recursal/Fanatic-Fandom huggingface dataset:
Boneflame

*Armor (Creature Head), Uncommon*

While holding this head, your speed is increased by 10 feet. Also, you can, as an action, make a gesture using the head. Each creature in a 30-foot cone must make a DC12 Wisdom saving throw. On a failed save, a creature is frightened of you for 1 minute. Once you used this feature, you cannot use it again until next dawn.
Fire Golem

**Armor Class** 13 + the level of the spell (Natural Armor)
**Hit Points** 10 + 5 for each spell level above 1st
 STR16(+3)
 **Damage Immunities** poison, fire
**Condition Immunities** charmed, exhaustion, poisoned
**Senses** passive Perception 12
**Languages** Understands The Languages Of Its Creator But Can't Speak
**Challenge** -
 ***Fire Absorption.*** Whenever the golem is subjected to fire damage, it takes no damage and regains a number of hit points equal to the fire damage dealt.
***Fire Aura.*** At the end of each of the golem turns, each creature of your choice within 30 feet of the golem take fire damage equal to the spell's level.
***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.
 **ACTIONS**
***Multiattack.*** The golem makes a number of Slam attacks equal 1 plus half this spell’s level (rounded down).
***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + 3 bludgeoning damage plus 1d6 + the spell's level fire damage.
Andariel's Visage

*Wondrous item (Helm), Legendary (Requires Attunement)*

While wearing this helm, you have vulnerability to fire damage, immunity to poison damage and your Strength score changes to 21. The item has no effect on you if your Strength without the helm is equal to or greater than 21. Also, once on each of your turns when you attack using the Attack action, you can make one additional attack as part of the same action. In addition, whenever you successfully hit a creature with a melee attack, you regain 1d8 hit points.
Exploding and Ice Arrow

*Prerequisite: a character with Spellcasting or Pact Magic feature*

You use magic to enchant your arrows and bolts.

You learn Ice Arrow and Exploding Arrow. Once per turn, when you fire an arrow from a bow or a crossbow, as part of the Attack action, you can apply one effect to it. Once you used either of these attacks in this way, you can’t use this attack in this way again until you finish a long rest. You can also make these attacks using spell slots you have.

***Exploding Arrow.*** The arrow detonates after your attack. Hit or miss, the target and all other creatures within 10 feet must succeed on a Dexterity saving throw against your spell save DC. On a failed save, they take 2d6 fire damage each, or half as much on a success.

***Ice Arrow.*** The arrow releases a frost burst after your attack. The creature is restrained until the end of your next turn.
Blackbog's Sharp

*Weapon (Dagger), Very Rare (Requires Attunement by a character with Spellcasting or Pact Magic feature)*

You have a +2 bonus to attack and damage rolls made with this magic weapon. Also, whenever you hit a creature with this weapon, it loses its reaction.

The dagger has 10 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: Poison Dagger (1 charge), Poison Explosion (2 charges), or Poison Nova (5 charges).

The dagger regains 1d6 + 4 expended Charges daily at dawn.
Gloom's Trap

*Wondrous Item (Belt), Legendary (Requires Attunement by a Sorcerer)*

While wearing this belt, your Sorcery Point maximum increases by 10 and at the start of your turn, in combat, regain 1 sorcery point. Also, you can, as a bonus action, expand up to 15 sorcery points to gain 1 temporary hit point for each point expanded. In addition, whenever you deal damage with a spell, regain 1d4 sorcery points.
Astreon's Iron Ward

*Weapon (Warhammer), Very Rare (Requires Attunement)*

You have a +2 bonus to attack and damage rolls made with this magic weapon and while you are wielding this weapon, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by 1d6. In addition, whenever you reduce damage in this way, the weapon gains charges equal to the damage reduced and the next time you successfully hit with an attack, the weapon loses all its charges and deals extra damage equal to the number of charges expanded.
A Saga dos Jordans

## A Saga

### Quarta-feira, 12 de outubro de 2022 às 19:46

Tudo começou quando Skiddy descobriu uma forma de abusar de um erro na loja de tênis Jordana: ao escrever "TESTE" no campo de código de desconto, ele recebia uma redução de 99% em qualquer compra feita. Um tênis de R$249,99 agora custava apenas R$2,50.

* VOU PAGAR 2 CONTO NO TENIS
1/2
### Quarta-feira, 12 de outubro de 2022 às 21:16

    Às nove horas da noite, JVP recebe uma mensagem de uma mulher chamada Jordana, questionando o desconto de 99% de desconto.

## Personagens

* João Vitor Pereira
* Skiddy
* TerrorDas9inha
Cold Mastery

*Prerequisite: Intelligence 13 or higher*

Cold is your favorite element, you know how to use it to a great efficiency.

