recursal/Fanatic-Fandom huggingface dataset:
Golden Order Cantrips

**Casting Time:** 1 action
**Range:** 30 feet
**Target:**
**Components:** V, S
**Duration:** Instantaneous
**Class:** Bard, Cleric
**Casting Time:** 1 action
**Range:** touch
**Target:**
**Components:** V, S, M (A small piece of Gold)
**Duration:** Instantaneous
 One of the incantations of the Golden Order fundamentalists. A gift from the young Miquella to his father, Radagon.

Produces a ring of light and fires it forwards. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage.
The Two Fingers has high hopes for the Tarnished; that even if they should be wounded, even should they fall, they will continue to fight for their duty.
 **At Higher Levels:** The spell creates more than one disc when you reach higher levels: two discs at 5th level, three discs at 11th level, and four discs at 17th level. You can direct the discs at the same target or at different ones. Make a separate attack roll for each disc.
Braggart's Roar

*Wondrous Item (Ash of War), Legendary (+3), Requires attunement*

*Usable on all melee weapons (daggers, thrusting swords, and whips excepted).*

Small Jar containing the ashes of a well known ex-convict who was released temporarily for his skill-set. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +3 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, as a bonus action you may declare your presence with a boastful roar. Your roar lasts for 1 minute. It ends early if you are knocked unconscious. For the duration of your roar, you deal an extra 1d10 to your weapon damage rolls, you gain an extra 20 feet to your movement speed and you become resistant to bludgeoning, slashing and piercing damage. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Hoarah Loux's Earthshaker

*Wondrous Item (Ash of War), Legendary (+3), Requires attunement*

*Usable on your body.*

Small Jar containing the ashes of the legendary Hoarah Loux, Barbarian of the wasteland and master of his barbaric martial arts. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* Your unarmed strikes become magical and you gain a +3 bonus to attack and damage rolls made with your unarmed strikes. Your unarmed strikes now deal 2d6 + your strength modifier You also gain an extra 20 feet to your movement speed.

* Also, you can, as an action, slam both hands onto the ground to violently shake the earth and unleash a shockwave. All creatures within 50 feet of you must roll a Strength saving throw. On a failed save, a creature takes 5d10 bludgeoning and 5d10 thunder damage and is launched 10 feet into the air. On a successful save, the creature takes half as much damage and isn’t launched. The affected zone becomes difficult terrain after the earth was shattered and raised from the shockwave, you are unaffected by this. You may use this action only once per long rest.
Yorgh's Spear

*Weapon (Pike), Rare (+1), Requires attunement*

*Spear wielded by Sir Yorgh during his invasion of the Sanctum City. After his defeat of the Sunken King, Sir Yorgh pierced Sinh, the slumbering dragon, with this spear to claim its blood. But Sinh immediately awoke, spewing a poisonous fog that blanketed the city in death, and Sir Yorgh disappeared into the Eternal Sanctum.*

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to this weapon, you gain immunity against poison and advantage against petrification and curses. Also, you may deal slashing damage instead of piercing damage when attacking a creature.

### Curse.

This Pike is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the pike, keeping it within reach at all times. Also, when taking fire, lightning, force or necrotic damage, you take an extra 1d8 of the damage type.
Square Off

*Wondrous Item (Ash of War), Common, Requires attunement*

*Usable on shortswords and scimitars*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you can, as a bonus action, give yourself advantage on your next attack, you must have a free hand to do so. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Effigy Shield

*Armor (shield), Legendary (+3)*

*Frightful occult shield. Defends against divine weapons and lightning. In an ill-fated plot to destroy the very gods, the followers of the occult once attempted to steal the power of Gravelord Nito, the first of the dead.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

While wearing this shield, you gain a +3 bonus to AC, and you gain resistance to radiant and lightning damage.
One-Eyed Shield

*Armor (shield), Rare, Strength requirement : 16*

*Tricksome shield made from white stone depicting a malformed one-eyed god. The barrel of a firearm pokes through the open mouth. Once worshipped by the giants, this evil deity is believed to have been slain by Queen Marika.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

