recursal/Fanatic-Fandom huggingface dataset:
Oath of Treasure (5e Paladin Archetype)

## **Oath of Treasure**

Swearing to amass vast vaults of wealth and weapons, paladins that bind themselves to the oath of treasure, commonly referred to as gold knights, holy kings, and walking armories, may seek riches for selfish purposes, or they may have charitable goals for the gold that they amass.

### **Tenets of Treasure**

The tenets of treasure are followed to an absolute tee by the paladins of the oath of treasure, being seen as a sign of high status to follow them as closely as possible.

***Amass Wealth.*** You must acquire as many gold and jewels as you possibly can. It is better in your hands than in most others.

***Collect Rarities.*** From the tiniest trinket, to the largest magical battleaxe, a vault full of treasure is your ultimate goal.

***Knowing Greed.*** Unknown riches are worth as much as fool's gold, and can easily be a trap. Learn what you can about your treasures, before you take them.

### **Oath Spells**

You gain oath spells at the paladin levels listed.

### **Channel Divinity**

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

***Armor Vault.*** As a bonus action, you conjure forth gilded armor, coating your body and protecting you from damage. You gain temporary hit points equal to twice your paladin level + your Charisma modifier, which last for 1 minute. While you still have these temporary hit points, you have resistance to bludgeoning, piercing, and slashing damage.

***Weapon Vault.*** As an action, you thrust your holy symbol forth, and summon a number of weapons equal to your paladin level divided by 3 (a minimum of 1). For each weapon you summon, you can make a ranged spell attack on a creature within 60 feet of yourself. On a hit, a creature takes piercing damage equal to 2d6 + your Charisma modifier.

### **Aura of Theft**

Starting at 7th level, you can rip ranged attacks out of the air, storing them in your vault. As a reaction to a creature within 10 feet of yourself being attacked with a ranged weapon attack, you can reduce the attack's damage by 1d10 + your paladin level + your Charisma modifier. If you reduce the weapon attack's damage to 0, the weapon disappears in a flash of golden light, into your vault.

At 18th level, the range of this aura increases to 30 feet.

### **Use Magic Device**

Beginning at 15th level, you can easily plunder and make use of any and all magic items. You ignore all class, race, and level requirements on the use of magic items.

### **Walking Artillery**

At 20th level, as an action, you unleash your entire vault, and have it swirl all around you, to strike your foes, for 1 minute. For the next minute, you gain the following benefits:

* You gain the effects of the *spiritual weapon* spell, cast at 6th level.
* Your melee weapon attacks gain a reach of 20 feet.
* You can make an additional attack when you take the Attack action on your turn.

After using this feature, you must take a long rest before doing so again.
Journal of the Arctic General (Story)

The king is dead. That's all I heard, throughout the kingdom of Frostovich that day.

 Soldiers from the Nation of Everburning Swords came, and they executed him in front of his own child and wife.

 They stormed through, killing villager and soldier alike, with no rhyme nor reason.

 The only reason I'm still alive, is from some insight from the king, the day before.

 'General Broo'Khan, it seems ever so... warmer, now. Start wearing fireproof armor, and alert the other guards to do the same. The Swords may take that as an advantage.'

 Shame the wise old fool only had foresight without action.

 If all the soldiers believed him, we might have won. Most thought he was just a senile old bastard. Others wanted a taste of anarchy in their lives.

Now they're all dead, as is the king.

 There's no point in my life, either, anymore. The Swords will take over the arctic, and the other lands. Nobody would hire the old general of Frostovich. 'He's just a spy, they're back alive, I know it!', that's what I'd hear every time I tried.

That's why I am writing this, in this journal, by the cliff. Please, if the king comes back, somehow.

Remind him of General Broo'Khan. I'll gladly serve him in unlife, as I did in life.

 ~General Broo'Khan, Arctic Thri-Kreen General/Paladin.
Hilt of Glass (5e Magic Item)

*Wondrous Item, uncommon*
The *Hilt of Glass* is a gleaming bronze hilt, with glass on the top of it, though the glass is seemingly unbreakable.

***Form Glass Weapon.*** As a bonus action, you may choose one simple or martial melee weapon you are proficient with. The hilt extends glass out of one or both sides of itself, to create a +1 version of the weapon. It cannot use this feature until the next dawn.

***Shatter.*** When you hit a creature with this weapon, you can choose for it to shatter on the creature. The creature takes additional piercing damage equal to twice the damage die-for example 2d12 piercing for a greataxe, or 4d6 piercing for a greatsword/maul-and the hilt cannot be used as a weapon until its Form Glass Weapon feature has activated again.
Descendent of Legends (5e Sorcerer Archetype)

## **Descendent of Legends**

   Your magical abilities come from you being descended from a hero or champion of legend, with your might being bestowed upon you from a god or mythical creature that had favored your ancestor. Typically sorcerers of this origin are known as battle mages, weaving their blade just as most sorcerers would weave their arcane force.

