaped creatures that might superficially resemble a Dragonborn, but their origin is rather unique. Outright killing a Tarrasque is a nearly impossible feat, so archmagi of the world develop unique methods to render them harmless. One such method is cursing a Tarrasque with a 9th level curse, turning it into a significantly smaller humanoid shape while keeping it alive, greatly reducing its might while also elevating its intelligence to human levels. When such a curse takes effect, the reborn Tarrasque has no memories of its past and its mind is a blank slate, meaning they have no particular inclination to an alignment and their personality is shaped greatly by their situation after being cursed. Only a few Cursed Tarrasques exist, as Tarrasques themselves are very rare monsters, that are defeated even more rarely, so most people would assume they are weird looking dragonborn. More knowledgeable high ranking wizards however, will probably recognize one and act accordingly - with fear and respect. (DC 17 arcana check to determine if someone recognizes you as a cursed Tarrasque).

**Ability Score Increase**: Your strength score increases by 2 and your constitution score increases by 1.

**Age:** Cursed Tarrasques do not physically age, as part of the curse's conditions requires long-term stability.

**Size**: Cursed Tarrasques are larger than humans, averaging between 6 and 7 ft tall and 300 lbs. Your size is medium.

**Speed**: Your base walking speed is 30 ft.

**Languages**: You speak common and an additional language of your choice.

**Natural Weapons**: Your jaw still bears a resemblance to your true form. You can use your action to bite, inflicting 1d8 piercing damage on a hit. You are considered proficient with this attack and it uses your strength modifier for the attack and damage roll. If it hits, you can use your bonus action to initiate a grapple. Your bite attack has a range of 5 ft.

**Lesser Magic Resistance**: You can give yourself advantage on a save against a spell effect once. You regain this use after a long rest.

**Overwhelming Curse**: The curse placed upon you is powerful and designed for stability; Bestow Curse has no effect on you if cast below 9th level. In addition, magic items that curse the user upon attunement are impossible to attune to for you.

**Release**: If a Remove Curse spell is cast on you with a 9th level spell slot, it has a chance to undo the curse placed upon you. The caster of the Remove Curse spell has to succeed on a DC 25 Arcana check or the Remove Curse does nothing. If your Curse is successfully removed, your revert back into the form of a true Tarrasque. This reversion completely wipes out any experience you had, and the Tarrasque acts like any regular Tarrasque would.
Expanded Grappling Ruleset

Homebrewed expanded ruleset that makes grappling more engaging, alters some strange mechanics, and opens up potential for new builds in conjunction with feats, fighting styles, and Tactics.

### Weapons and Grappling

Most weapons are not very efficient in extremely close quarters grappling combat, and some might become entirely useless. Unless noted otherwise with weapon traits, a weapon's damage dice drops by one dice size while grappling. This counts for both the grappler and the grappler creature. A scimitar inflicts 1d4 rather than 1d6 slashing damage in a grappling situation, for example.

Weapon Traits for grappling
die size.
 Clumsy
Attacks made with this weapon inflict 1+your strength modifier in damage.
the Reach property, Whips, Flails,
 Nimble
die increases by one die size while grappling.
 Extra Nimble
die increases by two die sizes while grappling

### Climbing larger creatures

You can attempt to grapple a creature at least one size larger than you, initiating a Climbing Grapple rather than a regular Grapple. A creature grappled in this manner does not suffer the negative effects of a grappled creature, only adding your character's weight to its own, possibly encumbering it. Unlike Grapples, Climbing does not impose disadvantage on the initiator for the higher size categories.

When you are Climbing a creature in this manner, your weapon's grappling Trait is relevant. A polearm is essentially useless, while a dagger hits with 1d8 damage dice instead of 1d4. The creature you are climbing has disadvantage on attack rolls targeting you. The climbed creature can attempt to dislodge climbing creatures with the Dislodge action, forcing all climbing creatures to make an Athletics (dex or strength) roll against the creature's Athletics (Strength) roll. Dislodged creatures immediately fall prone on an adjacent square to the creature they climbed.
Experience Feats

Experience Feats are meant to be an option for campaigns where the party accumulates powerful magic items, especially when one of the players prefers not to use any magic items to maintain the flavor, identity and play style of their character. For such characters, you might choose to award Experience Feats at similar frequencies that you introduce new useful magic items to the party, such as after defeating a powerful foe.

To balance them against magic items, Experience Feats are classified alongside rarity, ranging from Uncommon to Legendary, with a corresponding increase to power or utility.