This shield deals 1d10 bludgeoning damage + your Strength modifier on a hit. Also, this shield has 5 charges, as an action you may expend a charge and shoot fearsome Fireballs out of the shield's mouth. Choose a point within 90 feet of you, each creature in a 10-foot radius must make a DC 14 Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. The shield regains 1d4 + 1 expended Charges daily at dawn.
Cursed Bone Shield

*Armor (shield), Rare, Requires attunement by a Warlock*

*Small shield used by Aldian warlocks. The peculiar figure known as Lord Aldia kept Giants in his manor, and attempted to recreate a dragon, but after some time, was not heard from again.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

This shield has 4 charges. Whenever you are targeted by a spell that targets only one creature while you are wearing this shield, you may use your reaction and expend a charge to cast the Bestow Curse spell upon the caster without, no components required. The shield regains 1d4 expended Charges daily at dawn.
Black Knight Shield

*Armor (shield, Rare (+1), Requires attunement*

*Shield of the Black Knights who roam the lands. A flowing canal is chiseled deeply into its face. Long ago, the black knights faced the chaos demons, and were charred black, but their shields became highly resistant to fire.*

While wearing this shield you gain a +1 to your AC and you gain resistance to fire damage. Also, when a fiend is within 60 of you, the chiseled canals of the shield glows a bright red.
Pillory Shield

*Armor (shield), Uncommon, Requires attunement*

*Pillory made to punish serious felons, used as a shield. Though made of good, sturdy wood, it is only a makeshift tool and performs as such. Perhaps due to its use as a device with which the guilty were made to endure prolonged suffering.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

While wearing this shield, your hit point maximum increases by an amount equal to twice your level when attuning to this shield.
Spiralhorn Shield

*Armor (shield), Uncommon*

*Small shield of antlers arranged in an eddy-like pattern. Once given to a Tarnished warrior who cultivated close ties to the ancestral followers. Though the effect is only slight, it boosts immunity.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

When wearing this shield, You have advantage on saving throws against poison. You can use this shield as a simple melee weapon which you are proficient in. When hitting a creature with this shield you deal 1d8 piercing damage + your Strength modifier.
Storm Wall

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on small and medium shields.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The shield becomes magical.

* While holding it, you can use a reaction immediately after being hit by a melee attack within 5 feet of you or ranged weapon attack to parry the attack. Roll a d20 to determine whether the attack is parried or not. You must roll an 11 or higher. You cannot parry a critical hit with this feature. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Glintstone Sorceries Cantrips

**Casting Time:** 1 action
**Range:** 60 feet
**Target:**
**Components:** S
**Duration:** Instantaneous
**Class:** Artificer, Bard, Wizard
**Casting Time:** 1 action
**Range:** 5 feet
**Target:**
**Components:** S
**Duration:** Instantaneous
 The most basic glintstone sorcery of the Academy of Raya Lucaria.
The glintstone serves as a conduit, launching magical projectiles at foes. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage.
Conjures a magic sword and delivers a swift sweeping slash.
This sorcery can be used without delay after performing another
 **At Higher Levels:** The spell creates more than one pebble when you reach higher levels: two pebbles at 5th level, three pebbles at 11th level, and four pebbles at 17th level. You can direct the pebbles at the same target or at different ones. Make a separate attack roll for each pebble.

**Casting Time:** 1 action
**Range:** 120 feet
**Target:**
**Components:** S
**Duration:** Instantaneous
 One of the night sorceries of Sellia, Town of Sorcery. The Sellian sorcerers were assassins, and it is said that they often hunted their fellows.