### **Bonus Proficiencies**

At 1st level, you gain proficiency in light and medium armor, shields, simple weapons, and martial weapons.

### **War Hero**

Starting at 1st level, when you use your action to cast a cantrip, you may make a weapon attack as a bonus action. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

### **Metablade**

Beginning at 6th level, you gain the ability to use your sorcery points for techniques involving weaponry instead of just spells. You gain two Metablade options of your choice, and gain another at 14th and 18th levels. You can use only one Metablade option on an attack when you make it, unless otherwise noted. Metablade options are at the bottom of this page.

### **Blows of Legend**

At 14th level, your legendary bloodline allows your strikes to be more capable than most warriors. When you hit a creature with a weapon attack, the creature takes extra radiant damage equal to your Charisma modifier (minimum 1).

### **Improved War Hero**

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

## **Metablade Options**

### Arcane Riposte

When a creature within range of a weapon attack makes an attack on you, you can expend 1 sorcery point to make a weapon attack on that creature as a reaction.

### Armor Ignorance

When you make a weapon attack on a creature, you can expend sorcery points to ignore some of the creature's armor class until the start of your next turn. You can expend a number of sorcery points equal to a maximum of your Charisma modifier (min 1).

### Exploding Blade

When you hit a target with a weapon attack, you can expend 1 sorcery point to choose a creature within 10 feet of the original target. That creature takes radiant damage equal to your sorcerer level plus your Charisma modifier (min 0).

### Quickened Attack

When you use your action to take the Attack action, you can expend 1 sorcery point to make an additional weapon attack. You can use Quickened Attack even if you have already used a different Metablade option during the attack.

### Repelling Blow

When you hit a creature with a weapon attack, you can expend 1 sorcery point to can push the creature up to 10 feet away from you in a straight line.

### Sniping Strike

When using a melee weapon, you can expend 1 sorcery point to make your next melee attack action treat your reach as 30 feet.
Joshua's Hat (5e Joke Item)

*near-impossible to find hat (requires attunement)*

This amazing, beautiful, unbelievably sexy hat turns the user into a beast on the field, with the sheer power of it's majesty.

**Sexy Criticals -** All of your attacks have a critical range of 2-20, and you treat all 1s as a 2.

**Sexy Agility -** Your dexterity score becomes 30. Ignoring stat caps.

**Sexy Dodging -** Enemies have disadvantage when trying to hit you. Additionally, you may add your dex modifier to your armor class twice.

**Sexy Sexiness -** You automatically succeed on all persuasion checks involving flirting.

**Sexy Gambling -** You automatically get the jackpot result on any gambling you do.
Diseases

This is the page where we will have diseases & things.

## Genitis

A disease that is more crippling to social matters than crippling to the body. This disease, once done, completely reverses the gender of the victim of the disease. Unless, of course, they have no gender, which, makes them immune to lower-levelled versions of this disease.

This diseases is sometimes airborne, but most commonly transmitted through sex.

### First stages

On the first day of being infected without a cure, you must make a DC 14 con save, or undergo the first stage. Con increases by 1 each day.

On a failed save, the first stage is where your gender's parts are reversed, but your apperance, apart from genitals and other parts, stays the same.

### Second stages

On the second failed save, you undergo the seccond stage, where your qualities and appearance becomes more like the opposite gender, I.E becoming more feminine if originally male, becoming more masculine if originally female.

### Third stages

On the third failed save, your hormones are reversed, usually changing your behaviour slightly.

### First stages

On the first day of being infected without a cure, you must make a DC 14 con save, or undergo the first stage. Con increases by 1 each day.

On a failed save, you undergo the first stage, where your gender and appearance is reversed. If you usually have no gender, roll 1D2. That is your new gender. Your appearance is altered to fit that gender.

### Seccond stages

On the seccond failed save, you undergo the seccond stage, where your hormones are reversed, and your behaviour is more of that of a stereotypical member of that gender, but still along the lines of your own behaviour.
Dragonshield (5e Fighter Archetype)

## **Dragonshield**

The essence of dragons floods through the fighters that take the martial archetype of the dragonshield, bearing the unquenchable courage of the winged reptiles, the vicious and violent strength of them, and the pride that they boast.

### Dragon's Gift

Starting at 3rd level, you choose a type of dragon that has blessed you, from the table below. Some of your features will revolve around the damage type of the dragon that blessed you.

If you do not know it already, you learn to speak, read, and write Draconic. You also gain resistance to the damage type shown on the table.

Additionally, some of your features in this archetype require saving throws. The following is the DC for them.