* Whenever you deal cold damage to a creature with immunity to cold damage, consider the creature has resistance to cold damage instead.
* Whenever you deal cold damage to a creature with resistance to cold damage, ignore it.
* Whenever you deal cold damage to a creature that doesn't have immunity or resistance to cold damage, it gains vulnerability to cold damage.
Confuse

**Casting Time:** 1 action
**Range:** 60 feet
**Components:** S
**Duration:** 1 round
 A sense of discomfort surrounds the creatures in a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, for the duration, at the start of its turn, the creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
Charged Bolt, Lightning and Death Sentry

## Charged Bolt, Lightning and Death Sentry (Optional)

*An optional Artificer Feature*

At 2nd level, as an action, you can deploy a contraption in an unoccupied space within 30 feet until the end of your next turn. At the end of your turn, the contraption shoots lightning bolts. Up to three creatures in a 15-foot cone must succeed on a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 1d6 lightning damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

At 6th level, at the end of your turn, your contraption can shoot a bolt of lightning instead. Each creature in a 50 feet long line and 5 feet wide must succeed on a Dexterity saving throw against your spell save DC. On failed save, they take 2d6 lightning damage, half as much on a success.

At 13th level, at the end of your turn, your contraption can detonate corpses within 30 feet that have been dead for no longer than 1 minute and that isn't undead. Each creature within 10 feet of a corpse must succeed on a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 3d6 fire damage and 3d6 piercing damage.
Bibo

**Bibo** ist ein Muppet-Charakter, der von Jim Henson für die langjährige Kinderfernsehshow Sesamstraße geschaffen wurde. Ein 249 cm großer hellgelber anthropomorpher Vogel, der Rollschuhlaufen, Schlittschuhlaufen, tanzen, schwimmen, singen, Gedichte schreiben, zeichnen und Einrad fahren kann. Trotz dieser Vielzahl von Talenten neigt er zu häufigen Missverständnissen, manchmal singt er sogar das Alphabet als ein langes Wort (aus dem Lied "ABC-DEF-GHI", ausgesprochen /æbkədɛfgi:dʒɛkəlmɪnɒpkwɜrstu:vwɪksɪz/), und denkt darüber nach, was Es könnte bedeuten. Er würde den Lebensmittelhändler Mr. Hooper unter anderem als "Mr. Looper" bezeichnen. Er lebt in einem großen Nest hinter dem Brownstone 123 in der Sesamstraße und direkt neben dem Mülleimer von Oscar dem Grouch und hat einen Teddybären namens Radar. In Staffel 46 sitzt das große Nest von Big Bird jetzt in einem kleinen, möblierten Ahornbaum und wird nicht mehr von gebrauchten Konstruktionstüren verdeckt.

Caroll Spinney spielte ursprünglich Big Bird von 1969 bis 2018. Matt Vogel begann 1998 als Zweitbesetzung, bevor er 2018 die Vollzeitdarstellerin der Figur wurde.

Im Jahr 2000 wurde Big Bird von der United States Library of Congress zur lebenden Legende ernannt.
Actor (Revised)

Skilled at mimicry and dramatics, you gain the following benefits:

* You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Ferromancer

You channel your rage into a powerful arcane trick making you a versatile enemy on the battlefield.

### FERROMANCER'S KNOWLEDGE

When you choose this path at level 3, you gain proficiency in Arcana, you learn the Mending cantrip and the Identify Spell which you can cast at will without expending material components but only on items made of metal.

### FLOATING WEAPONS

Also at 3rd level, metal weapons can be lifted with your thoughts. When you enter your rage, select three metal weapons or two metal weapons and one metal shield from your inventory. For the duration of your rage, consider those items as if they were equipped.

### ARCANE SMITHERY

Beginning at 6th level, your arcanic power and metal knowledge allows you to craft your own weapons. After finishing a long rest, you can expend a rage to magically forge a weapon made of metal of any type. That weapon is magical and is +1. The weapon has no value, only you can use it and you can't have more than three at a time. you must finish a long rest before you can use this ability again.

At 10th level, the weapon is considered +2 and at 14th level the weapon is considered +3.

### IRON SKIN

At 10th level, your skin stiffened making it more durable. While you are not wearing any armor, your armor class equals 12 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

### DISARMING GRASP

Starting at 14th level, you extend your grasp for metallic objects. As a bonus action, while in rage, you can make an Intelligence (Arcanna) check contested by a creature's Strength (Athletics) check. If you succeed on the check, the creature is within 30 feet and it is equipped with a metal weapon, the creature is disarmed and the weapon is added to your floating weapons and is considered equipped.
Mexico

**Mexico** (AKA **United Mexican States** and formerly **United Mexican Empire** (2020-2022)) is a country in Central America. In late 2020 due to popular demand, Mexico invaded and annexed the USA except for Alaska, but in early 2022 they were invaded and everything was like nothing happened.

