recursal/Fanatic-Fandom huggingface dataset:
Spells-Goodberry

**Goodberry**

Common Transmutation Cantrip (0th)

*Druid*

*Nature. Forest* [heal]

**Casting Time:** 1 minute

**Range:** Touch

**Components:** S, M (a berry or similar sized fruit)

**Duration:** 1 hour

You imbue a fruit with wholesome energy. If a creature eats it within the next hour, they are satisfied as though they had eaten a hearty, balanced meal. Two of these berries a day plus good drinking water is enough to sustain a small- or medium-sized creature indefinitely.

After eating a berry, the creature may rest and digest for an hour to regain 1 lost Hit Point.
BnB-Feats-Focussed Mind

**Focussed Mind**

*Common Magic Trait*

**Requirements**: Wis 15+

* You make Concentration checks to maintain spells with the [concentration] tag at advantage.
* Whenever you lose concentration on a spell, you lose concentration on all but one of the other spells you are concentrating on, rather than all of them.
Conditions-Fascinated

**Fascinated**

* a fascinated creature stands or sits quietly, taking no actions
* the creature gets -5 to any Wisdom ability checks not pertaining to the source of its fascination
* any potential threat (DM's discretion), such as a hostile creature approaching, allows the fascinated creature a new saving throw to end the fascinating effect at the end of the action
* any obvious threat (DM's discretion) such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect at the end of the action
* a fascinated creature’s ally may shake it free of the condition as a standard action.
Classes-Druid-Wildform-Sapling

**Sapling**

*Medium or large plant*

* Str becomes -
* Dex becomes -
* A creature with no reason to suspect you have become a sapling cannot discover you
* You have a +4 Form bonus to Stealth and double advantage on Stealth checks when in a copse, forest or other area with many trees
* Once per day, when your leaves are exposed to sunlight for at least 30 minutes, you restore 1d4+1 ability score damage to one ability, and you need not eat for 24 hours
* Once per day, when your roots are steeped in water for at least 10 minutes, you heal ½ Spell Power \* 1d6 Hit Points, and you need not drink water for 24 hours
	+ You grow roots that reach 10 feet deep into the earth (assuming the earth is appropriate for roots)
BnB-Skills-Athletics

**Athletics**

Str [Armour Check Penalty]

Common Uses

*Climb:*

* Climbing up, down or across a steep or vertical surface, rope, or other climbable feature
* In general while climbing, you move at quarter speed and are Flat Footed
* Taking damage while climbing induces an additional check to avoid falling
* The DCs of these checks vary greatly depending on the conditions. However, having secure a rope or similar will usually make the DC 10 or less
* Failing by 4 or less means you don’t make progress, failing by 5 or more means you fall.

*Jump:*

* Jump across distances or up heights
* The DC for a horizontal jump is the distance in feet you need to cross, or 4 times the height in feet you wish to leap
* The DCs for jumping are doubled if you don’t have at least a 10-foot run up into the jump
* If you fail by 4 or less, you can make another Athletics check (usually DC 15) to catch hold of a ledge on the other side, failing by 5 or more means you fall
* You need enough movement to make the entire jump during your turn.

*Swim:*

* Each round you are submersed in moving or deep (deeper than standing) water, make a swim check
	+ If successful, you can swim at quarter speed
	+ Failing by 4 or less means you don’t make progress, failing by 5 or more means you go underwater
* While swimming, you are Flat Footed
* When underwater (by choice or not), you need to hold your breath. You can automatically hold your breath for a number of rounds equal to your Constitution score as long as you only move or take no strenuous actions. When taking strenuous actions (such as casting a spell, making an attack, etc.), reduce the time you can automatically hold your breath by 1 round
* When you run out of rounds of automatic breath, you need to make a Fortitude save each round to continue holding your breath (DC is 10+ the number of saves you have already made since taking a breath)
* If you fail this save, you begin drowning
* Each 10 minutes you are swimming, make a Fortitude save (DC 15+ the number of saves you have already made) or take 1d6 nonlethal damage and become Fatigued.

*Possible other uses (DM's discretion):*

* Running a race
* Hurling an object (not a thrown weapon)
* Wading through a current.

Mastery

*Talented (+5):*

* You gain a +1 Mastery bonus to your Powerful Manoeuvre Defense
* You swim at half speed instead of quarter speed

*Expert (+10):*

* You gain a +2 Mastery bonus to your Powerful Manoeuvre Bonus
* You climb at half speed instead of quarter speed, and you are not Flat Footed while climbing

*Master (+15):*

* Increase your movement speed by 5 feet
* You don’t need to move in a straight line to charge, and you can jump across gaps or over obstacles and cross difficult terrain as part of your charge.
Spells-Lullaby

**Lullaby**

Common Enchantment Cantrip (0th)

*Bard*

*Beauty. Fey.* [language] [sleep]

**Casting Time:** 1-10 rounds

**Range:** 30 (60) feet

**Components:** V

**Duration:** Start-cast time \* (d6)

You softly sing a magical, drowsy song. Any creature in range that can hear and understand you must make a twin Will save. On a fail, they are Distracted for the duration. On two fails, they are also Fatigued for the duration. When the casting is completed, roll 1d6 for each round spent singing, and the total rolled is the duration of the spell effect in rounds. If the creature fails the save, they are unaware they are under the effects of a spell, and do not perceive the song to be out of place. If anything startles the creatures, such as weapons being drawn or being physically shaken by a friend, the effects of the spell end immediately.