* **Dragonshield Save DC =** 8 + your Proficiency bonus + your Charisma modifier

### Heart of the Dragon

Starting at 7th level, you gain the confidence of a dragon, giving yourself advantage on saving throws against being Frightened or Paralyzed. Additionally, as a bonus action, you can choose one creature within 30 feet of you that can hear you and is affected by a feature that would require them to make a saving throw at the end of each of their turns, such as *hold person*. The target can instantly repeat the saving throw, with advantage. You may use this feature an amount of times equal to your Charisma modifier (a minimum of once), after which you must take a short or long rest before using it again.

### Breath Weapon

Beginning at 10th level, you are able to breathe a breath weapon, based on your draconic type. As an action, you can unleash a 30 foot cone of energy from yourself, dealing an amount of damage of your draconic type equal to half your fighter level (rounded up) in d4s. Targets inside of the cone must succeed on a Dexterity saving throw, taking half the damage they normally would on a successful saving throw.. After using your breath weapon, you must take a short or long rest before using it again.

### Aegis of the Dragon

At 15th level, you gain immunity to the draconic type you previously resisted.

### Frightful Surge

Beginning at 18th level, when you use your Action Surge, creatures of your choice within 60 feet of you that are aware of you must make a Wisdom saving throw, or they become frightened by you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures have disadvantage on the saving throw if you are within 10 feet of them.
Notifications & General (Off-Topic)

***Person1:*** Hey, I think Vallug is a vagina.

No, Vallug is more like a clitoris. ***~ Person2.***

### **Rule 2.**

**You're free to conceptualize shit here, but you should make a new topic for it each time. Example above, as this is the Guidelines topic.**

### **Rule** **3.**

**Try to keep the titles for subheadings short, like the Rule 1. Rule 2. and Rule 3. shown here.**

## **Topic 1: Dandwiki For Spells**

### **Umbrageous Knife**

***Black:*** So, today I was browsing dandwiki, and it turns out that a moderator actually fucking deleted Umbrageous Knife. They claimed it was 'just like another spell but more powerful with similar flavor'. Granted, the other spell was d4 and ours was d6, however, ours gave FAR less temporary hit points (about 4 or 6 max for ours, and 4 was the minimum for theirs), and the flavor was nothing alike. Ours gave a neat description involving making a knife of darkness. Theirs... Here's a link. Yeah. Should we consider re-locating a location for our spells, like a different site, or should we just have our spells on here? I'm a bit against the latter, as spells might then take up a lot of our pages (especially frustrating if we are hitting Random Page to for whatever reason), even though in content they are very little.

**Pumpo:** What the fuck? That's not fair. Give a warning, or something.

**Vallug:** I mean, we could just have a big "Homebrewed spells" page, or just add descriptions to the spell page we already have.

***Black:*** Yeah, we didn't get a warning. Originally, Umbrageous Knife was definitely a stronger version of the same spell, but I worked with some others to make it *far* more balanced. Vallug's idea could work, the Homebrewed Spells page is probably a good idea, maybe one for each school. Still, though. This pisses me off.
Devastator (5e Fighter Archetype)

## **Devastator**

Skilled in the art of facing more than a single opponent at once, fighters who become archetypal devastators are best suited for being thrown into battle with large groups. Their particular skillsets enable them to wield giant weapons with ease, allowing them to face several foes at once and still emerge victorious.

Some features of the devastator require a saving throw. The saving throw DC for these features are based on your choice of your Strength or Dexterity modifier.

* **Devastator Save DC =** 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

### **Cleave**

When you choose this archetype, at 3rd level, you are able to cleave through more than one foe at once. When you reduce a creature to 0 hit points with a melee weapon attack, if there is another creature within reach of the same weapon, you can make another attack, using the same attack roll, on the other creature.

### **Multi-Target**

Starting at 7th level, the momentum of hitting one creature allows you to hit another more accurately and rapidly. On your turn, when you hit a creature with a melee weapon attack, if you attack a different creature with your next attack during that turn you gain a +2 bonus to the attack roll. This can stack up to a maximum of +6.

### **Colossal Sweep**

By 10th level, you can temporarily elongate your weapon to sweep under creatures. As an action, you sweep your weapon in a 15 foot cone, or a 30 foot cone if your weapon has the *reach* property, forcing a Dexterity saving throw from all creatures within the cone. On a failed saving throw, a creature takes the same amount of damage as it would from you attacking it regularly, and is knocked prone, taking half damage with no effects on a success.

### **Devastating Weapon Master**

Beginning at 15th level, when you are wielding a weapon that has the *two-handed* property, you can choose to wield it in one hand, decreasing the damage by one die size if you do so.

### **Master's Sweep**

At 18th level, you have learned to sweep with your weapon with more agility than before. Instead of using up your action for using Colossal Sweep, you can replace two attacks when you take the Attack Action with Colossal Sweep.
Judgement Blaster (5e Creature)

Judgement Blasters have the appearance of hovering dragon skulls, summoned by a Judge Fontbones. They are classified as a Small undead, and their alignment is the same as their summoner.