## History?

Mexico was in a horrible situation through all of 2020, not only due to the Covid-19 pandemic but also due to the fact that the population was for whatever reason being extremely rowdy because they wanted to expand. The president made a short speech that went something like this:

*Due to popular demand, we are at war with the USA.*

And they managed to beat the Americans. Some escaped fearing a USSR type situation, but actually there was no difference. Except for the fact that there was a slight yellow tint. But then in early 2022, Mexico was invaded by Alaska and Canada, so they capitulated and gave the USA back to the USA.
Claws of Thunder

**Casting Time:** 1 action
**Range:** Self (5-foot radius)
**Components:** S, M (a claw)
**Duration:** Instantaneous
 You brandish the claw used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, you gain 1 charge and a yellow sphere starts turning around you for 1 minute. If you are wielding a claw in your off-hand, you can use your bonus action to attack a creature within 5 feet of you. On a hit you can either gain 1 additional charge or release the charges.
 **At Higher Levels:** Every source of damage of this spell increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Berserk

*An optional Barbarian Feature*

This 2nd-level feature replaces the Reckless Attack feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to go berserk. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn and your weapons damage type becomes force, but your AC becomes 10 until your next turn.
Items by Rarity (Diablo II)

Additional Weapons Types

**Simple Melee Weapons**

**Wand.** This weapon can be used as a spellcasting focus.

**Scythe.** This weapon is also considered a halberd

**Flamberge.** This type of weapon cannot be bought, they can only be found as unique items.

Additional Shield Types

### Special Shields

Shields with special rules are described here.

**Creature Head.** This off-hand provides a bit of protection and requires attunement and either Intelligence, Wisdom or Charisma to use.

### Creating a Creature Head

The head of a medium or smaller creature can be mummified by a character during a long rest with an Intelligence (Arcana) check to determine the bonus. Refer to the table below for the bonuses it provides.

Creature Heads Bonuses
 16-19
 20-23
 24-27
 28-30
 31+

Potions

**Potions of Mana**
 Potion of Mana
 Potion of Greater Mana
 Potion of Superior Mana
 Potion of Supreme Mana

**Rejuvenation Potions**
 Full Rejuvenation Potion
Hivemind

You have the talent and knowledge to share your mind with your allies in combat. You can grant them special power or temporarily use theirs.

### KNOWLEDGE IS POWER

When you reach 2nd level, you learn some new specific spells which you can copy in your spellbook. You can copy any spells that requires concentration in your spellbook even if it's not a wizard spell.

### MIND SHARING

Starting at 2nd level, your mind expands beyond the impossible. You can concentrate on up to two spells at once. Also, as a bonus action, you can touch a willing creature, if it is concentrating on a spell, you can take control of the spell. Otherwise, you can give control of one of the spell you're concentrating on. Transferring a spell doesn't change the targets nor the owner of the spell, it still uses the spellcasting ability of the caster. Whenever you do concentration checks, you do them individually for each spell you're concentrating on.

### CLEAR THOUGHTS

At 6th level, you provide your allies with resources. You can, as an action, touch an allied creature, it regains an expanded resource as if it had completed a short rest. Also, at 10th level, a creature can expand a hit dice and regains hit points equal to the number rolled plus its constitution modifier as part of the same effect. A creature can't regain a resource from this feature again until it has finished a short or long rest.

### MULTIFACETED MIND

Beginning at 10th level, you use parts of your brain at the same time. You can cast two spells that require concentration as part of the same action.

### NULLIFY DAMAGE

At level 14th, you can alter reality with your thoughts. Whenever you are dealt damage, you can forgo your concentration on a spell to reduce the damage to 0.
Fire Wall

*An optional Druid, Sorcerer and Wizard Feature*

At 7th level, you learn the Wall of Fire spell. It doesn't count against the number of spells you can have prepared or learn as you gain a level.

Also, at the start of your turn, if you are concentrating on a Wall of Fire spell, you can use a bonus action to change the position, length and angle of the wall.
Heart Carver

*Weapon (Dagger), Legendary (Requires Attunement)*

You have a +3 bonus to attack and damage rolls made with this magic weapon. Also, when you reduce an hostile creature to 0 hit points with this magic weapon, you can search its corpse, as a bonus action, and roll on the table below and see what you find.