Creatures aware that the spell is being cast may choose to automatically pass the saving throw.
Spells-Spot of Luck

**Spot of Luck**

Common Divination Cantrip (0th)

*Bard*

**Casting Time:** Standard Action

**Range:** 10 feet

**Components:** V, S, M (any coin, which is consumed)

**Duration:** 1 minute

You say your target’s name and flip a coin, but it disappears with a small pop before coming down. The next time the target makes an ability check within the duration, it rolls a d4 and adds the number to the result of the roll.
Vastdudepro

## Overview

Vast, also known as Vastdudepro, or also known as HisokaMan, or also known as ShinobuPerson and also known as Singapore's Young Magician, is the main villain against the Bean Bunch.

## Skyblock Life

1: recieved 30 million coins every week from his irl friend

2: Voided Legendary Ender Dragon Pet

3: Had a coop with Senpaiblazeit

4: Hosted "contests" where people could win money and wouldn't give them the prize money.

## Conflict

Ever since his debut into the group only to be exposed to be an idiot, he has been clowned on by the Bean Bunch on a daily basis. For example, Vastdudepro had a heated argument with AggronSteel, Rainbonyte and EEW which lead to his exile from the Dream SM- I mean Bean Bunch and thus has been the gang's arch nemesis from then, right to this very day.

**The following is a list of conflicts The Friend Circle has had with Vast**

called Senpaiblazeit useless after the Senpaiblazeit requested that Vast had helped a bit more on the coop

quit real life cuz Aggron gave him some hard facts

vast gave EEW's birthday present to Rainbonyte

Vast had apparently made a deal with Senpaiblazeit that a Runnan's Bow he had to return the latter to would be returned by EEW. When EEW was made aware of this and was, apparently, supposed to know about it, he was incredibly confused, and Vastdudepro did not take this lightly and lashed out as at EEW. Due to EEW's history with Vastdudepro (the birthday present incident), EEW got quite pissed at Vast, and proceeded to leave the group chat, and deleting the Skyblock Discord Server, but not before Vast dished out one last insult that really tarnished his image ("When your snowflake self can't take it)

When EEW got into contact after rejoining the group chat for a brief period of time, Vast had shown no signs of remorse, ruining his image in EEW's eyes.

## Quotes

"Starting his journey as a magician at the tender age of 11 years old; he learned various magic effects from Coin Tricks, Card Tricks, Rubik's Cube Trick, and many more."

"He bald"

"When your snowflake self can't take it" - Vast to EEW
Classes-Druid-Wildform-Owl

**Owl**

*Small bird*

* ½ Strength
* +2 Dexterity
* Low-light vision and advantage on Perception checks involving sight
* You don't suffer the usual disadvantage on Stealth checks for moving while you're flying
* 1 bite (finesse): 1d2 + Str piercing & bludgeoning
* 2 talons (finesse): 1 + ½ Str piercing
* Biped, moves 5 feet
* Flier, moves 50 feet
* *in flight only*
	+ *Aerial Dive:* If you descend at least as far as you move horizontally, your flying speed is doubled for this round.
	+ *Swoop:* When you use *Aerial Dive* you may *Swoop* as a Full Round Action. You move up to your full (doubled) movement and make a *Full Attack* at the end of it

*Size modifiers*

* +1 Size bonus to Armour Class and to hit
* +2 Size bonus to Stealth.
Classes-Druid-Wildform-Great Cat

**Great Cat** *(jaguar, leopard, lion, tiger)*

* +2 Strength
* +2 Dexterity
* +2 to Acrobatics (balance) and Athletics (jump) checks
* 1 bite: 1d6 + Str piercing damage
* 2 claws: 1d6 + ½ Str slashing damage
* Quadruped, moves 50 feet
* *Pounce*: When you charge no further than your movement speed, you can make a *Full Attack* instead of a single attack.
Spells-Entangle

**Entangle**

Common Transmutation Spell (1st)

*Druid, Ranger*

*Nature.* [plant]

**Casting Time:** Standard Action

**Range:** 50 (100) feet, 30 foot radius area

**Components:** V, M (a pinch of soil)

**Duration:** ⅓ Spell Power minutes [concentration]

Any plants within 30 feet of a point you designate in range grow rampantly, covering the area. For the duration, the area is considered Difficult Terrain. In addition, any creatures caught in, moving through or ending their turn in the area of effect must make a Reflex save or become Entangled. An Entangled creature can spend a Standard Action to break its plant bonds (Strength check) or wriggle free (Reflex save) to escape the condition.

If the plants have thorns, any creature ending its turn Entangled by them takes 1d4 piercing damage. Plants with other properties may have other effects (DM's discretion) upon creatures they envelop.

NOTE: This spell has no effect in areas with no living plants. However, plant life can find a foothold in the most unusual places, and the roots of many trees run deep. a Knowledge (nature) check may help reveal whether plants are present in a location or not.
Conditions-Nauseated

**Nauseated**

* a nauseated character has -2 to all ability checks and weapon damage rolls
* it is Staggered and Standard Actions it takes provoke Attacks of Opportunity
* casting spells while nauseated requires a Concentration check, and maintaining Concentration is at disadvantage.

Nauseated is a more severe illness condition than Sickened.
Spells-Charm Person

**Charm Person**

Common Enchantment Spell (1st)

*Bard, Sorcerer, Warlock, Wizard*

*Beauty. Dragon (green).* [charm] [language]

**Casting Time:** Standard Action

**Range:** 50 (100) feet

**Components:** V, S

**Duration:** Spell Power \* 10 minutes

One humanoid makes a twin Will save. If it trusts you or views you as its friend (DM's discretion), it has disadvantage on the save. If it strongly distrusts you, or you (such as you were recently openly hostile towards it, DM's discretion), it has advantage on the save. On two passes, it ignores the effect. On one fail, it views you as its friend and is Charmed by you, but will not risk harm to itself for you. On two fails, it will risk harm to itself for you (until it is actually harmed). If you obviously violate this new friendship (DM's discretion), it gets a new saving throw with advantage. This new save can't increase its relationship to you (for example, if it wouldn't risk harm to itself before the new save, two fails on the new save won't change that).