## Stats

**Armor Class:** 10

**Hit Points:** 1/2 Summoner's Max Health

**Speed:** fly 40 ft. (hover) \_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**STR:** Same as Summoner's.

**DEX:** Same as Summoner's.

**CON:** Same as Summoner's.

**INT:** Same as Summoner's.

**WIS:** Same as Summoner's.

**CHA:** Same as Summoner's. \_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Damage Vulnerabilities:** bludgeoning

**Senses:** the same as it's summoner

**Languages:** understands all languages it's summoner knows but can't speak

**Challenge:** 0 - 0 EXP \_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Summoner's Influence:**

The Judgement Blaster can only move where it's summoner can see, 10 ft. from an area the summoner can see, or 10 ft. away from the summoner where they can't see.

## **Actions**

**Blast.** *Ranged Weapon Attack.* +3. Range 20/50, One target. Hit: 4 (1d8) Necrotic damage + (Int Modifier) fire damage.

The Judgement Blaster can cast this 3 times before it must either recharge for an hour, or be dispelled.
Cult Domain (5e Cleric Archetype)

## **Cult Domain**

The Cult domain is for a cleric that was not from an orthodox religion, instead of worshiping deities, they worshiped a powerful being; an otherworldly patron. They are similar to a warlock, but they are not quite the same.

### Cult Domain Spells

Choose a Warlock Otherworldly Patron. You gain the spells from it's list at the regular cleric domain levels (1st 3rd 5th 7th 9th), and they are always prepared for you.

### Bonus Cantrip

When you choose this domain at 1st level, you gain a cantrip of your choice from the warlock spell list.

### Eldritch Invocations

Also starting at 1st level, you gain a single Eldritch Invocation from the warlock class of your choice. You gain additional invocations at 6th, 8th and 17th levels, and each time you gain a level in the cleric class, you may replace one invocation with another one you meet the requirements for. You replace any features requiring your warlock level with your cleric level, and your Charisma modifier with your Wisdom modifier.

### Channel Divinity: Patron Spellcast

Starting at 2nd level, you may choose to cast a spell from your Otherwordly Patron. Doing so in this way adds your Wisdom modifier to the damage roll of the spell (if any), and casts it at one level higher than it's lowest slot.

### Patron's Minor Blessing

Beginning at 6th level, your patron bestows upon you a small blessing. You receive the 1st level warlock feature of your patron. (e.g. Dark One's Blessing for Fiend Patron) You replace any features requiring your warlock level with your cleric level, and your Charisma modifier with your Wisdom modifier.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Boon of the Patron

Starting at 17th level, you gain a Pact Boon from the warlock class. Additionally, you gain the lowest-level required invocation for that pact boon, without taking up an invocation slot.
Chekyan (5e Race)

i can't add pictures right now aaaaaa

## Chekyan

### Physical Description

At first, they begin as masks, but they slowly grow into an actual form (probably the one that fits the place they're in the most). The mask stays there though, but it can be broken into something smaller. Once there's no mask left, they die.

### History

They seem to appear every time a meteor falls from the sky, and they're a big part of many mythologies because of that. They're said to be sent by a bigger being to study how easy it would be to conquer, which explains why they can suddenly disappear.

### Society

They never meet, because they study their surroundings the most and don't search for eachother. Most probably don't even know more of them exist.

### **Chekyan Traits**

A race that takes pride in it's abilities when it comes to illusions.

***Ability Score Increase.*** Your Wisdom score is increased by 3.

Resistance to psychic and poison damage

***Age.*** Chekyans are created mature, and they do not age.

***Alignment.*** Chekyans do not have any specific alignment they lean to, rather they adopt the typical alignments of the race they appear as.

***Size.*** Your size can be of any race, making your size either Medium, or Small.

***Speed.*** Your speed is the same of whichever race you appear as.

***False Form.*** Your appearance is dependent on where you first formed, giving you the appearance of another race.

***Chekyan Illusions.*** You know the *minor illusion* cantrip. When you reach 3rd level, you can cast the *sleep* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *mirror image* spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

***Mask Resilience.*** You gain resistance to poison-type and psychic-type damage.

***Languages.*** You can speak, read, and write Common, and a language of your choice.
Frostbitten (5e Sorcerer Archetype)

## **Frostbitten**

The origin of your magic comes from some horrible experience with the cold, usually resulting in you almost freezing to death, but you managed to pull through and gained magic from it. Your magic may be primarily cold-based, in reference to this event, or it may possibly be meant to try and help forget the experience by being unrelated, or even the opposite with fire magic. At your option, you can pick from or roll on the following table to create a unique quirk for your character.

### **Frostbitten Quirks**

 2
 3
 4

### **Bonus Cantrip**

Starting at 1st level, you learn the *frostbite* cantrip, which doesn't count against your number of cantrips known.

