recursal/Fanatic-Fandom huggingface dataset:
Dungeons & Dragons Fifth Edition Wiki

**Welcome to the Waterphoenix314Temp Wiki!**
Since my main source of D&D information has errors, and isn't all in one spot, I've decided to compile this all together. This is only for my own reference, as well as the reference of the players at my Table. However, if you see something that is wrong, please tell me!

I'd be glad to fix it!.

## Important articles

* Races
* Classes
* Backgrounds
* Weapons + Armor
* Feats
* Items
Long Death

*Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.*

## Subclass Features

### Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

### Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

### Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

### Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
Horizon Walker

*Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.*

## Subclass Features

### Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

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### Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

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

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

### Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

### Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

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

### Distant Strike

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

### Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Swashbuckler

*You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.*

*A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.*

## Subclass Features

### Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

### Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

### Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

### Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

### Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Sharpshooter (UA)

*The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.*

## Subclass Features

### Steady Aim

Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

* The attacks ignore half and three-quarters cover.
* On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.

You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

### Careful Eyes

Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.

You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

### Close-Quarters Shooting

At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.

In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.

### Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

### Snap Shot

Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.
Hunter

*Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.*

## Subclass Features

### Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

#### Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

#### Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

#### Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Defensive Tactics

At 7th level, you gain one of the following features of your choice.

#### Escape the Horde

Opportunity attacks against you are made with disadvantage.

#### Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

#### Steel Will

You have advantage on saving throws against being frightened.

### Multiattack

At 11th level, you gain one of the following features of your choice.

#### Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target

#### Whirlwind Attack

You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

### Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

#### Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

#### Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

#### Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Hobgoblin

File:Hobgoblin.jpeg
*War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal.*

## Hobgoblin Features

* **Ability Score Increase.** Your Constitution score increases by 2, and your Intelligence score increases by 1.
* **Age.** Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
* **Alignment.** Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.
* **Size.** Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Martial Training.** You are proficient with two martial weapons of your choice and with light armor.
* **Saving Face.** Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
* **Languages.** You can speak, read, and write Common and Goblin.
Wild Soul (UA)

*The realm of the Feywild abounds with beauty,*
unpredictable emotion, and rampant magic. A
barbarian exposed to this realm feels emotions
powerfully and magic saturates their body.
When a barbarian who follows this path rages,
it is a bellowing roar for freedom, an explosion of
expression, manifesting in unpredictable ways.

## Subclass Features

### Lingering Magic

At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).

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

### Wild Surge

Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.

If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

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### Magic Reserves

At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can’t recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled.

You take force damage equal to five times the number rolled.

When you reach 14th level in this class, you
increase the die to a d6.

### Arcane Rebuke

At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.

Chaotic Fury

At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one.
Storm

*Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.*

*Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.*

## Subclass Features

### Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

### Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

### Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

### Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

### Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

### Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Mr Donovan

**Mr Donovan** was a wrestler in the City British Wrestling promotion. He was an intimidating and dark wrestler, and not much was known about him. He had an extreme wrestling style using Tai Chi in which he seemed to wait for his opponent to make a move and then broke their limbs.

## Appearance

He was very tall and well built. He was not young, but was still handsome. He wore a leathery tan and silvery grey shoulder-length hair and a beard, as well as heavy work trousers and military-like boots, but fought bare chested.

## Biography

### Fighting The Denimatrix

He entered his match against The Denimatrix in silence and darkness, after intimidating the announcer to say "this contest is scheduled," and nothing more. The referee left the match, scared. Over the course of the match, he recieved four stab wounds in his chest from Denim's stiletto horns, which lost large amounts of blood. In return, he broke her knee and elbow and tore her stilettos from her skull while squeezing her throat. She kicked him in the dick, and he fell back. Denim was finished off by Apex. (*Kid Flippz Vs The Milkman*)

## Entrances

Donovan was extremely mysterious and intimidating. He entered with no music and in complete darkness with the Wrestletron turned off, after he intimidated the announcer. He carried a duffel bag.
Champion

*The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.*

## Subclass Features

### Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

### Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

### Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

### Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

### Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Anthropologist

*You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation – by visiting far-flung settlements and exploring local histories and customs.*

## Proficiencies + Equipment

**Skill Proficiencies:** Insight, Religion

**Tool Proficiencies:** None

**Languages:** Two of your choice

**Equipment:** A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of special significance, and a pouch containing 10 gp

## Feature: Cultural Chameleon

Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted.

## Feature: Adept Linguist

You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures – enough to communicate on a rudimentary level.