Loot
 76-100 | 1 Rare magic item.
Feral Rage and Rabies

You develop a primeval hunger. You gain the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the Primal Savagery cantrip. Its spellcasting ability is the ability increased by this feat.
* Whenever you hit with a Primal Savagery attack, you may apply one of the effect below to it. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

***Feral Rage.*** On a hit, you regain 1d6 hit points. This healing increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

***Rabies.*** On a hit, you deal an additional 1d10 poison damage. This damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Iron Maiden

**Casting Time:** 1 bonus action
**Range:** 60 feet
**Components:** S M (A Caltrop)
**Duration:** 1 round
 A sense of discomfort surrounds the creatures in a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, whenever the target deals physical damage, it takes as much damage until the end of its next turn.
Cleansing

**Casting Time:** 1 action
**Range:** Self (30-foot radius)
**Components:** V
**Duration:** Concentration, up to 1 minute
 Positive energies radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Creatures of your choice in the aura gains advantage on Saving Throws against being poisoned and cursed.
Bone Armor

**Casting Time:** 1 action
**Range:** Self
**Components:** V S
**Duration:** 1 minute
 You extend your hand and spectral bones start swirling around you. For the duration, you have resistance against the next three source of bludgeoning, piercing or slashing damage dealt to you. After resisting three sources of damage, the spell ends.
Blade Sentinel

*An optional Monk Feature*

At 5th level, you can spend 1 ki point as an action to throw a homing gigantic shuriken in target direction in a line of 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or your Dexterity modifier). On a failed save, a creature takes piercing damage equal to your martial arts die on a failed save.
Cobra Strike

*An optional Monk Feature*

At 3rd Level, whenever an unarmed strike hit, you can gain 1 charge or release the charges. When you gain a charge, a green sphere starts turning around you for 1 minute. When you release, the number of charges you currently have, up to three, will produce additional effects when released.

**1 Charge**

You gain temporary hit points equal to your Martial Art die.

**2 Charges**

You regain 1 Ki point.

**3 Charges**

You regain 1 Hit Dice.
Leap Attack

*An optional Fighter and Paladin Feature*

*Prerequisite: Great Weapon Fighing Style*

Once per turn, you can forgo an attack to jump up to 15 feet to an unoccupied space that you can see and make a melee attack against a creature within 5 feet, this movement doesn't provoke opportunity attacks. On a hit, the attack deals an additional damage equal to one weapon damage die. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Blacktongue

*Weapon (Greatsword), Very Rare (Requires Attunement)*

You have a +1 bonus to attack and damage rolls made with this magic weapon, you have advantage on saving throws against poison and you have resistance to poison damage. Also, this weapon deals an extra 1d10 poison damage to any target it hits and the target can't regain hit points until the start of your next turn.
Chilling Armor

**Casting Time:** 1 action
**Range:** Self
**Components:** V S
**Duration:** 1 minute
 You extend your hand and glacial orbs start swirling around you. For the duration, you gain a +1 bonus to AC and whenever you or a creature within 5 feet of you is attacked by a ranged attack, you can use your reaction to cast Ray of Frost, if you have learned the spell, on the attacker.
Goldskin

*Armor (Plate), Common*

While wearing this armor, you can, as an action, speak this armor's command word to light up the armor to provide bright golden light in a 20-foot radius and dim light for an additional 20 feet. The armor remains lit, until you use a Bonus Action to end this Effect. Also, when the armor is brightened, gold material within 40 feet displays the same light.
Deathbit

*Weapon (Dart), Very Rare (Requires Attunement)*

You have a +2 bonus to attack and damage rolls. Also, whenever you successfully hit a creature with this weapon, you gain 1d8 temporary hit points and recover an expanded spell slot of level 1. Hit or miss, the projectile reappears instantly in your hand.
Giant Spider

**Armor Class** 16 (Natural Armor)
**Hit Points** 60 (8d8+24)
 STR10(+0)
 **Saving Throws** Wis +1
**Skills** Acrobatics +4
**Damage Resistances**
**Damage Immunities**
**Condition Immunities**
**Senses** darkvision 60 ft., passive Perception 9
**Languages**
 **Spider Climb.** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
**Web Sense.** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
**Web Walker.** The spider ignores movement restrictions caused by webbing.
**Webbing Path.** The spider leaves a 5 foot-cube web behind itself when it moves. That web is difficult terrain.
 **ACTIONS**
***Multiattack.*** The spider makes two bite attacks.
***Bite.*** *Melee Weapon Attack:* +4, reach 5 ft., one target. Hit: 7 (1d8+2) piercing damage, and the target must succeed on a DC13 Constitution saving throw. On a failed save, the target takes 5 (1d8) poison damage.
Arcanist

You learn a few tricks to survive in battle and keep up the pace with casting devastating spells.

### ARCANIC ARMADA

Starting at 1st level, Quarterstaff is considered to have Reach and Finesse for you.