### **Tundra's Bite**

Additionally, at 1st level, your influence over the cold slows down your foes. When you deal damage to a creature with a sorcerer spell of 1st level or higher, their movement speed is decreased by 10 feet until the end of their next turn.

### **Heatless**

Starting at 6th level, the cold constantly washes over you, making heat feel useless to you. When you cast a spell that deals cold damage, you can add your Charisma modifier to one damage roll of that spell. Additionally, when you cast a spell of that deals cold damage, you gain resistance to fire damage until the start of your next turn.

### **Freezing Magic**

At 14th level, your frost can force a creature to freeze. When you cast a spell that deals damage, and affects at least one creature, you can expend 2 sorcery points to have one creature make a Constitution saving throw. On a failed saving throw, that creature's movement speed is reduced to 0 until the end of its next turn.

### **Brandish the North**

Beginning at 18th level, frost corrupts every spell you cast. When you cast a sorcerer spell that doesn't deal cold damage, you can change its damage type to cold. Additionally, you ignore resistance to cold damage, and treat immunity to cold damage as only resistance.
Ancient Knowledge (5e Sorcerer Archetype)

## **Ancient Mind**

Your magic stems from a mind occupying your body, a mind that previously had its own body, long ago. Many times, this mind is that of one of a sorcerer's ancestor, or potentially you could only have this ancient mind, reincarnating into a new body.

You can roll for the origin of your ancient mind, or pick from the table, if you wish.

### **Ancient Origin**

 3-4
 5-6

### **Ancient Knowledge**

Starting at 1st level, you gain proficiency in one of the following skills of your choice: Arcana, History, Religion, Nature. Additionally, your proficiency bonus is doubled if it applies to an Intelligence check using any of these skills.

### **Ancestral Magic**

Additionally, at 1st level, you get domain spells i guess

### **Sand Whirlwind**

Starting at 6th level, you can channel the fury of the untamed desert. As a bonus action, you can expend 2 sorcery points to change into a whirlwind of sand, until the end of your turn. While in this whirlwind form, all attacks have disadvantage on you, you gain the benefits of the Dash action, and you cannot be grappled, restrained, or knocked prone.

### **Freezing Magic**

At 14th level, your frost can force a creature to freeze. When you cast a spell that deals damage, and affects at least one creature, you can expend 2 sorcery points to have one creature make a Constitution saving throw. On a failed saving throw, that creature's movement speed is reduced to 0 until the end of its next turn.

### **Brandish the North**

Beginning at 18th level, frost corrupts every spell you cast. When you cast a sorcerer spell that doesn't deal cold damage, you can change its damage type to cold. Additionally, you ignore resistance to cold damage, and treat immunity to cold damage as only resistance.
College of Strife (5e Bard Archetype)

## **College of Strife**

   Most Bards play their music for unity, peace, or good fun. Not the college of strife bards. These bards live to sever bonds between two individuals or more, nothing brings them greater joy than seeing former friends become vehement enemies. With horrible, pulse-racing music, and disruptive abilities, College of Strife will turn your enemies' numbers against them.

### **Extra Proficiency**

At 3rd level, when you choose this Archetype, you gain proficiency in Thieve's tools.

### **Rage-Inducer**

Also at 3rd level, your words inspire the greatest of rage in your opponents, you can cast *vicious mockery* at-will. If it was already a Cantrip you knew, it no longer counts towards your cantrips known, allowing you to choose another. Additionally, whenever an enemy is successfully hit with *vicious mockery*, they can use their reaction to immediately cast a *vicious mockery* on another target with your modifiers.

### **Cacophony**

At 6th level, you can use your action to begin playing a nerve-wracking melody. All creatures within 40ft of you must make a wisdom saving throw against your spell save DC, or be seized by panic. Creatures who are panicking will make hasty decisions, and will easily snap at any provocation. Creatures who are immune to being frightened are immune to this ability.

### **Object of Desire**

At 14th level, a number of times equal to your proficiency bonus divided by 2, rounded down, you may form an object of desire in your hand. The object of desire can look like anything small enough to fit into your hand, (Gold, an Apple, etc.) All creatures who can see the object of desire must make a wisdom saving throw against your spell save DC, or will uncontrollably desire the item for themselves at all costs. Creatures immune to being charmed are immune to this ability. This ability shares it's "Spell Slots" with Seed of Discord.

### **Seed of Discord**

Additionally at 14th level, a number of times equal to your proficiency bonus divided by 2, rounded down, You may plant the seed of discord into a target, making them slowly grow to doubt and resent their allies. After 3 rounds of having the seed planted, the target must make a wisdom saving throw against your spell DC + your charisma modifier, if they fail, they will lash out at their allies in anger, turning them against their former allies. If they succeed, the seed stays planted for 3 more turns, and will activate again. If they succeed again, the seed withers away. This ability shares it's "Spell Slots" with Object of Desire.
Legendary Bloodline (5e Sorcerer Archetype)

## **Legendary Bloodline**

The origin of your magic comes from some horrible experience with the cold, usually resulting in you almost freezing to death, but you managed to pull through and gained magic from it. Your magic may be primarily cold-based, in reference to this event, or it may possibly be meant to try and help forget the experience by being unrelated, or even the opposite with fire magic. At your option, you can pick from or roll on the following table to create a unique quirk for your character.