NOTE: Charm Person is not mind control, it is an extension of your charisma and persuasive tendencies wrought by magic. Sometimes magic is simply more effective than social grace. A creature who ahs been Charmed by you will know what happened afterward, but will not necessarily resent you for it.
Spells-Burning Hands

**Burning Hands**

Common Evocation Spell (1st)

*Sorcerer, Warlock, Wizard*

*Flame. Dragon (gold, red), Fiend (both).* [fire]

**Casting Time:** Standard Action

**Range:** 15 foot radius cone (90 degrees), centred on you

**Components:** V, S, M (ash that was once fire, which is consumed by the spell)

**Duration:** Instantaneous

The ash in your hands recalls its heat, erupting into flames. Each creature in the area of effect makes a twin Reflex save. On a fail, it takes ½ Spell Power d4 fire damage. Minimise this damage (assume all 1s were rolled) on two successes. On two fails, it takes the damage and is also set on fire, taking 1d4 fire damage at the end of each of its turns. A creature burning this way can spend a Standard Action to make a new twin Reflex save, putting the fire out on a success. Alternatively, it can spend a Full-Round Action to fall prone and roll, automatically exctinguishing the flames.
Classes-Druid-Wildform-Salamander

**Salamander**

Circle of Flame

* Advantage on Acrobatics (balance) and Athletics (climb) checks
* 1 bite: 1d4 + Str piercing damage + 1d6 fire damage
* Quadruped, moves 30 feet
* *Scalding Breath:*
	+ You breathe fiery flames over your enemies as a Full-Round Action
	+ Each creature in a 15 foot cone centered on you takes 2d6 + ½ Spell Power fire damage, or half that on a successful Reflex save
	+ You can't use *Scalding Breath* again until 1d4 rounds have passed
* *Hot blooded:* You have resistance to fire damage
* *Flametongue:* You can cast spells with the [fire] descriptor while in *Salamander* form.
Spells-Know Bearings

**Know Bearings**

Common Divination Cantrip (0th)

*Druid, Sorcerer, Wizard*

*Knowledge, Travel. Sun & Moon*

**Casting Time:** 1 Round [ritual]

**Range:** 50 miles

**Components:** V, S, M (a small stone, leaf or other item from the local area)

**Duration:** Instantaneous

You gain a moment of clear insight into your bearings. You know which direction is north and the time of day (to within half an hour). Additionally, when you cast the spell, you may concentrate on a landmark that is familiar to you. If you do, and the landmark is within range, you know approximately how far it is and in which general direction.

Your knowledge of these things is correct at the moment of casting, but does not prevent you from becoming disorientated or lost again.
BnB-Feats-Shield Focus

**Shield Focus**

*Common Combat Training*

**Requirements**: Str 13+, Proficient with shields

* When you use Shield Block, increase the blocked amount by your Str bonus. This extra block doesn't count towards damage to your shield
* Critical confirmation rolls against you have disadvantage while you are wearing a shield.
BnB-Feats-Metamagic-Subtle Spell

**Metamagic, Subtle Spell**

*Common Magic Training* [metamagic]

**Requirements:** Trained in Deception

* A subtle spell can be cast without verbal components, somatic components, or without either

**Level Increase:** 1 per day at +0; any number at +1

*NOTE:* Cantrips and orisons count as 0th-level spells for the purposes of metamagic.
Spells-Hide from Animals

**Hide from Animals**

Common Illusion Spell (1st)

*Druid, Ranger*

[Invisibility]

**Casting Time:** Standard [ritual]

**Range:** Self, 20 foot area

**Components:** V, S

**Duration:** Spell Power \* 10 minutes

You and each ally you designate within the area become undetectable by animals for the duration. No senses they possess can alert them to your presence, even any 6th senses they may possess.

If a non-animal intervenes and helps them find you, the animals can make a Will save to see through the illusion.

Attacking or otherwise directly interacting with an animal immediately ends the illusion between you and that animal (each ally will continue to be undetectable until they also directly interact with it, however).
Spells-Sense Otherworldly

**Sense Curse and Disease**

Common Divination Spell (1st)

*Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard*

*Knowledge.* *Mystery.* [sense]

**Casting Time:** 1-10 rounds [ritual]

**Range:** Self, 30 feet

**Components:** V, M (plant seeds)

**Duration:** End-cast time \* 10 [concentration]

You become aware of the presence of otherworldly beings (celestials, fey, fiends or other) or influences through a sixth sense for the duration. This sense will immediately reveal if any are within range and which they are. The sense penetrates barriers, but 3 foot of wood or dirt, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, blocks it.

To gain a better understanding, you need to study the area further as a Standard Action each round. The information you glean depends on how long you study:

*1st round:* the number of otherworldly presences and the location of each. If they are outside your line of sight, then you discern its direction but not its exact location.

*2nd round:* for each otherworldly presence you may make a Knowledge (otherworldly) or other relevant skill check (DM's discretion) to determine the its origin (DC10) and any notable details (DC15). These DCs may be increased by 5, or even 10, if the presence is significantly beyond your comprehension (DM's discretion). You may take this action any number of times, but you may use each skill check only once per otherworldly presence, and if you fail a check on an effect you can’t try again, even with a renewed casting of this spell, unless you learn a significant new clue about it.
BnB-Feats-Metamagic-Fearsome Spell

**Metamagic, Fearsome Spell**

*Uncommon Magic Training* [metamagic]

**Requirements:** Trained in Intimidation

* A fearsome spell allows its caster to demoralise any foes affected by the spell
* The caster makes a single Intimidation check against all creatures they wish to demoralise that are targeted by the spell
* This check gets a +1 per 2 Spell Power circumstance bonus to the roll against creatures that failed a saving throw against the fearsome spell

**Level Increase:** 1 per day at +0; any number at +1

*NOTE:* Cantrips and orisons count as 0th-level spells for the purposes of metamagic.
Classes-Druid-Wildform-Boulder

**Boulder**

You become a large boulder the size of a small boulder.