### Consumable Feats

Consumable Feats are extremely rare, but may exist. Examples are Purpure Slime Potions and Rockflesh Potions, Draconic Aspects, and Necrotic Aspects from the Golden Trifecta. These feats are all applied to a character by consumption of a potion or talisman or ritual. Compared to other Feats, these give more power but unlike other Feats may have active drawbacks. These consumables may be kept unconsumed and given to another character or NPC, or be experimented upon with Alchemy Tool set checks to create different effects.

### Learned Feats

With enough downtime, players may obtain certain Experience Feats or even an Ability Score Increase, if trained in the proper situation by a person with the right expertise. Experience Feats may have the addition (Learned: [time frame) that denotes how long this downtime training period lasts. For a Steamwing Trainee feat, the downtime may take 1 week, for example.
Restricted Spells

In some campaigns it might be useful for a DM to limit access to some kinds of magic. It is generally not a good idea to nerf existing classes, but depending on the campaign high level magic may erase conventional challenges in a way that is not always desirable. In Surface of the New Moon, these spells are restricted

*Banned:*

- Create Food and Water, Goodberry, and other spells that conjure food from nothing.

-Leomund's Tiny Hut

-Pass Without Trace

-Planar Binding
Wyrmblood

Wyrmbloods are a variant of Dragonborn, with a more draconic appearance.

**Ability Score Increase:** Your Intelligence score increases by 2, and a different ability score of your choosing increases by 1.

**Age:** Wyrmbloods age at a pace similar to humans, reaching maturity at around 18 years old. They are capable of living to around 90 years old.

**Size:** Wyrmbloods are longer but sleeker than Dragonborn and humans, standing at about 7 ft tall and 15 ft long. They weigh around 200 lbs on average. Your size is medium.

**Speed:** You have a base walking speed of 30 ft, and a flying speed of 40 ft (With conditions as explained in *Clumsy Flier*).

**Language:** You speak common and draconic.

**Wyrmblood Lineage:** Wyrmbloods all have a connection to a specific type of dragon, determining their damage type and color.

Wyrmblood Lineage
 Blue
 Green
 Red
 White

You have a breath weapon that allows you to use your action to fire a projectile with the damage type associated with your ancestry. Make a ranged spell attack roll using your intelligence as an attack roll modifier, inflicting 1d10+int modifier damage on hit. The range is 60 ft. Unlike Dragonborn, you do *not* have resistance against the damage type of your lineage. *Recharge on 5/6.*

Your base projectile damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

**Clumsy Flier:** (*Suggestion: Use this feature to balance other flying speed races as well)* Your wings are powerful and large, but they come with limitations. The wingspan requires you to have 10 ft of space on each side of your character to be able to fly. This is obstructed by walls, objects and creatures of medium size or larger, and other possible barriers such as trees.

If you fly, you must use your full movement speed on your turn in order to be able to stay aloft, otherwise you descend a number of ft equal to your unused flying speed. Launching yourself aloft takes half of your movement speed on that turn.
Mephit

Mephits are small elementals, usually aligned towards evil.

**Ability Score Increase:** Your dexterity and constitution scores increase by 1

**Age:** Mephits are ageless elementals

**Size:** Mephits stand at about 4 ft tall on average, and their weight may a lot vary depending on the elemental type. Your size is small.

**Speed:** Your base movement speed is 30 ft and certain Mephit elements have a flying speed of 30 ft (Check the table).

**Mephit Element:** A mephit is always formed from one specific element or combination of elements, determining the nature of their breath attack. Your breath attack affects a 15 ft cone. Each creature in the area must make a Dex save with the DC being equal to 8+your dexterity modifier+your proficiency bonus. You use an action to use your Elemental Breath, after which you cannot do so again until you complete a short rest.
IronHB Wiki

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Carving Sigil

Transmutation cantrip

Casting Time: 1 action

Range: Touch

Components: S

Duration: Concentration, up to 1 minute.

You create a glowing sigil on the surface you touch. A creature that enters the same space (5 ft square) as the sigil must make a Wisdom saving throw. On a failed save, it takes 1d8 magical piercing damage and the sigil disappears. You can concentrate on a number of Carving Sigils equal to your spellcasting stat modifier.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Spell Lists. Bard, Druid, Sorcerer, Warlock, Wizard, Artificer.
Muki

Muki are strange subterraneous goblinoids covered in rough fur. They appear more feral than other goblins, but principally have the same mental faculties.