### **Bonus Spells**

Starting at 1st level, your heroic blood manifests as new spells for you to cast. You gain the following spells at the listed sorcerer levels. These spells do not count against the number of sorcerer spells you know.

### **Hero's Flourish**

Additionally, at 1st level, you can bring forth the power of your ancestors to strike foes. As an action while wielding a simple or martial weapon, you can send forth the soul of your ancestor with the weapon, to strike a target within range, and then dissipate. The soul appears within 5 feet of yourself, and makes one weapon attack with the weapon you are wielding, then the weapon reappears in your hand. You are considered proficient with the weapon that you do this with, and can use your Charisma modifier instead of your Strength or Dexterity modifier when attacking in this way.

### **Extra Flourish**

Starting at 6th level, when you use your action to use your Hero's Flourish, your ancestor makes two weapon attacks, instead of one.

### **Steel Tornado Strike**

At 14th level, you gain the knowledge of improving your magical weapon attacks. When you cast *steel wind strike*, it adds your Charisma modifier to the damage, and gains the following property:

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

### **Distant Flourish**

By 18th level, you can send your ancestor further. When you use your Hero's Flourish, you can have the soul appear at a point within 30 feet of yourself.
Current Goal On The Wiki (Wiki)

This is similar to the to-do list, however instead of being a specific thing, such as a race or archetype, this is more so for mass projects that require finishing.

## **Current Goals**

The current goals on the wiki are the following.

**Complete the Flavor Text for any races missing it.** This is less than 10, by now, and should be done before the month is over.

**Mass Quirkification.** Adding a Quirk table to each race that it would make sense to have one, as an optional second or additional third personality trait. This is an idea taken from *Volo's*, and it's very well executed there.

**Adding Multiclass Specifications.** Only the Bladescribe has multiclass specifications. While this isn't a *huge* deal, as most of the time it's pretty obvious what to rule it as, it still should be done for when we compile a lot of our homebrew into something for dmsguild or similar.

**Teaching Daisuke and Pumpo How The Fuck To Format.** Self-explanatory.

**Finish Hall of Shame Reasons.** Self-explanatory.

**Create all the Deity pages.** Self-explanatory.

## **Suggestions**

These are ideas for how to execute things for any of the current goals. Please put the goal that your idea is for beforehand.

***Mass Quirkification* -** perhaps adding a quirk to the alternian race based on their actual typing quirks (without enforcing it for typing, that's optional) could be neat.
Fangs of Sekolah (5e Magic Item)

*Wondrous item, Rare*

The *Fangs of Sekolah* are metal shark-like fangs, that must be inserted into your skull by praying to the god of sharks, Sekolah, for two hours, and then placing them over your teeth. They will destroy your current teeth, and give you unbreakable steel fangs. When you have completed the ritual, you have the following features while the fangs are not removed.

***Bite.*** The fangs are considered a natural weapon, which you can bite with to deal 1d8 piercing damage. This damage is increased to 1d12 against aquatic elves, merrows, and merfolk.

***Blood Frenzy.*** When a hostile creature takes damage while within 5 feet of you, you can use your reaction to make a Bite attack on them.

***Hold Breath.*** You can breathe underwater for 30 minutes.

***Shark Sense.*** While underwater, you have a blindsight of 30 feet. If a creature is bleeding, your blindsight is increased to 60 feet for detecting that creature.

***Shark Fins.*** You gain a swimming speed equal to your base walking speed.

***Tongue of the Depths.*** You can speak and understand the Sahuagin language.
Circle of Warfare (5e Druid Archetype)

## **Circle of Warfare**

Druids who align themselves with the Circle of Warfare see themselves as inquisitors of vengeance for nature, fighting those who would threaten the natural world and their beliefs head-on, with blessed tools of war. The spirit of the wilderness itself enables them to fight on harder and stronger than any other warrior of their caliber, treating bloody wounds and gashes like mere scrapes.

### **Military Shaman**

Starting at 2nd level, when you join this circle, you gain one fighting style of your choice from the fighter class, and while not wearing armor, your armor class is equal to 14 + your Dexterity modifier. You may equip a shield and still keep this benefit.

### **Heart of the Wild**

Additionally, at 2nd level, your ferocity allows you to ignore your wounds, temporarily. As a bonus action, you can expend one usage of wild shape to give yourself temporary hit points equal to five times your druid level, which last for a number of hours equal to half of your druid level. While this feature is active, you gain the following benefits:

Your melee attacks deal damage equal to your proficiency bonus to any target they hit.