* Str becomes -
* Dex becomes -
* Con becomes -
	+ Your Hit Point total doesn't change
	+ You need not breathe
	+ You need not eat nor drink
	+ You don't age
	+ You don't make Fortitude saves
* A creature with no reason to suspect you have become a boulder cannot discover you
* You have a +4 Form bonus to Stealth and double advantage on Stealth checks when in a rocky outcrop
* Your weight triples
* You have damage reduction 8/-
* You rest at twice the speed (a 4-hour rest counts as a long rest)
* Afflictions run their course at twice the speed
* If you remain in boulder form and meditate for at least a week, you can retrain any number of feats, class features or perks, other than Tranquil Form, that you wish.
Classes-Druid-Wildform-Shark

**Shark**

*Circle of the Sea*

* +4 Strength
* +2 Circumstance bonus to Perception checks
* 1 bite: 1d8 + 1 ½ Str piercing and bludgeoning damage
* Swimmer (only, you can’t move out of water), moves 40 feet
* *in water only*
	+ Advantage on Perception checks based on smell
	+ *Electroreception:* You have a sixth sense that feels the muscle movements of living creatures within one mile. You can make a Perception check as a free action to locate (and gain all benefits of “seeing”) a living creature that is submerged in the same body of water as you within range
	+ Waterbreather (only, you can’t breathe out of water)
	+ *Blood Frenzy:* if a living creature is bleeding (DM's discretion) into the same body of water you are in and within 120 feet of you, you can *Rage* as the Barbarian trait, but only once per long rest

*Rage:* You fly into a *Rage* as a swift action, granting physical might and a near supernatural aptitude for battle.

* +2 Strength
* +2 Constitution (the Hit Points you gain from this will be lost at the end of the *Rage*)
* You can shrug off an incoming blow. You use your Reaction to gain resistance to non-magical Bludgeoning, Piercing and Slashing damage for that attack only. You choose to use this ability after the attack roll against you has been confirmed, but before damage is rolled
* You may not cast spells and immediately end any concentration you have on existing spells
* Your *Rage* lasts for 3 + Constitution Modifier number of rounds

If you end your turn without attacking and have not taken damage since the end of your last turn, your *Rage* ends
Spells-Boffins's Permanent Mark

**Boffins’s Permanent Mark**

Common Illusion Cantrip (0th)

*Bard, Wizard*

**Casting Time:** 1 minute [ritual]

**Range:** Touch

**Components:** V, S

**Duration:** See below

This spell allows you to magically paint your personal rune or mark, no larger than 6 inches in diameter, on a creature or object. The mark can be visible or invisible. If an invisible mark is made, the Sense Magic spell will cause it to glow and become visible (to the caster of Sense Magic). The ability to see invisible things will allow vision of an invisible mark, but it does not glow. Upon finishing the spell, the caster must utter the command word, which is an always audible version of that caster’s mark, and must always be the same. If the command word is spoken within 10 feet of the mark, it will glow and become visible (if it was already visible it will still glow).

The mark can only be dispelled if the command word is known, but it can be removed by an *Erase* spell or by sufficiently ruining the surface it adorns. The caster can dispel the mark at any time, though they must be touching the mark and it takes 1 minute of uninterrupted focus.

If a *Boffins’s Permanent Mark* is placed on a living being, the effect gradually fades in about a week.
BnB-Feats-Metamagic-Persistent Spell

**Metamagic, Persistent Spell**

*Common Magic Training* [metamagic]

**Requirements:**

* Only spells that affect a single target can be made persistent
* If the spell has no effect, such as from passing a saving throw or other protection, the spell will attempt to affect the target again at the start of your next turn.

**Level Increase:** 1 per day at +0; any number at +1

*NOTE:* Cantrips and orisons count as 0th-level spells for the purposes of metamagic.
BnB-Feats-Metamagic-Burning Spell

**Metamagic, Burning Spell**

*Uncommon Magic Training* [metamagic]

**Requirements:** Talented at Knowledge (Arcana)

* Only spells that deal damage and have the [fire] or [acid] descriptors can be made burning spells
* A burning spell continues to burn its victim after the initial damage has been dealt. At the end of its next turn, any creature that sustained fire or acid damage from this spell takes an additional ⅓ Spell Power \* 1d6 damage of the same type.
* If a creature takes reduced damage from the initial effects of the spell by passing a saving throw, through fire or acid resistance, or another reason (DM's discretion), the burning damage is minimised (assume all dice roll a 1).

**Level Increase:** 1 per day at +0; any number at +1

*NOTE:* Cantrips and orisons count as 0th-level spells for the purposes of metamagic.
BnB-Feats-Metamagic-Quicken Spell

**Metamagic, Quicken Spell**

*Uncommon Magic Training* [metamagic]

**Requirements:** Dex 15+, any one Metamagic feat

* A quickened spell can be cast as a swift action. If the spell's effects depends on its cast time, treat the cast time as 1 round.