Additionally, you learn the Booming Blade spell, which doesn't count against your number of cantrips known and its range is increased to 10 feet. Also, whenever you hit with Booming Blade you can spend 1 sorcery point as a bonus action to deal 1d4+1 additional force damage.

At 6th level you can spend 2 sorcery points to deal 2d4+2 force damage and at 14th level you can spend 3 sorcery points to deal 3d4+3 force damage.

### IMPENETRABLE DEFENSE

Starting at 1st level, you gain proficiency with Light Armor.

Additionally, you learn the Shield spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 1 sorcery point or by expending a spell slot. If you cast it with sorcery points, you gain advantage on your concentration check.

### AGILITY TRAINING

Beginning at 6th level, you gain proficiency with Dexterity Saving Throws and the Acrobatics skill. If you’re already proficient in this skill, your proficiency bonus is doubled for any check you make with that skill.

### ASCENSION

Beginning at 14th level, you can create an arcanic arena for you and a creature. As an action, point a creature within 30 feet of you and it must make a Wisdom saving throw against your spell save DC. On a failed save, both you and the creature are sent into an arcanic arena for 1 minute. The arena ends if you or the creature are knocked unconscious. If the effect ends before 1 minute has passed, both you and the creature reappear in the spaces you left or in the nearest unoccupied spaces if those spaces are occupied. If the effect ends after 1 minute, both you and the creature reappear the same way but are knocked unconscious for 1 minute. You can't use this feature again this way until you finish a long rest.

### TRANSCENDANCY

At level 18th, As a bonus action, spend 10 sorcery points to transform into arcanic energy for 1 minute. While in this form you can spend an action to cast Arcane Missile at 9th-level without expanding a spell slot. You can't transform again this way until you finish a long rest.
Guided Arrow

## Guided Arrow (Optional)

*An optional Fighter and Ranger Feature
Prerequisite: Archery Fighting Style*

You can grant your arrow or bolt the ability to seek out your target, allowing the projectile to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The projectile flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target takes damage as if it were hit by the arrow. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bloodletter

*Weapon (Shortsword), Uncommon*

As an action, you can move half your movement in a straight line. You can move through large or smaller creatures, you do not provoke opportunity attacks and whenever you move within 5 feet of a creature for the first time, make an attack against this target. Once you use this feature, you can't do so again until next dawn.
Athlete, Charger and Mobile (Revised)

You have undergone extensive physical training to gain the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* When you are prone, standing up uses only 5 feet of your movement.
* Climbing doesn't cost you extra movement.
* You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
* When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
* Your speed increases by 10 feet.
* When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
* When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Elemental Rune Forged Weapon

*Weapon (Any), Uncommon*

This weapon was elemental-rune forged. Whenever you deal damage with this weapon, it deals an additional 1d6 elemental damage. Additionally, whenever you deal elemental damage with a spell, you deal an additional 1d4 elemental damage. (Elemental damage can be either Acid, Cold, Fire, Lightning, Poison or Thunder.)

 Frost
 Fiery
 Shocking
 Venomous
 Sounding
Fist of the Heavens

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V S
**Duration:** instantaneous
 You unleash a divine force from the skies on a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the creature takes 3d8 lightning damage, or half as much on a success.
 **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the lightning damage increases by 1d8 and an additional bolt of light is released for each slot level above 3rd.
Carrion Vine and Solar Creeper

*Prerequisite: a character with Spellcasting or Pact Magic feature*

You are able to summon a plant to give you some resources back.

As an action, you can call forth a plant bound to you for 1 minute. The plant appears in a space that is a 5-foot cube you can see within 30 feet. As a free action on your turn, you can move the plant up to 30 feet to a space you can see. The plant can have different properties as mentionned below but you can only have one active at any given time. When you use this feature, you decide which properties the plant takes. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Carrion Vine.** Whenever you move your plant, it can consume the corpse of a creature that has been dead for no longer than 1 minute and that isn't undead. If it does, you regain hit points equal to 1d6 plus your spellcasting ability modifier.