**Ability Score Increase:** Your dexterity increase by 2 and your wisdom increases by 1

**Age:** Muki typically live up to 40 years old.

**Size:** Muki usually stand just over 3 ft tall and weigh about 30 lbs. Your size is small.

**Speed:** Your base movement speed is 25 ft. If you are not holding any items in your hands you can drop to all fours, raising your movement speed to 35 ft and giving you a climbing speed equal to your movement speed.

**Mage Eater:** Muki obtain power by eating magical objects or creatures. You can use an action to eat and digest magic items with your enormously powerful crunching jaws, restoring your vitality. A common magic item restores 2d6 hit points, an uncommon magic item restores 4d6, a rare magic item restores 8d6, a very rare magic item restores 12d6, a legendary item restores 16d6.
Library

## Subclasses

Warlock Otherworldly Patron: The Moon Goddess

Clockwork Fighter (Fighter Subclass)

## Custom Rules

Experience Feats

Alternative Fall Damage

Damage Against Structures

Restricted Spells

Reworked Weapons

Opportunity Attacks: Whenever a creature rolls a natural 1 with its attack roll, the targeted creature may immediately make an Opportunity Attack with a melee attack.
Armor Pilot Innovations

The following are innovations you can choose from when expending Innovation Points with the Armor Pilot class. All Innovations only apply to you while wearing your armor unless noted otherwise or you are benefitting from Self-Adaptation.

## Innovations

**Spring-legs (1 IP)**:Your movement speed increases by 5 ft and you can jump your maximum long jump distance from a standstill. You cannot stack this innovation.
Surface Footsoldier

Medium Aberration, Lawful Evil

Armor Class: 15 (Scale Mail)

HP: 10

Speed: 30 ft

Str 13 (+1), Dex 12(+1), Con 10(+0), Wis 10(+0), Int 9(-1), Cha 9(-1)

Skills: Athletics (+3), Intimidation (+1)

Senses: Darkvision 60 ft, Passive perception 10

Languages: Aghiir, broken common

Challenge: 1/4 (50 XP)

**Trained in Combat:**

Every Surface Footsoldier has 2 superiority die (1d4) which it can expend to make a maneuver. It knows one maneuver, determined randomly per Footsolider with a 1d4. ( 1. Distracting Strike, 2.Brace, 3.Maneuvering Attack, 4.Quick Toss)

ACTIONS:

shortsword: *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* (1d6+1) slashing damage.

dart (10): *Ranged Weapon Attack:* +3 to hit, reach 20/60 ft, one target. *Hit:* 1d4+1 piercing damage.
Orbit Sphere

Conjuration cantrip

Casting Time: 1 action

Range: Self (10 ft)

Components: V

Duration: Concentration, up to 1 minute.

You conjure two small orbs of elemental energy that start orbiting around you, one made of flame and the other of freezing essence. Whenever a creature enters or ends its turn inside your range, you can use your reaction to launch one or two of your two orbs at it. You make a ranged spell attack, inflicting 1d4 fire damage if you use the flame orb, 1d4 cold damage if you use the freezing orb, or 1d4 fire and 1d4 cold damage if you use both. The spell ends if both orbs have been used.

At Higher Levels. Damage of both orbs increases to 2d4 at 5th level (4d4), 3d4 at 11th level (6d4), and 4d4 at 17th level (8d4). Spell Lists. Druid, Sorcerer, Warlock, Wizard, Artificer.
Japan

Japan design

Japan is a member of the Zeo Team and a Protagonist in the Zeonian Multiverse

Japan might be very cute and fluffy, but she can destroy a city within seconds with her power

She befriended Tord and allied with him to defeat common enemies

#### Origin roots

Japan is one of the first countryhumans created, that's all so far
Scout

Scout shown in a battle against Tord

Scout is a minor antagonist in Zeonian Multiverse, Scout is portrayed to often use baseball bats as his weapon.

Scouts real name is Jeremy Fritzgerald, he originally died in December 4, 1987 after his frontal lobe was bitten off by Mangle, killing him, Scout resurrected soon after in 1988, changing his identity and changing his name to Scout.

Scout is shown to have a rivalry to Tord, especially after they went to war after Scout tried to blow up Tord after saying "THINK FAST, CHUCKLENUTS" quickly escalating after Sans joined the battle.