**Level Increase:** 1 per day at +1; any number at +2

*NOTE:* Cantrips and orisons count as 0th-level spells for the purposes of metamagic.
Classes-Druid-Wildform-Fox

**Fox**

*Small mammal*

* ½ Strength
* +2 Dexterity
* Low-light vision
* *Scent:* You can make Perception checks to locate creatures within 30 (60) feet by smell (this eliminates the miss chance of not being able to see an enemy, but you still have disadvantage on the attack)
* *Scent Tracker:* Smell-based clues count for the purpose of Survival (tracking) checks
* 1 bite (finesse): 1d2 + Str piercing & bludgeoning
* Quadruped, moves 30 feet

*Size modifiers*

* +1 Size bonus to Armour Class and to hit
* +2 Size bonus to Stealth.
Spells-Pilgrim's Prayer

**Pilgrim’s Prayer**

Uncommon Abjuration Cantrip (0th)

*Cleric*

*Travel*

**Casting Time:** Swift Action

**Range:** 10 feet

**Components:** V

**Duration:** 1 Round

You mutter a swift prayer including the name of a creature within range. Until the start of your next turn, all attacks of opportunity made against the target have disadvantage.
Spells-Charm Animal

**Charm Animal**

Common Enchantment Spell (1st)

*Bard, Druid, Ranger*

[charm]

**Casting Time:** Standard Action [ritual]

**Range:** 50 (100) feet

**Components:** V, S, M (a piece of food the animal might like, which is consumed by the spell)

**Duration:** 1 day

One animal views you as its friend and is Charmed by you, but will not risk harm to itself for you. If it has reason to distrust you (DM's discretion) it can make a twin Will save. On two passes, it ignores the effect. On two fails, it will risk harm to itself for you (until it is actually harmed). The animal has advantage on its saving throw if you pose an immediate threat to it (DM's discretion). If you obviously violate this new friendship (DM's discretion), it gets a new saving throw with advantage. This new save can't increase its relationship to you (for example, if it wouldn't risk harm to itself before the new save, two fails on the new save won't change that).
Spells-Prestidigitation

**Prestidigitation**

Common Universal Cantrip (0th)

*Bard, Sorcerer, Warlock, Wizard*

**Casting Time:** Standard Action

**Range:** 10 feet

**Components:** V, S

**Duration:** See below

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* you create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor
* you instantaneously light or snuff out a candle or a torch
* you instantaneously clean or soil an object no larger than 1 foot in any dimension
* you chill, warm or flavour up to 1 cubic foot of nonliving material for 10 minutes
* you create a non-magical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. You can dismiss any effect as a Standard Action.
Classes-Druid-Wildform-Crocodile

**Crocodile**

* +4 Strength
* +2 competence bonus to Grapple checks
* 1 bite: 1d8 + Str
* *Crushing Jaws*:
	+ When you hit with your bite attack, you can attempt to Grapple as a Swift Action (this is the only way you can initiate a Grapple)
	+ If you are grappling a creature, you get +8 to hit with your bite attack
* Quadruped, moves 30 feet, and you must make Constitution checks for fast movement after 1 minute
* You can hold your breath for 10 minutes before making Constitution checks (and additional saves are in 10 minute intervals)
* *in water only*
	+ +4 to Stealth checks
	+ Swimmer, moves 30 feet
	+ *Death Roll:*
		- If you start your turn underwater and grappling a creature, you can perform a *Death Roll* as a Full-Round Action. A creature affected by *Death Roll* takes 2d8 + 2 \* Str damage, and makes a twin Fort save (DC 10 + Str). The creature takes half damage on two successes. On two fails, it also takes 1d2 Constitution damage
		- The creature has disadvantage on any Concentration checks or checks to hold its breath.
Spells-Armour of Affliction

**Armour of Affliction**

Common Evocation Spell (1st)

*Warlock*

*Shadow.* [cold]

**Casting Time:** Standard Action

**Range:** Self

**Components:** V, S, M (a small silver mirror)

**Duration:** 10 minutes

You cloak yourself with bitter shadows that absorb incoming attacks and lash out at the attacker. You gain Spell Power Temporary Hit Points for the duration. If a creature hits you with a melee attack while you are protected by the shadows, they take 1d6+½ Spell Power cold damage.
Spells-Loosen Earth

**Loosen Earth**

Common Transmutation Cantrip (0th)

*Druid, Sorcerer, Wizard*

[earth]

**Casting Time:** Standard Action [ritual]

**Range:** 20 feet

**Components:** V, S

**Duration:** 1 minute

You break the bonds of earth among a 5 foot radius of soil, grasses, small stones, sand, etc. For the duration, feet sink into the affected ground as it is walked on, and it is considered Difficult Terrain.

The soil is also much easier to dig into, and can be scooped out with bare arms. If the soil forms a wall or ceiling, small amounts of debris will fall, but it will not collapse on its own.
Spells-Sense Curse and Disease

**Sense Curse and Disease**

Common Divination Spell (1st)

*Cleric, Druid, Paladin, Ranger*

*Knowledge.* [sense]

**Casting Time:** 1-10 rounds [ritual]

**Range:** Self, 30 feet

**Components:** V, M (a drop of holy or unholy water)

**Duration:** End-cast time \* 10 [concentration]

You become aware of curses and diseases through a sixth sense for the duration. This sense will immediately reveal if there are any curses or diseases within range and which it is. The sense penetrates barriers, but 3 foot of wood or dirt, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, blocks it.

To gain a better understanding, you need to study the area further as a Standard Action each round. The information you glean depends on how long you study:

*1st round:* the number of curses and diseases and the location of each. If they are outside your line of sight, then you discern its direction but not its exact location.