## Suggested Characteristics

Anthropologists leave behind the societies into which they were born to discover what life ls like in other parts of the world. They seek to see how other races and civilizations survive – or why they did not. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new people, a lost tribe, or the truth about an ancient empire's downfall.

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RNS Minotaur

Class: Olympus-class

Type: Frigate

Operator: Rhodian Navy

Commisioned: 896

Designation: F-223

Length: ~168 m

Mass: ~6000 tons

Acceleration: 12g

Complement: 10x Rhodian Marines; 93 Enlisted and Officers

Armament: 4x single 150mm railguns; 8x energy-based PDS mounts; 16x ASM tubes

AI System: 4th Generation Data Core

Watch Cycle: Triple 8-hours cycles

Systems:

* Grav-mag Generator

CO: Lt. Commander Dunstan Park

XO: Lt. Bosworth

Weapons Officer: Lt. Mayler

Astrogation Officer : Midshipman

Engineering Officer: Petty Officer Reen

Marine Sgt.: Sergeant Bosca

13+ Decks

Titanium-grey paint

Railguns: 8 sec cycle time; 30 round/min broadside
Thief

*You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.*

## Subclass Features

### Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

### Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

### Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

### Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

### Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
Gloom Stalker

*Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.*

## Subclass Features

### Gloom Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

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### Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

### Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

### Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

### Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Protection Domain (UA)

*The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.*

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## Subclass Features

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

### Shield of the Faithful

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

### Channel Divinity: Radiant Defense

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.

As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

### Blessed Healer

Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Indomitable Defense

At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.

As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
Azorius Functionary

*The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation of law and order—as embodied in the Azorius Senate. You're a proud member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely.*

## Proficiencies + Equipment

**Skill Proficiencies:** Insight, Intimidation

**Languages:** Two of your choice

**Equipment:** An Azorius insignia, a scroll containing the text of a law important to you, a bottle of blue ink, a pen, a set of fine clothes, and a belt pouch containing 10 gp (Azorius-minted 1-zino coins)

## Feature: Legal Authority

You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you're dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position.

## Azorius Guild Spells

*Prerequisite: Spellcasting or Pact Magic class feature*

For you, the spells on the Azorius Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

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Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.

## Suggested Characteristics

Members of the Azorius Senate tend toward a demeanor of cold dignity and a pragmatic, orderly nature. Steeped in the law as they are, their ideals and priorities revolve around legal issues.

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## Contacts

The Azorius Senate is a sprawling bureaucracy, and people in a variety of positions throughout the guild can pull strings to make things happen. Because of the guild's role in making and enforcing laws for the entire city, your place in the Azorius can easily bring you into contact with members of other guilds, for good or ill.

Roll twice on the Azorius Contacts table (for an ally and a rival) and once on the Non-Azorius Contacts table.

Azorius Contacts
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Non-Azorius Contacts
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Kit and Krysta Podcast Ep82

### Sponsor

Better Help, http://BetterHelp.com/KitAndKrysta for 10% off your first monthHello Fresh, http://HelloFresh.com/50KitKrysta and use code 50KitKrysta for 50% off plus 15% off the next 2 months

### Length

2:20:21

* 0:00 - Thank you to everyone who came to our live panel at PAX
* 18:18 - 10 Secrets at Nintendo HQ LIVE at PAX
	+ 52:42 Do you prefer Mario or Zelda games on consoles?
	+ 54:37 Favorite StreetPass games
	+ 56:45 Have you ever had a bad boss and how do you foster empathy at work
	+ 1:00:00 Which "dead" Nintendo franchise would you like to bring back
	+ 1:02:00 Anything about Fire Emblem that you would like to share
	+ 1:03:45 Cool indie games you saw at PAX?
	+ 1:05:49 Are you a front, back, or side sleeper?
	+ 1:07:06 Which would you choose: Gorons, Koroks, or Zora?
	+ 1:08:07 What more games might we see in the future, in particular influenced by Tears of the Kingdom
	+ 1:12:19 What makes Nintendo such an appealing place to work in Japan
	+ 1:15:23 What do you think of the Wii menu in particular
* 1:20:02 - Games we are playing - Super Mario Bros. Wonder!
	+ Super Mario Bros. Wonder
	+ 1:37:33 Starfield
	+ 1:42:28 The Making of Karateka
	+ 1:48:06 Shotgun King: The Final Checkmate (Kit)
	+ 1:50:10 Armored Core VI: Fires of Rubicon (Krysta)
* 1:54:00 - News news news
	+ Two Nintendo Switch bundles announced
	+ 1:56:50 Charles Martinet quote about being a Mario ambassador
	+ 1:01:23 Sony raising the price of PS+ starting September 6
* 2:05:42 - Questions from our Patreon subscribers
	+ After Nintendo Live has your opinion of Super Mario Wonder changed
	+ 2:07:39 Opinion of limited lives in platformers
	+ 2:09:27 Do you think Nintendo's adopted a philosophy for game development to not have deadlines?
	+ 2:12:54 Ideas about Mario Bros. movie sequel
Devi McCallion

Devi April McCallion, born May 16th 1991.