**Solar Creeper.** Whenever you move your plant, it can consume the corpse of a creature that has been dead for no longer than 1 minute and that isn't undead. If it does, you regain an expanded spell slot of 3rd level or lower and the plant dies.
Bone Ash

**Armor Class** 11 (Armor Scraps)
**Hit Points** 22 (5d8)
 STR10(+0)
 **Saving Throws**
**Skills**
**Damage Resistances** cold, fire, lightning
**Damage Immunities** poison
**Condition Immunities** exhaustion, poisoned
**Senses** darkvision 60 ft., passive Perception 10
**Languages** Understands The Languages Of Its Creator But Can't Speak
 **Extra Strong.** Bone Ash deals two extra damage dice when it hits a target with an attack (included in the attack).
 **ACTIONS**
***Poison Bolt.*** *Ranged Spell Attack:* +7, reach 30 ft., one target you can see. Hit: 19 (3d12) poison damage plus 13 (2d12) cold damage.
Corpsefire

**Armor Class** 8
**Hit Points** 33 (4d8+15)
 STR16(+3)
 **Saving Throws** Wis +0, Con +6
**Skills**
**Damage Resistances** cold, fire, lightning
**Damage Immunities** poison
**Condition Immunities** poisoned
**Senses** darvision 60 feet, passive Perception 8
**Languages** -
 **Undead Fortitude.** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
 **ACTIONS**
***Multiattack.*** The zombie makes one slam attack. If that attack hits, the zombie can make one bite attack against the same target.
***Slam.*** *Melee Weapon Attack:* +7, reach 5 ft., one target you can see. Hit: 6 (1d6+3) bludgeoning damage and the zombie attempts a bite attack on the same creature.
***Bite.*** *Melee Weapon Attack:* +7, reach 5 ft., one target you can see. Hit: 5 (1d4+3) necrotic damage, and the target must make a DC14 Constitution saving throw. On a failed save, the creature is inflicted with the Necrosis disease. It takes 1d4 necrotic damage every hour. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Flamebellow

*Weapon (Greatsword), Legendary (Requires Attunement)*

You have a +3 bonus to attack and damage rolls made with this magic weapon. Also, you can cast the Inferno spell at 5th level without expending a spell slot or material components. Its spellcasting ability is either Intelligence, Wisdom or Charisma, you choose. Once you used this feature, you can't use it again until next dawn. In addition, whenever you score a critical hit with this weapon, up to three creatures in a 15-foot cone must make a DC15 Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage.
Dragon Talon

*Prerequisite : Strength 13 or higher or Dexterity 13 or higher*

Your adventurous journey makes you a formidable fighter with your kicks. You gain the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* You can, as an action, make unarmed strikes. The number of attacks depends on your level. See the table below. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Kuko Shakaku

*Weapon (Longbow), Rare (Requires Attunement)*

When you nock an arrow on this bow, you can speak this bow's command word as a bonus action. The projectile then ignites in flame, hit or miss, the projectile explodes. Each creatures within 10 feet of your target must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage, half as much on a success. In addition, a 10-foot radius circle of flame is set ablaze on the ground. Until the end of your next turn. Any creature that starts its turn in that area takes 1d6 fire damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at next dawn.
Earth Shifter

*Weapon (Greatclub), Rare (Requires Attunement)*

At the start of your turn, in combat, the ground in a 10-foot radius centered on you becomes difficult terrain until the end of your next turn. In addition, you can, as an action, use of the rocks in the difficult terrain to fling it in a direction. The rock flies in a straight line up to 30 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a DC13 Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 2d6 bludgeoning damage.
Eldritch Invocation (Lazarus)

## Eldritch Invocation

When you choose eldritch invocations, you have access to these additional options.

### ARMORED STEED

*Prerequisite : Pact of the Steed feature*

Your mounts have a +5 bonus to AC.

### CONSUME STEED

*Prerequisite : Pact of the Steed feature*

As an action you can banish your mount summoned by the Find Steed or Greater Find Steed spell to gain temporary hit points equal to its current hit points or to force Each creature in a 15-foot-radius sphere centered on its position to make a Dexterity saving throw. A target takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one.

### ECHO STEED

*Prerequisite : 15th level warlock, Pact of the Steed feature*

When you cast Find Steed or Greater Find Steed, you summon one additional creature of the same type. Additionally, while mounted, you can spend your movement to teleport from one mount to another.

### IMPROVED STEED

*Prerequisite : 9th level warlock, Pact of the Steed feature*

Your Find Steed is replaced by the Greater Find Steed spell.
Blade Of Ali Baba

*Weapon (Shortsword), Common (Requires Attunement)*

**Sentience.** This weapon is a sentient lawful evil weapon with an Intelligence of 10, a Wisdom of 10, and a Charisma of 10. It has hearing and darkvision out to a range of 120 feet. The weapon communicates by telepathy with its owner.