*2nd round:* for each instance of curse or disease you may make a Medicine, Knowledge (religion) or other relevant skill check (DM's discretion) to determine the its origin (DC15) and its effects (DC20). You may take this action any number of times, but you may use each skill check only once per curse or disease, and if you fail a check on an effect you can’t try again, even with a renewed casting of this spell, unless you learn a significant new clue about it.

NOTE: checks to cure curses and disease are at disadvantage if not enough is known about them (DM's discretion).
Spells-Acid Splash

**Acid Splash**

Uncommon Conjuration Cantrip (0th)

*Sorcerer, Wizard*

*Dragon (black).* [acid]

**Casting Time:** Standard Action

**Range:** 15 (30) feet

**Components:** V, S

**Duration:** Instantaneous

You concentrate the elements in the surrounding air until a large drop of potent acid condenses, dissolving your target. One creature within range must succeed on a Reflex save or take 1d6 + ½ Spell Power acid damage. If the target takes damage in this way, at the start of your next turn, it must pass a Fortitude save or take an additional 1d6 acid damage.

You can instead choose an unattended object as the target, in which case it automatically fails both saves. This may or may not result in the object crumbling or corroding away, depending on its sturdiness.
Classes-Druid-Wildform-Bat

**Bat**

*Tiny mammal*

* ⅓ Strength
* +4 Dexterity
* Low-light vision, but disadvantage on Perception checks involving sight
* Advantage on Perception checks involving hearing
* *Echolocation:* You create a high-pitched sound that reflects off objects and creatures, allowing you to hear their location. You can make a Perception check as a free action to locate (and gain all benefits of “seeing”) an object or creature that is within range and unobstructed to you
* 1 bite (finesse): 1 + Str piercing & bludgeoning
* Quadruped, moves 5 feet
* Flier, moves 50 feet

*Size modifiers*

* +2 Size bonus to Armour Class and to hit
* +4 Size bonus to Stealth.
Spells-Endure Elements

**Endure Elements**

Common Abjuration Spell (1st)

*Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard*

*Nature, Protection. Flame, Sea, Storm. Dragon (all)*

**Casting Time:** 1-10 rounds [ritual]

**Range:** Touch

**Components:** V, S, M (a stone mortar & pestle weighing 1 lb and worth 2 silver, campfire ash that is consumed by the spell)

**Duration:** End-cast time \* 3 hours

The affected creature gains Cold, Fire and Lightning Resist 2 for the duration.

The creature suffers much reduced penalties and discomfort from residing in overly hot, cold, dry, windy or other unpleasant natural conditions. Usually (DM's discretion) this means advantage on any associated ability checks.
BnB-Feats-Metamagic-Freezing Spell

**Metamagic, Freezing Spell**

*Common Magic Training* [metamagic]

**Requirements:** Talented at Knowledge (Arcana)

* Only spells with the [cold] descriptor can be made freezing spells
* Victims that take cold damage from a freezing spell become Entangled for 1 round per 4 cold damage they suffered.

**Level Increase:** 1 per day at +0; any number at +1

*NOTE:* Cantrips and orisons count as 0th-level spells for the purposes of metamagic.
Spells-Resilience

**Resilience**

Uncommon Abjuration Cantrip (0th)

*Cleric, Druid*

*Protection. Sea. Dragon (iron)*

**Casting Time:** Standard Action

**Range:** Touch

**Components:** V, S, M (a miniature cloak)

**Duration:** 1 minute [concentration]

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw (but before the result is revealed). The spell then ends.
Spells-Daze

**Daze**

Uncommon Enchantment Cantrip (0th)

*Bard, Sorcerer, Warlock, Wizard*

*Beauty.* [language]

**Casting Time:** Standard Action

**Range:** 20 (40) feet

**Components:** V, S, M (a marble worth 10sp)

**Duration:** 1 Round

You hold up a large glass marble that swirls with colour, and invite a creature that can see, hear and understand you to look closely. Unless the creature succeeds on a Will saving throw, it becomes Dazed until the start of your next turn.
BnB-Skills-Acrobatics

**Acrobatics**

Dex [Armour Check Penalty]

Common Uses

*Balance:*

* Move on narrow, uneven or unstable surfaces or environments without falling
* While balancing, you move at half speed and are Flat Footed
* Taking damage while balancing induces an additional check to avoid falling
* The DCs of these checks vary greatly depending on the conditions.

*Evade:*

* You can attempt to move across the battlefield without provoking Attacks of Opportunity
* When evading, you move at half speed
* You need only evade through threatened spaces, and can break it up with regular movement
* You roll against each foe you are evading
* Failure provokes an Attack of Opportunity from that foe as normal
* The DC to evade depends on the defenses of your foe
* You can evade through a foe’s space, but the DC is 5 higher
* Failure to evade through a foe’s space provokes an Attack of Opportunity and immediately ends your movement.

*Land:*

* When falling, you can attempt to right yourself in the air to achieve a better landing
* DC 10 + 1 per 10 feet of the fall
* If successful, reduce the effective fall distance by 10 feet
* For every 10 you beat the DC by, reduce the effective distance another 10 feet.

*Possible other uses (DM's discretion):*

* Daring mobility stunts
* Displays of skill
* Squeezing into tight spaces.

Mastery

*Talented (+5):*

* You gain a +1 Mastery bonus to Perform (dance) and other movement-based Perform skills
* You gain a +1 Mastery bonus to Athletics.

*Expert (+10):*

* You can stand up from prone as a swift action that does not provoke an Attack of Opportunity
* You can ignore 5 feet of difficult terrain per round (this means you can 5-foot step into difficult terrain).