Your speed increases by 10 feet while in this form.

You may use this feature twice, and must take a short rest before doing so again.

### **Extra Attack**

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### **Nature's Champion**

At 10th level, nature itself blesses you with its might, mixing magic with your strikes. When you hit a creature with an attack, you can cause the attack to deal additional cold, fire, poison or lightning damage (your choice) to the target equal to 1d8 plus your Wisdom modifier (min 1).

### **Combat Magic**

At 14th level, the speed of the natural world enables you to strike even as you cast. When you use your action to cast a druid spell, you can make one weapon attack as a bonus action. Also at this level you can expend two uses of Wild Shape at the same time to gain twice the temporary hit points and gain a +1 bonus to AC.
Circle of Withering (5e Druid Archetype)

## Al'Naar: **Circle of Withering**

To outsiders, druids of the circle of withering seem to directly go against the ideas of a druid; they are based on the draining of life and nature. However, these druids wither this life away to store it in a hidden pyramid, one controlled by the powerful force called the Lifesink. This force stores all of the life force its disciples collect for it so that one day it may destroy the World's Edge, and grant freedom from the Shifra to the people.

### **Bonus Cantrip**

When you join this circle, at 2nd level, you learn the *sapping touch* cantrip, which counts as a druid cantrip for you but not towards your number of cantrips known.

### **Life Drain**

Beginning at 2nd level, you can rip the life out of the ground and creatures. When you use your Wild Shape feature, you can instead choose to drain the life of either a creature within 30 feet of yourself, or of the land within 30 feet of yourself.

If you drain the life of a creature, it must succeed on a Constitution saving throw or take an amount of necrotic damage equal to your Wisdom modifier + a number of d6s equal to half of your druid level (rounded up).

If you drain the life of the land around yourself, all Tiny plants within 30 feet of yourself instantly wither and die. At 9th, 13th, and 17th levels, the maximum size category of plants that instantly die increases by 1.

After you drain the life of either a creature or of the land, you gain temporary hit points equal to three times your druid level, which last for 10 minutes or until you use your Wild Shape feature again.

### **Create Life**

Starting at 6th level, when you drain life, you can raise it as well. When you use your Life Drain feature, you can also cast the *animate dead* spell at its lowest level as part of the same action, without a spell slot or material components. Instead of reanimating a nearby corpse or bones, you cause ancient corpses or bones to immediately rise from the ground, as zombies or skeletons (your choice). After casting *animate dead* in this way, you must take a long rest before doing so, again.

When you reach 10th level, you cast *animate dead* at 4th level, and later, at 14th level, you cast it at 5th level.

### **Withering Spells**

By 10th level, your power to harm life increases. Whenever you deal damage to a creature with a druid spell, it takes additional necrotic damage equal to your Wisdom modifier (a minimum of 1). A creature can only take this additional damage once per turn.

### **Dust to Dust**

At 14th level, you can reduce life to dust. You can cast *disintegrate* at 7th level, without a spell slot or material components. If you target an object with *disintegrate* cast by this that would only have a 10-foot cube of itself disintegrated, you disintegrate a 20-foot cube, instead.

After casting *disintegrate* in this way, you must take a long rest before doing so, again.
Ghostenmire (5e Deity...?)

JKRVW

## **˥OɹƎ (Translated: Lore)**

L DP JKRVW DQG WKLV LV PB GRPDLQ(Translated: I AM GHOST THIS IS MY DOMAIN)

QRWKLQJ LV VDIH (Translated: NOTHING IS SAFE)

**JIEV YMG YNGJUCY (Translated: GF?S ??D ?KDGR??, Please edit translation when updated)**

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Curse Hunter (5e Ranger Archetype)

## **Curse Hunter**

   Many creatures in this world only exist due to the dark nature of one of the magical plagues of this world, known only as curses. Rangers of this conclave hunt down those who accept the power of curses, either by their own will or from being forced to, to either end their suffering, or rip their dark power away from them.

### **Hunter of the Cursed**

At 3rd level, your determination to hunt the cursed is unwavering. You treat creatures created by curses, such as vampires or lycanthropes, as being your favored enemies.

### **Curse Hunter Magic**

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

### **Blessed Pyre**

Additionally, at 3rd level, you can channel burning radiance through those you mark. When you hit a creature marked with your hunter's mark, you can expend a spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

If the target has shapechanged into another form, such as a vampire into a bat or a werewolf into a wolf, it must also succeed on a Constitution saving throw, or be forced back into its true form.

### **Revised Ranger: Extra Attack**

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

### **Curse Piercer**

At 7th level, your sight pierces the veil of shapechangers, and your form cannot be cursed. You have advantage on all ability checks made to identify the true form of a creature, as well as to determine if a creature is a shapechanger or has a curse.

Also, you are immune to being cursed, unless you choose to be.