Devi McCallion had released her first album 1998 under the EAT BABIES? alias in 2007.

She is most famous for her work in Black Dresses and Mom with the popularity of songs like IN MY MOUTH from the Black Dresses album WASTEISOLATION which had released on April 13, 2018.

Devi McCallion went to Sheridan College (citation needed)

Devi McCallion came out as trans during the summer of 2003 (citation needed)

She also went under a lot of stage names
GNS Sleipnir

## Specs

Class: Sleipnir-class

Type: Light Cruiser

Cost: ~30 Billion Ags

Operator: Gretian Navy/Odins’s Ravens

Ships in Class: 1

Designation:

Length: ~350 m

Mass: 17000 tons

Acceleration: 7g

Complement: ~200

Armament: 6x double 200mm Railguns; Slug-based Flak PDC; Unknown number of missile tubes

Railguns: 4.5 sec cycle time; 160 rounds/min broadside
Disney's George Of The Jungle (1997) Filming Locations (13).

Disney's George Of The Jungle (1997) Filming Locations (13).

* Kaua'i, Hawaii, USA.
* Maui, Hawaii, USA.
* San Francisco Oakland Bay Bridge, San Francisco Bay, California, USA.
* Filoli Estate, 86 Cańada Road, Woodside, California, USA.
* 755 Vallejo Street, San Francisco, California, USA.
* Neiman Marcus Union Square Store, 150 Stockton Street, San Francisco, California, USA.
* San Francisco, California, USA.
* Middle Fork American River, California, USA.
* Bronson Canyon, Griffith Park, 4730 Crystal Springs Drive, Los Angeles, California, USA.
* First Bank, 550 Montgomery Street, San Francisco, California, USA.
* Las Vegas, Nevada, USA.
* The Tamalpais Building, San Francisco, California, USA.
* Lombard Street, San Francisco, California, USA.

December 19th 1997, Friday.
Jim Nastics

PROPULSOR

"*Originally stolen from uncle Clotis' shed. Allows Joshua to jump up and sideways.*"
―In game commentaries**Jim Nastics** is the second collectible prosthesis. It has the appearance of a mechanical leg but with a shape similar to a frog leg. It allows Joshua to jump. To learn more about jumping, please see the Jump section in Controls page.
Controls

Joshua's Legs uses mostly only joysticks to control the character. Each leg is controlled individually by a joystick. Using only the joysticks, Joshua can move, climb and jump.

## Movement

Each joystick map 1:1 with the leg movement. For instance, moving the left joystick up will raise Joshua's left leg up. The center of rotation is at the hip. Both joystick can be moved at the same time.

The easiest technique to walk on a flat surface can be explained as follows for the right side: 1. Grip with right joystick (down) 2. bring left joystick up and right. 3. Quickly release the right joystick and grip with the left joystick (down) 4. bring right joystick up and right. 5. Repeat.

During air time, joysticks can be used to steer Joshua in a direction. For instance, moving both joystick toward the right during airtime will steer Joshua to the right.

## Grip

All bight red colored objects can be gripped. The joystick has to be held in the direction of the object to grip. There is an error margin of 40 degrees when moving the joystick toward an object. It will grip even if the joystick is not exactly perpendicular to the object.

## Jump

Jumping requires precision and thumb synchronicity. It begins by bringing both joystick inward, then quickly moving both in the opposite direction in which the player is needed to jump, then quickly releasing both joystick to release the grip
Kit and Krysta Podcast Ep95

### Sponsor

Better Help, Go to http://betterhelp.com/KitAndKrysta for 10% off your first monthHello Fresh, Go to http://hellofresh.com/KitKrystaFree for FREE breakfast for life