**Personality.** This weapon is constantly searching for gold pieces. It is able to sense any gold pieces within 120 feet. It knows exactly how many gold pieces a character possesses and how many there is in a container. The Blade of Ali Baba steals its owner for 1d20 gold pieces at dawn.
Blessed Hammer

**Casting Time:** 1 action
**Range:** Self
**Components:** S
**Duration:** Instantaneous
**Classes:** Cleric
*An optional Paladin Feature*
*Prerequisite: Blessed Warrior Fighting Style*
 **At Higher Levels:** This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Defensive Duelist and Skulker (Revised)

*Prerequisite: Dexterity 13 or higher*

You are an expert at slinking through shadows and dance in combat. You gain the following benefits:

* You can try to hide when you are lightly obscured from the creature from which you are hiding.
* When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
* Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
* When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Homunculus

*Armor (Creature Head), Legendary (Requires Attunement)*

While holding this head, you can, as an action, point a creature you can see within 60 feet of you. That creature must make a DC15 Wisdom saving throw. On a failed save, the creature is cursed for 1 minute. For the duration, it can't regain hit points, you have a +2 bonus to spell attack rolls and to the saving throw DCs of spells against it and when it is reduced to 0 hit points, you regain an expanded spell slot of 5th level or lower. Once a creature has been cursed this way, you can't curse another creature until you finish a short or long rest.
Hellplague

*Weapon (Longsword), Rare (Requires Attunement)*

You gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells while holding this sword. Also, whenever you cast a spell that deals fire damage of 5th level or lower, increase the level of that spell by 1 without expending an higher level spell slot.
Cold Arrow

**Casting Time:** 1 bonus action
**Range:** Touch
**Components:** V S
**Duration:** Concentration, up to 1 minute
 **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Also, the speed is reduced by an additional 5 feet every odd numbered spell slot level above the 1st.
Chain Lightning

*Prerequisite: a character with Spellcasting or Pact Magic feature*

Your control over lightning is outstanding. You gain the following benefits:

* You learn the Chain Lightning spell.
* Creatures have disadvantage on their saving throw against your Chain Lightning.
* You ignore half and three-quarters cover with your Chain Lightning.
* You can have the bolt leap three times producing one bolt each instead of leaping once producing three bolts.
Arachnid Mesh

*Wondrous Item (Belt), Legendary (Requires Attunement by a Paladin)*

While wearing this belt, your pool of healing power increases by 20 and you can use your Lay of Hands feature as a bonus action. Also, you can, as an action, make a melee spell attack on a creature within 5 feet of you. On a hit, the target must succeed on a DC15 Constitution saving throw. On a failed save, it is Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an Action to shake it awake.
Coldcrow

**Armor Class** 14 (Leather Armor)
**Hit Points** 27 (5d8+5)
 STR10(+0)
 **Saving Throws** Dex +5
**Skills**
**Damage Resistances** cold
**Damage Immunities**
**Condition Immunities**
**Senses** passive Perception 10
**Languages** Abyssal
 **Cunning Action.** The Corrupted Rogue can use the disengage action as a bonus action.
 **ACTIONS**
***Longbow.*** *Ranged Weapon Attack:* +7, reach 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (1d8 + 3) cold damage and the target must make a DC14 Constitution saving throw. On a failed save, the target is restrained until the end of Coldcrow's next turn.
Blood Raven

**Armor Class** 16 (Studded Leather Armor)
**Hit Points** 52 (8d8+16)
 STR12(+1)
 **Saving Throws** Dex +6
**Skills** Acrobatics +6
**Damage Resistances**
**Damage Immunities**
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, stunned
**Senses** passive Perception 10
**Languages** Abyssal, Common
 **Cunning Action.** Blood Raven can use the disengage action as a bonus action.
**Dodge.** Whenever Blood Raven would take a hit, she can use her reaction to take the dodge action until the start of her next turn.
 **ACTIONS**
 **LEGENDARY ACTIONS**
Blood Raven can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Blood Raven regains spent legendary actions at the start of her turn.
***Fire Arrow Attack.*** Blood Raven makes a fire arrow attack.
***Move.*** Blood Raven moves up to half her speed.
***Raise Dead.*** Blood Raven summons a Zombie out of a nearby grave.
Archery Conclave

You become one with your bow or crossbow, it guides you in battle as well as allowing you special tricks to do with your projectiles.

### BARRAGE

When you reach 3rd level, you can nock multiple arrows at once. Once per turn, when you make a ranged weapon attack, you can make up to two other attacks with the same weapon against a different creature that is within 15 feet of the original target and within range of your weapon. The number of targets increases by 1 at 7th level (3), 11th level (4) and 15th level (5). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### PRECISE SHOT

Starting at 3rd level, you can make projectile attacks that seem impossible. Your bow and crossbow attacks ignore half cover and three-quarters cover.