*Master (+15):*

* When making a Reflex save, you may have advantage on the save as a reaction
* You can move at full speed while balancing or evading.
Classes-Druid-Wildform-Wolf

**Wolf**

* +2 to Disarm and Trip checks, +3 against targets larger than you
* Advantage on scent-based Perception checks
* You are considered to be flanking with allies you are adjacent with (rather than having to be on opposite sides of an enemy)
* You get an additional +1 flanking bonus when you flank an enemy larger than you
* 1 bite: 1d6 + Str piercing damage
* *Drag Down:* When you hit with your bite attack, you can make a Disarm or Trip attempt as a Swift Action
* Quadruped, moves 40 feet
* *Howl:* When you howl, you can be heard up to 5 miles away.
Classes-Druid-Druidic Circle

**Druidic Circle**

You are devoted to the very fabrics that make up the world. You live and breath magic, and understand its natural, inevitable and wild role in existence.

* Your spellcasting becomes **Strong**

*Druidic Circle:* You devote yourself to the study of unknowable magics.

* 2 of your Cantrips and 1 of your spells of each level must be from your druidic circle
* You can learn Uncommon spells from your druidic circle
* The resource cost of discovering new spells from your druidic circle is reduced by 50%
* Ritual spells from your druidic circle take 50% less time to cast as a ritual

* Choose your druidic circle:

* Level 1: choose one of the listed abilities:

*Circle of Flame:* You know the ways of elemental fire, and have spoken with the fire spirits.

* Gain the *Wildform* ability to transform into a Salamander once per day
* Gain the *Wildform* ability to transform into a Fire once per day
* *Wildfire Invoker:* Your spells with the Fire tag are cast with +2 Spell Power.

*Circle of the Moon & Sun:* The moon is your muse, the sun your courage and the stars your map.

* You can *Wildform* two additional times per day
* You gain the Eclipse Spell feat
* When you spend four hours in direct sunlight and 4 hours in direct moonlight in one 24 hour period, all your spells are cast with +1 Spell Power for the next 24 hours.

*Circle of Mystery:* The mysteries of nature and magic are your element. You rival even the wizards in your mastery of the mystical.

* Your Knowledge skills use Wis instead of Int
* You learn an additional Cantrip
* Choose a 1st level spell that does not appear on your spell list, and add it to your list (its rarity remains unchanged). Repeat this process for each new spell level as you acquire them.

*Circle of the Sea:* The waters of the world speak to you, and you are as at home in them as you are on land.

* Gain the *Wildform* ability to tansform into a Shark once per day
* Gain the *Wildform* ability to transform into a Fish
* *Arctic Invoker:* Your spells with the Cold or Water tags are cast with +2 Spell Power.

*Circle of the Storm:* You draw your power from the winds and storms of the world.

* Gain the *Wildform* ability to transform into a Eagle once per day
* *Tempest Invoker:* Your spells with the Lightning or Wind tags are cast with +2 Spell Power
* You gain the Thundering Spell feat.
BnB-Feats-Diehard

**Diehard**

*Uncommon Survival Trait*

**Requirements**: Con 15+, Cha 11+, Tough

* When you drop below 0 Hit Points, but are not dead, you gain 1d6 Temporary Hit Points and automatically stabilise
* When you drop below 0 Hit Points, but are not dead, you may choose to remain conscious. If you do, you are Staggered
* The first time you are reduced below 0 Hit Points each day, you ignore the Enervation effect.
Spells-Dancing Lights

**Dancing Lights**

Uncommon Evocation Cantrip (0th)

*Bard, Druid, Sorcerer, Warlock, Wizard*

*Sun & Moon.* [light]

**Casting Time:** 1-10 Rounds

**Range:** 60 feet

**Components:** V, S, M (a glow worm or a firefly)

**Duration:** End-cast time \* 10 [concentration]

You create up to four torch-sized lights within range, making them appear as torches, lanterns or glowing orbs that hover in the air for the duration. You choose the colour of light they shed, but you must choose upon casting and each light is the same colour. Each light shines bright light in a 10-foot radius and dim light for an additional 10 feet.

As a Swift Action on your turn, you can move the lights up to 60 feet to a new position within range. If a light exceeds the spell’s range, it winks out.
Spells-Flare

**Flare**

Uncommon Evocation Cantrip (0th)

*Druid, Sorcerer, Warlock, Wizard*

*Flame. Dragon (gold, red).* [light]

**Casting Time:** Standard Action

**Range:** 30 feet

**Components:** S, M (a small piece of burnt material, such as charcoal, which is consumed by the spell)

**Duration:** Instantaneous

You toss the charcoal to a space within range, where it burns radiantly for an instant and is consumed. Any creature within 5 (10) feet of the flash must pass a Fortitude save or be Dazzled for 1d6 rounds.

Creatures have a +2 bonus to the save if a [dark] spell is in effect.
BnB-Feats-Disarm Mastery

**Mastery, Disarm**

*Uncommon Combat Training*

**Requirements**: Deft Manoeuvres, and two other Training feats

* You gain a +2 bonus on disarm combat manoeuvres
* You gain a +2 bonus to your Deft Manoeuvre Defense against disarm manoeuvres
* When you disarm a foe, you may fling the held item up to 15 feet in a direction of your choosing. Alternatively, if you have a free hand, you may take the item for yourself.
BnB-Feats-Cheap Shot Mastery

**Mastery, Cheap Shot**

*Uncommon Combat Training*

**Requirements**: Deft Manoeuvres, and two other Training feats

* You gain a +2 bonus on cheap shot combat manoeuvres
* You gain a +2 bonus to your Deft Manoeuvre Defense against cheap shot manoeuvres
* The first time you land a cheap shot on a foe, they are also Dazed until the start of your next turn.
Spells-Touch of Fatigue

**Touch of Fatigue**

Common Necromancy Cantrip (0th)

*Sorcerer, Warlock, Wizard*

*Death. Undead*

**Casting Time:** Swift Action

**Range:** Touch

**Components:** V, S, M (a bone the approximate size of a finger)

**Duration:** 1+ ½ Spell Power rounds

Your touch saps the energy from living matter. Until the start of your next turn, if you touch a living creature with your hand, it must make a successful Fortitude save or become Fatigued for the duration.
Classes-Fighter

**Fighter**

Fighters are well trained or experienced in combat.