### Length

2:03:50

* 0:00 - Welcome!
* 10:07 - Checking in on our 2023 predictions
* 54:19 - Games we are playing (SteamWorld Build, Super Mario RPG, Star Wars Jedi Survivor)
	+ SteamWorld Build
	+ 1:00:46 Baldur's Gate 3 Epilogue (Kit)
	+ 1:07:55 Super Mario RPG (remake) (Krysta)
	+ 1:10:38 Star Wars Jedi: Survivor (Kit)
* 1:14:08 - News news news
	+ Sonic Movie 3 announced for December 2024
	+ 1:15:34 Sonic Superstars had weaker sales than Sega was hoping
	+ 1:20:24 Wapeach character design revealed online by original creator
	+ 1:24:26 Bethesda responds to Starfield reviews on Steam
	+ 1:28:10 GTA6 trailer releasing
* 1:31:28 - Questions from our Patreon subscribers
	+ Background on Super Mario Odyssey cereal
	+ 1:36:35 Likelihood of Super Mario Sunshine 2 or Super Mario Galaxy 3?
	+ 1:39:15 Games most looking forward to for next year or will catch up on
	+ 1:42:36 Feelings on joining Nintendo having been big fans, and do you think you would be as big fans if you hadn't worked there
	+ 1:47:33 Is Mario Kart a system seller?
	+ 1:50:59 Any situations where a co-worker tried to throw you under the bus and you were able to counter them
GRIP DADDY

GRIP 2.0

"*Robotic kitchen arm repurposed to grip to surfaces.*"
―In game commentaries**GRIP DADDY** is the third collectible prosthesis. It has the appearance of a mechanical arm with claws to grip object and surfaces. It allows Joshua to grip to red objects and ceilings. To learn more about gripping, please see the Grip section in the Controls page
Little Johnny

WALL GRIP

"*Joshua's 10th birthday present, his first prosthetic leg!*"
―In game commentaries**Little Johnny** is the first collectible prosthesis. It has the appearance of a mechanical leg with a suction cup at the end. It allows Joshua to grip to red walls. To learn more about gripping, please see the Grip section in the Controls page
RNS Hecate

RNS Hecate is a 212-class Information Warfare Cruiser (CIW) of the Rhodian Navy, and the lead ship of its class. It was instrumental in the capture of the Gretian heavy cruiser Sleipnir.

## Design

### Specs

**Class:** 212-class

**Type:** Information Warfare Cruiser (CIW)

**Operator:** Rhodian Navy

**Length:** 56 m

**Mass:** 1800 metric tons

**Max Burn:** 15 g

**Complement:** 5 Officers, 23 Enlisted

**Armament:** 1x dual 35 mm Railgun, 1x Missile Tube (6 missiles)

**Armor:** Titanium plating

**Core:** 4x Cored, 1000x Independent Segmented Palladium Data Processor

### Utilities

* Extremely Powerful Palladium Processor
* Officer and Crew Berthing
* Medical and Sanitation Facilities
* Excellent Coffee
* Prismatic Hull/Stealth Profile
* Geometric Drive Cone
* Internal Temporary Heat Sinks
* Laser-based PDC System

## Crew

### Officers

Commanding Officer: Commander Dunstan Park

Executive Officer: Senior Lieutenant Bryn Hunter

Weapons Officer: Senior Lieutenant Armer

Communications Officer: Senior Lieutenant Robson

Engineering Officer: Senior Lieutenant Fields

### Enlisted

*(Crew or roles are mostly conjecture. Known crew or roles are asterisked)*

**Helm:**

\*2x Pilots

**Engineering:**

10x Engineers

**Security:**

\*1x Master-at-Arms

**Logistics:**

1x Quartermaster

\*2x Mess Specialists

**Medical:**

1x Medical Warrant

**Maintenance:**

6x Maintenance Specialists
Black Dresses

Black Dresses is a duo pop music group created by Devi McCallion and her partner Ada Rook.

Their first album WASTEISOLATION being released on April 13, 2018 had most of the attention due to their track 4 song IN MY MOUTH.

### Controversy

A Twitter post created by Ada Rook Black Dresses had announced about the two's breakup together as a band due to extended harassment because of Devi's involvement. WASTEISOLATION's songs had covered sensitive topics that weren't properly handled by the community which ultimately ended it all. Rook and Devi still are creating music together under the Black Dresses name contrary to what the tweet may first entail.
Kit and Krysta Podcast Ep37