### **Swift Pyre**

Starting at 11th level, your divine powers empower your body to strike with unearthly swiftness. Once per turn, when you use your Blessed Pyre feature on your turn, you can make another attack as part of the same action.

### **Blazing Pyre**

By 15th level, your holy flames remain on the bodies of those you strike. When you hit a creature with your Blessed Pyre, holy fire remains on the creature's body, making them glow with bright light for 20 feet and dim light for another 20 feet. At the start of its next turn, the fire is consumed, dealing an amount of radiant damage equal to 1d4 for each d6 of radiant damage your Blessed Pyre dealt to it.

A creature can only have this fire on it once at a time. If it is hit with your Blessed Pyre more than once before the fire is consumed, it takes the d4s of radiant damage from the higher damage dealing Blessed Pyre.
Crimson Knight (5e Shadow Knight Archetype)

## **Crimson Knight**

The path of a Crimson Knight is one paved in blood, both their own and their foe's. They sacrifice even more hit points than their other Shadow Knight archetypes, painting the battlefield red-literally.

### **Blood Bane**

Starting at 5th level, when you choose this archetype, you can choose to change Dark Bane from 1d6 to 2d6, increasing to 2d12 when you get Improved Dark Bane.

### **Sanguine Intercept**

At 5th level, when you choose this archetype, whenever you block an attack with your Intercept, or are hit while using it, the hostile attacking target takes necrotic damage equal to your Shadow Knight level + your Charisma modifier.

### **Crimson Barrier**

At 9th level, after you take a short or long rest, you gain (1/2 your Shadow Knight level)d4 + your Charisma modifier temporary hit points. These temporary hit points last for eight hours.

### **Bloodied Flesh**

At 13th level, your tolerance to wounds allows you to shrug off a bit of damage from most weapons. You gain resistance to non-magical piercing, bludgeoning, and slashing damage.

### **Vampire Blood**

At 17th level, as an action you can give yourself 60 ft. of flight speed with giant bat wings, for 1 minute. When you have your bat wings, you gain temporary hit points equal to your Charisma modifier at the start of each of your turns, which does not stack. After using this feature, you must take a long rest before using it again.
(Revised) Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead.

 Gauntlet Master

You have trained yourself to using your fists when wearing gauntlets to be immensely powerful, compared to others. You gain the following benefits:

* You have a +1 bonus to attack rolls with gauntlets.
* When you have a free hand or hand wielding a gauntlet, you can use your reaction when being attacked to increase your armor class by 2. This effect lasts until the start of your next turn.
* You cannot be disarmed of gauntlets unless you are unconscious.

## War Farmer

You have learned how to use farming implements just as well as any weapon. You gain the following benefits:

* You have a +1 bonus to attack rolls with scythes and sickles.
* When you use a sickle, its damage die changes from a d4 to a d6. (This benefit has no effect if another feature has already improved the weapon’s die.)
* You do not need a free hand to grapple while you are wielding a scythe or sickle.
* When you take the Attack action and attack with only a scythe or sickle, you can use a bonus action to make a grapple check on the target you attacked.
Circle of the Shifter (5e Druid Archetype)

## **Circle of the Shifter**

The Circle of the Shifter is a circle of druids that primarily consist of lycanthropes, or half-lycanthropes--known as shifters--that combine their ability to Wild Shape with lycanthrope-like abilities, that allow them to gain the benefits of both being a humanoid and being a beast.

## **Quick Shifting**

When you join the Circle of the Shifter, at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than an action.

## **Martial Shift**

At 2nd level, you gain proficiency in martial melee weapons. Additionally, you can use metal shields and metal armor.

## **Wild Shift**

At 2nd level, you lose the ability to Wild Shape. Instead, you gain the ability to Wild Shift. When Wild Shifting, you take one attribute from a beast and apply it to yourself, such as a bear's claws, or a wolf's Pack Tactics. Additionally, you temporarily gain +2 to an ability score, which is the highest of that beast's. This still abides by the cap of 20 to ability scores. Otherwise, all restrictions of Wild Shape still applies.

## **Extra Attack**

At 6th level, when taking the Attack action, you may attack a second time.

## **Fuse Shift**

At 10th level, you gain the ability to combine shifting options. You can gain the traits of more than one beast at once. You either choose one score from either beast to up by 2, or up one from each beast by 1.

## **Lycanthrope Shape**

At 14th level, you gain the ability to transform into a Lycanthrope. You can expend two uses of your Wild Shift to turn into a lycanthrope (wererat, wereboar, werebear, weretiger, werewolf). You do not keep the ability to curse others, and do not gain the immunity to nonsilvered weapons. Your equipment is kept on the form.

## **Spell Slashes**

At 18th level, your Beast Spells feature is replaced with this one, due to it being useless for you. After casting a spell, if you have a natural weapon due to using Wild Shift, you may strike with it as a bonus action.