#### Origin roots

Scout originates as a character in Team Fortress 2
Thor - Der Allmächtige

Produktion

* Gerald Webb
* Paul Bales
* David Rimawi
* David Michael Latt

Ton

* Chris Ridenhour

### Informationen

* Ernest E. Debs Regional Park - 4235 Monterey Road, Montecito Heights, Los Angeles, Kalifornien, USA
* Asylum Studios, Los Angeles, Kalifornien, USA (Studio)
* Bronson Caves, Bronson Canyon, Griffith Park - 4730 Crystal Springs Drive, Los Angeles, Kalifornien, USA
* Rubel Castle, Glendora, Kalifornien, USA
Sans

Sans design

Sans is a member of the Zeo Team and a planned Protagonist in the Zeonian Multiverse, Sans is often described as very punny but will kill you if he has to

#### Origin

Sans originates as one of the main characters in the 2015 indie fantasy game Undertale, Sans has very similar personality to him in the game
Grimcaster Gremlin

Small Aberration, Chaotic Evil

Armor Class: 13 (natural armor)

Hit Points: 14

Speed: 30 ft

STR 9(-1), DEX 14(+2), CON 13(+1), WIS 15(+2), INT 7(-2), CHA 6(-2)

Senses: Truesight 60 ft

Damage Resistance: Lightning

Damage Vulnerability: Slashing

Languages: Understands Aghiir, is incoherent itself

CR 1/4

**Cracklestep (Recharge 5/6):** As a bonus action, the Grimcaster can move up to 15 ft as a crackling bolt of red lightning in any direction. It is then suspended at that height until the start of its next turn, and can walk around in the air.

ACTIONS:

**Brimstone Bolt:** (30 ft, +4 to hit, 1d6 lightning damage on hit. On successful hit, a chained bolt erupts from there for a second attack roll, inflicting 1d6 damage).

**Vitriolic Bug:** (30 ft, dex save (DC 12), 1d4 acid damage and 1d4 fire damage om hit.

**Staff Whack:** +4 to hit, 10 ft reach, 1d6+2 slashing damage.
Theo Bennett

!Those informations on this page can't be copied, modified or reproduced without permission!

## Relationships

### Family

* Jonathan Bennett (father)
* Angela Jackson (mother)
* Nick Bennett (half brother) †
* Alyssa Bennett (half sister)
* Ava Sullivan (cousin)
* Madison Sullivan (cousin)
* Gina Sullivan (aunt)
* John Sullivan (uncle)
* Robert Bennett (grandfather)
* Faviana Bennett (grandmother)

## Portrayal

### Seasons

1

Thoe Bennett is a fictional character of Netflix's *Annihilate*.

Theo is the son of Jonathan Bennett and Angela Jackson.

In the Season one,
Aghiirun Bladehound

The Aghiirun Bladehounds are evolutionary experiments of the Aghiirian Intrusion army, combining beastly traits with a humanoid base. They are covered in plate armor made of an exotic metal found only in Aghiir, and walk on their four limbs.

Large Aberration, Lawful Evil

Armor Class: 15 (Scale Mail)

HP: 48

Speed: 40 ft

Str 18 (+4), Dex 17(+3), Con 14(+2), Wis 16(+3), Int 9(-1), Cha 9(-1)

Skills: Athletics (+6), Intimidation (+1), Perception (+5)

Senses: Darkvision 60 ft, Passive perception 15

Languages: Aghiir, broken common

Challenge: 2 (450 XP)

**Trained in Combat:**

Every Bladehound has 2 superiority die (1d6) which it can expend to make a maneuver. It knows two maneuvers, determined randomly per Bladehound with a 1d4. ( 1. Ambush, 2.Evasive Footwork, 3.Trip Attack, 4.Sweeping Attack)

ACTIONS:

The Bladehound makes two weapon attacks, one with its bardiche and one with its claws. It can apply a maneuver to one of them, not both.

Crescent Bardiche: *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* (2d6+4) slashing damage.

Metal Claws: *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit*:(1d6+4 slashing damage). On hit, target makes a DC 13 con save or takes an additional 1d8 necrotic damage from sudden blood loss.
Skeleton

The skeleton appears \*ominous sound

**Ability Score Increase:** One ability score of your choice increase by 2 and one other increases by 1.

**Age:** Usually at least dozens of years, often older. You are kept together by arcane magic.

**Size:** You are the same height as a human, but only 1/7 the weight.

**Speed:** 35 ft

**Languages:** Common and one other language you knew before death.

**Lightweight:** You are nothing more than a skeleton, rendering you far lighter than other humanoids of your size. You have disadvantage in strength contests and count as one size smaller when grappling someone or pulling weight.

**Skelly Jump:**Whenever you make a long or high jump you may add two times your dexterity modifier to the number of feet you can jump. This costs movement as normal.