* 0:00 - Happy (almost) Halloween!
* 17:05 - Nintendo Storytime - Inside the launch of Super Mario Odyssey (it was hard!)
* 36:36 - SHOCK-tober Never A Minute - Scary Character Bracket featuring @Beatemups and @WulffDen
* 1:01:27 - Games we are playing
	+ Mario + Rabbids Sparks of Hope (Krysta)
	+ 1:07:19 Trash Sailors (Switch) (Kit)
* 1:13:06 - News news news
	+ 1:13:18 Silent Hill announcements
	+ 1:18:56 Resident Evil showcase
	+ 1:22:52 Alan Wake remastered released on Switch
* 1:28:50 - Questions from our wonderful Patron family
	+ 1:28:54 Did Nintendo Minute make any ad revenue
	+ 1:30:36 How careful did you have to be with your personal accounts? And how much would the social media accounts for a candidate for a new employee affect their hiring?
	+ 1:34:24 Nintendo's take on the secondhand market and scalpers
	+ 1:37:38 Thoughts on last Pokemon Scarlet/Violet trailers and what do you want to see from the game before the release?
	+ 1:40:12 Thoughts on exhibits at the upcoming Nintendo Museum in Kyoto
	+ 1:45:17 Any stories about Nintendo Australia
	+ 1:47:13 Have you ever been late to work at Nintendo and lied about it
	+ 1:49:59 Favorite game in Nintendo Land
	+ 1:51:40 Thoughts on games with multiple endings
	+ 1:53:18 Involvement in the Year of Luigi and internal sentiment about it
Kit and Krysta Podcast Ep3

* 0:00 - Let the show begin!
* 10:08 - Story Time: Inside the Nintendo Switch launch
* 45:11 - Never A Minute! Two truths and a lie
* 56:18 - Games we are playing - Elden Ring, Horizon Forbidden West and Hundred Days
	+ 56:26 Elden Ring
	+ 1:06:28 Horizon Forbidden West
	+ 1:16:19 Hundred Days
* 1:19:00 - News, news, news! (are you singing along with the jingle?)
	+ 1:19:04 Pokemon Day: Pokemon Scarlet and Violet announced
	+ 1:29:40 Nintendo skips EVO 2022
	+ 1:33:47 Elden Ring embargo complaints
* 1:34:58 - Questions from our beautiful Patreon family
	+ 1:35:51 Nintendo Week
	+ 1:38:30 What game did you pick up despite negative reviews but liked, and games you were looking forward to but were disappointed by
	+ 1:40:51 First franchises you played on PC
	+ 1:41:46 What gaming company do you think you would want to work at?
	+ 1:43:53 Biggest area Nintendo should improve on going into the next generation
	+ 1:45:54 Favorite Sonic game?
	+ 1:46:11 Any opinions on PS Vita?
	+ 1:48:17 Do you play Chinese only game series?
	+ 1:49:40 Was Nintendo Minute ever approached for the Nintendo Directs?
	+ 1:50:29 What was it like working with legends like Miyamoto, etc.?
	+ 1:52:18 What video game world would you live in as a civilian, not a hero
Kit and Krysta Podcast Ep100

### Sponsor

Factor, Visit http://FactorMeals.com/KitAndKrysta50 and use code KitAndKrysta50 for 50% offBetter Help, Visit http://BetterHelp.com/KitAndKrysta for 10% off your first month

### Length

2:07:45

* 0:00 - THANK YOU for helping us reach 100 episodes
* 11:04 - What's happening inside Nintendo right now as they plan to announce and release Switch 2
* 40:39 - 10 moments that got us to 100 episodes
* 1:21:41 - Games we are playing (Assassin's Creed Mirage, Cyberpunk 2077 Phantom Liberty)
	+ Assassin's Creed Mirage (Krysta)
	+ 1:33:27 Cyberpunk 2077 Phantom Liberty DLC (Kit)
* 1:39:26 - News news news
	+ Jack Black as Steve announced for the Minecraft movie
	+ 1:42:49 First person to "beat" Tetris on NES
	+ 1:45:46 CD Projekt announces they do not intend to be acquired
* 1:48:39 - Questions from our Patreon subscribers
Bobby Encyclopedius

PROSTHETIS OF TRUTH

"*Ancient legendary wooden walking stick with a USB key hidden in the handle.*"
―In game commentaries**Bobby Encyclopedius** is a collectible prosthesis. It has the appearance of a wooden walking stick. It offers Joshua some insight about lateral movements and a map. To learn more about lateral movement, please see the Move section in the Controls page
TheLittleFears

TheLittleFears is an alias that Devi had made for a YouTube channel where she had made and voiced over many Creepypastas with very chilling tones. The channel has been inactive since October 27, 2013 with Sudden Onset being its last upload. Devi had stated in a comment on the WHEEL OF FORTUNE official video on the blacksquares channel stating she had forgotten the password.