### ENCHANTED ARROW

Starting at 7th level, you are able to use your magic to enchant an arrow to do various effects. As a bonus action, you nock an enchanted arrow with one of the following effects: Your attack makes a 80 feet long, 1 foot wide line. Compare the attack result with the AC of all creatures in the line to see if they are dealt the damage rolled. Also, you can have your arrow stun the target until the end of your next turn on a hit. In addition, you can have your arrow push the target up to 15 feet away from you on a hit, if the creature collides with another creature or a solid object, deal the arrow damage to the other creature or double the damage on the original creature. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### MAGIC PROJECTILES

Beginning at 11th level, your spells play a greater role in your arsenal. You learn the Flame Arrows and Lightning Arrow spells, which doesn't count against your number of ranger spells known. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.

### CRITICAL SHOT

At 15th level, your shots are very precise. Your bow and crossbow attacks score a critical hit on a roll of 18-20.
Fanaticism

**Casting Time:** 1 bonus action
**Range:** Self (30-foot radius)
**Components:** V
**Duration:** Concentration, up to 1 minute
 Positive blast eradiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Creatures of your choice in the aura have advantage on attack rolls and they gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only) action.
Fallen Shaman

**Armor Class** 13 (Leather Armor)
**Hit Points** 26 (4d8 + 8)
 STR10(+0)
 **Saving Throws** Wis +3, Cha +4
**Skills** Perception +2
**Damage Resistances** fire
**Damage Immunities**
**Condition Immunities**
**Senses** darkvision 60 ft., passive Perception 13
**Languages** Abyssal
 **Innate Spellcasting.** Fallen Shaman's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Firebolt, Cure Wounds (Can only be cast on a fiend creature of CR ½ or less)
**Extended Reach.** The shaman can cast the Cure Wounds spell on a creature within 30 feet.
 **ACTIONS**
***Broken Scimitar.*** *Melee Weapon Attack:* +2, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
***Firebolt.*** *Ranged Spell Attack:* +4, reach 120 ft., one target. Hit: 5 (1d10) fire damage.
Arm of King Leoric

*Weapon (Wand), Legendary (Requires Attunement by a character with Spellcasting or Pact Magic feature)*

While wielding this wand, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of spells. Also, your level 1 spell slots maximum increases for each 4 levels you have attained.

The wand has 10 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: Raise Skeleton (1 charge), Skeletal Mage (2 charges) or, Terror (2 charges)

The wand regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the wand turns to dust and is destroyed.
Gold Coin of Wealth

*Gold Coin, Uncommon (Requires Attunement)*

This gold coin can be used to pay anything and looks exactly like a regular gold coin. It returns to the owner after 10 minutes. Once it returned, it can't return until next dawn. As the character using the coin increases in level, the coin can magnetically return extra coins from where it comes from.

 3-5
 6-9
 10-13
 14-17
 18-20
Hand of Blessed Light

*Weapon (Warhammer), Rare (Requires Attunement by a Paladin)*

Your pool of healing power increases by 20 and you can expand at least 5 hit points from your pool of healing power to conjure a projectile and either throw it on a target within 30 feet, restoring 1 hit point to it for each point expanded or make a ranged spell attack dealing radiant damage equal to 1 damage for each point expanded.
Elemental Adept (Revised)

* When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
* You ignore resistance to damage of the chosen type. In addition, when you roll damage that deals damage of that type, you can treat any 1 on a damage die as a 2.
* You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Defiance and Vigor

You can bolster your allies with courage in combat.

You can, as a bonus action, release energy within yourself for 1 minute gaining one of the ability mentioned below. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Defiance.** You and friendly creatures within 30 feet of you gain a +1 bonus to AC. This bonus increases by 1 at 8th level (2), and 16th level (3).

**Vigor.** You and friendly creatures that start their turn within 30 feet of you have their speed increased by 10 feet until the end of their turn. This bonus increases by 10 at 8th level (20), and 16th level (30).
Dire Wolf

**Armor Class** 16 (Natural Armor)
**Hit Points** 35
 STR12(+1)
 **Damage Immunities**
**Condition Immunities** charmed, exhaustion
**Senses** passive Perception 10
**Languages** Understands The Languages Of Its Creator But Can't Speak
 **ACTIONS**
***Claw.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 9 (1d8 + 4) slashing damage.
Blood Golem

**Armor Class** 13 + the level of the spell (Natural Armor)
**Hit Points** 10 + 5 for each spell level above 1st
 STR16(+3)
 **Damage Immunities** poison, necrotic
**Condition Immunities** charmed, exhaustion, poisoned
**Senses** passive Perception 11
**Languages** Understands The Languages Of Its Creator But Can't Speak
**Challenge** -
 ***Blood Link.*** The golem's creator regain hit points equal to the necrotic damage the golem deals.
***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.
 **ACTIONS**
***Multiattack.*** The golem makes a number of Slam attacks equal 1 plus half this spell’s level (rounded down).
***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. Hit:1d6 + 3 bludgeoning damage plus 1d6 + the spell's level necrotic damage.