*Fighter options:*

Fighters excel in martial flexibility.

* Light, Medium and Heavy armour proficiency
* 2 + Int skill points
* Class skills:
	+ Acrobatics
	+ Athletics
	+ Intimidation
	+ Knowledge (perils)
	+ Perception
* gain a bonus common or uncommon Combat Training Feat

* Reduce the Armour Class bonus enemies receive for cover from your ranged attack by 1
* The range at which your ranged feats are effective increases by 10 feet.

*Duellist:*

* Insight becomes a class skill
* You gain +1 Armour Class when you parry.

*Gladiator:*

* Perform becomes a class skill
* You gain proficiency with 2 exotic weapons of your choice.

*Juggernaut:*

* Reduce the Armour Check Penalty of armour you wear by 1
* You gain damage reduction 1/- while wearing heavy armour.

*Tactician:*

* When an ally is attacked by an opponent you threaten, you can use a reaction to give your ally light cover (+2 Armour Class) for that attack
* Increase the bonus allies get for flanking with you by 1.
Conditions-Dead

**Dead**

A character whose Hit Points are negative equal to their Constitution score, or whose Constitution score is 0, or is slain by another means is dead.

* a dead character's soul departs from their body
* dead characters can't benefit from Hit Point healing, but can have disease, poison or other ailments removed
* resurrection effects are needed to bring a dead character back to life
* a dead character's body begins to decay from their time of death.

Dead is a more severe death condition than Stable or Dying.
BnB-Feats-Hamstring Mastery

**Mastery, Hamstring**

*Uncommon Combat Training*

**Requirements**: Powerful Manoeuvres, and two other Training feats

* You gain a +2 bonus on hamstring combat manoeuvres
* You gain a +2 bonus to your Powerful Manoeuvre Defense against hamstring manoeuvres
* When you hamstring an opponent, their move speed is reduce to 5 feet for the duration.

*NOTE:* Characters with a move speed of 5 feet can't take a 5-foot step.
Classes-Druid-Wildform-Snake (Constrictor)

**Snake (Constrictor)** *(boa, python)*

* +4 Strength
* +2 Form bonus to Stealth checks
* Advantage on Grapple and Athletics (climb) checks
* *Tremor Sense:* You have a sixth sense that detects vibrations in the ground and where they’re coming from. You can make a Perception check as a Free Action to determine where a creature, that is on the same ground surface you are on and is within 60 feet, is located and moving (this eliminates the miss chance of not being able to see an enemy, but you still have disadvantage on the attack)
* 1 bite: 1d4 + ½ Str piercing damage
* *Constrictor*:
	+ When you hit with your bite attack, you can attempt to Grapple as a Swift Action.
	+ If you are grappling a creature, you may squeeze them as a Full-Round Action. The creature takes 1d6 + 2 \* Str crushing damage and must pass a Fortitude save or take an additional 1d2 Constitution damage.
* Slitherer (can’t walk), moves 20 feet
* Swimmer, moves 30 feet
BnB-Feats-Nimble

**Nimble**

*Common Mobility Training*

**Requirements**: Talented at Acrobatics

* Increase your movement speed by 5 feet
* You ignore 5 feet of difficult terrain each round (this allows a 5-foot step into difficult terrain, or to charge across no more than 5 feet of difficult terrain)
* You may 5-foot step in a turn you Withdraw.
Classes-Druid-Wildform-Fierce Form

**Fierce Form**

You are as comfortable fighting in your *Wildform* as your humanoid form.

* Choose one of the creatures below that you are attuned with. You can *Wildform* into that animal.
* If you spend a week contemplating and interacting with one of the animals below, or an essence of it, you can become attuned to that animal instead.
* Take note of each animal you have been attuned to, it takes one full day of contemplation to re-attune to an animal.
* *Ferocious:* You count as a Barbarian for the purpose of Feat prerequisites

The fierce forms available to a druid when starting out are:

* Bear
* Cheetah
* Crocodile
* Eagle [Circle of the Storm]
* Gorilla
* Great Cat (jaguar, leopard, tiger, lion)
* Salamander [Circle of Flame]
* Shark [Circle of the Sea]
* Snake, Constrictor (Adder, Cobra, Taipan, Viper)
* Snake, Venomous (Boa, Python)
* Wolf
Conditions-Invisible

**Invisible**

* an invisible character is visually undetectable
* unless they make a Stealth check to hide, most creatures can still locate them through sound or observation of their impact on their surrounds
* an invisible character gets a +2 bonus on attack rolls against creatures that can see (it doesn't stack with the -2 Armour Class from being Blinded)
* an invisible character ignores the Dex bonus to Armour Class of foes it attacks.
BnB-Skills-Knowledge

**Knowledge**

Intelligence

You know many things, and can often recall or infer information relating to a specific situation. Knowledge skills are split into:

* Arcana
* Culture & History
* Nature
* Otherworlds
* Perils
* Religion

Check https://www.d20pfsrd.com/skills/knowledge/ for more info

Mastery

*Talented (+5):*

* When you pass a Knowledge (this sub-skill) check to understand a creature or situation, you gain a +2 Mastery bonus to your next ability check pertaining to that thing

*Expert (+10):*

* Yet to come

*Master (+15):*

* Yet to come