**Undead nature:** You count as undead, you have immunity to poison damage and vulnerability to bludgeoning damage.
Springtrap

Springtrap Design

Springtrap is an animatronic rabbit that was originally created in 1978 as Springbonnie, 15 years later, the spirit of William Afton possessed Springtrap, in 2010, Fezbears Fright burned, killing Springtrap, soon after, Mike Schmidt possessed Springtrap

#### Origin roots

Springtrap is the main antagonist of Five Nights at Freddy's 3, Springtrap is confirmed to have been possessed by William Afton
Armor of the Verdant

Your armor is made from an assortment of plants and fungi, appearing as if nature itself warps around you to do your bidding. You gain Constructed Origin features at 1st, 6th, 10th and 14th level.

### Cover of nature

Starting at 1st level, you gain advantage on stealth checks made for concealing yourself in vegetated areas and you can ignore difficult terrain imposed by vegetation while wearing your armor.

Your armor's creature type counts as plant.

### Lush growth

Starting at 1st level, you can cast the Druidcraft cantrip at will, and choose one of the following spells, which you can cast a number of times equal to your proficiency bonus. You regain their usages on a long rest. You can choose Entangle, Hail of Thorns, or Speak with Animals

### Energizing Light

Starting at 6th level , If you wear your armor for a minimum of 4 hours a day while exposed to direct sunlight, and with contact to fertile soil, you do not need to eat or sleep. For every turn it is exposed to direct sunlight and fertile soil, your armor regains 1 Hit Point.

### Gift of Vines

Starting at 10th level, you can use your bonus action to pull a creature you can see within 30 ft of you with a vine. It must succeed on a strength contest against your Athletics(Intelligence) roll, or be pulled up to 15 ft towards you. Alternatively, you can use your bonus action to give a damage bonus equal to your intelligence modifier , either poison damage or piercing damage (your choice). You have a number of uses of these bonus actions equal to your proficiency bonus, and you regain their uses on a long rest.

Starting at 14t
Joe

Joe design

Joe is a former stickman that befriended Tord recently, just Tord, Joe was left behind and abandoned by Edd, but unlike Tord, who got revenge, Joe slowly died after being abandoned in a forest

Joe often wears a yellow hoodie, like how Tord wears a red hoodie, Edd wears a green, Axzyte wears a turquoise, and Ben wears an orange, Joe has yellow spikey hair with an angel halo symboling that he is dead, Joe is often seen as depressed due to Edds actions.

#### Origin roots

Joe, or called Joestick is one of the earliest Eddsworld characters, that appeared in Eddstick, Mattstick and Joestick in 2002
Greg Heffly

Greg design

Greg Heffley is an enemy to Zeonia and has a long history of being manipulative, for example, using his former friend, Rowley Jefferson, to get his way, whilst every attempt failed, eventually Greg actually tried to murder Rowley, hospitalising him

#### Origin Roots

Greg heffley is the main character of the Diary of a Wimpy Kid franchise, with Rowley Jefferson as his best friend
Charles Stickman

Charles Design

Charles is a member of the Zeo Team and an Ally of Tord, Charles is often described as a psychopath, and will constantly throw a helicopter at something, some consider him to be a former terrorist.

#### Origin Roots

Charles is a common character is the Henry Stickman series created by innersloth, Charles will constantly yell, "THIS IS THE GREATEST PLAAAAAAAAAAA-" before crashing and possibly dying
Ell

Ell Design

Ell is the well known female clone of Edd, Ell has a rivalry with Edd over............. COLA, Ell is set to appear in the beginning of "The War" shooting Edd with a Cola gun before Edd is shot by a shotgun, obviously Tord, Ell likes cherry cola more than other colas, Ell almost looks identical to Edd in appearence

#### Origin roots

Ell is an Eddsworld character, which has appeared in Mirror Mirror, Casting Call and Slippery Slope
Mega Python vs. Gatoroid

Crew

* Mark Quod
* Steve Hart
* Karin Justman
* Spice Williams-Crosby

Schnitt

* Mark Quod
* Shawn David Thompson

Produktion

* Glenn Miller
* Debbie Gibson
* Paul Bales
* Tiffany
* David Rimawi
* Christopher Ray
* David Michael Latt

Ton

* Chris Ridenhour

Visual Effects

* Joseph J. Lawson

* Los Angeles County Arboretum & Botanic Garden - 301 N. Baldwin Avenue, Arcadia, Kalifornien, USA
* Kalifornien, USA
* USA