Swiftly fires a semi-invisible projectile. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage. Also, on a miss, the attack does not reveal your position.
 **At Higher Levels:** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Dragon Slayer Incantations Cantrips

**Casting Time:** 1 action
**Range:** 150 feet
**Target:**
**Components:** V, S
**Duration:** Instantaneous
**Class:** Cleric, Sorcerer
**Casting Time:** 1 bonus action
**Range:** Self
**Target:**
**Components:** V, S
**Duration:** 1 round
 Miracle allegedly used by Warriors of Sunlight.
Hurls a lightning spear.
The spears inflict lightning damage, providing an effective counter to magic or fire.
Especially powerful against metal armor and dragons. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage and an extra 1d10 if the target is a Dragon.
 **At Higher Levels:** The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Prufrock

Prufrock is an entity that appeared to Chloe Hill in a hallway of the Flint County Psychiatric Hospital, on September 26, 2022, alongside Maria.

Chloe spotted Prufrock in a hallway, conversing with Maria, a woman in a nun-like garb. Prufrock simply looked at Chloe with a smirk, before dashing away, eventually pursued by Maria. The two entities disappeared. Neither of them were noticed by nurse Joshua Bartholomew, who was escorting Chloe by wheelchair at the time of the incident. She was being escorted to talk to Vince Torelli via phone.

It is unknown whether Prufrock was a hallucination induced by the drugs in her system, a demon of some kind, or an extra-terrestrial being... possibly the work of JT? It remains unknown.

## Physical characteristics

Prufrock stood in a woodland green overcoat, almost reminiscent of a WWII-era German Wermacht officer's coat. He had slicked back and balding black hair, combed behind and with white streaks. His skin was uncannily wrinkled, white and pale, with an almost green tint to it. He had a mustache and wore boxy glasses, with a scar under his right eye... the area around his eyes were blacked out.

His face was heavily reminiscent of Vince Torelli's, but older and more pale. Furthermore, Vince shares the usage of boxy glasses like Prufrock's, as well as scarring under his right eye due to a bullet wound.
Death & Ghostflame Cantrips

**Casting Time:** 1 action
**Range:** 60 feet
**Target:**
**Components:** V, S, M (A bone shard)
**Duration:** Instantaneous
 Sorcery of the servants of Death. Once thought lost, this ancient death hex was rediscovered by the necromancer Garris.

 **At Higher Levels:** The spell’s cold and necrotic damage increases by 1d4 when you reach 5th level (2d4 and 2d4), 11th level (3d4 and 3d4), and 17th level (4d4 and 4d4).
Dragonslayer Swordspear

*Weapon (pike), Legendary (+3), Requires attunement*

*A dragon hunting weapon from the age of the gods. The earliest form of the cross spear, serving as both a sword and a spear. Its owner was the Nameless King, a deific hunter of dragons. The swordspear is imbued with lightning, of which he was the heir.*

You gain a +3 bonus to attack and damage rolls made with this magic weapon and deals an extra 1d6 lightning damage on a hit. You may choose to deal between Piercing or Slashing damage when hitting a creature or object. Also, you may, as an action to hold Swordspear high in the air to summon fierce lightning that descends upon distant foes. One creature you choose within 120 feet of you must roll a DC 16 dexterity saving throw. A creature takes 6d8 lightning damage on a failed save, or half as much damage on a successful one.
Determination

*Wondrous Item (Ash of War), Common, Requires attunement*

*Usable on all melee weapons.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you can, as a bonus action, your next attack deals an extra damage die of your weapon's damage die. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Charge forth

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on polearms capable of piercing damage.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you can, as an action, charge forth, carrying the momentum into a thrust. You charge up to 30 feet in a straight line and attack a creature. On a hit, you deal an extra die of your weapon's damage die. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Moghwyn's Sacred Spear

*Weapon (Pike), Legendary (+2), Requires attunement*

*Trident of Mohg, Lord of Blood. A sacred spear that will come to symbolize his dynasty. As well as serving as a weapon, it is an instrument of communion with an outer god who bestows power upon accursed blood. The mother of truth desires a wound.*

You gain a +2 bonus to attack and damage rolls made with this magic weapon and deals an extra 1d6 fire damage when successfully hitting a creature. Also, this giant Trident is a Divine spellcasting focus.

This weapon has 2 charges. While holding it, you can expend a charge as an action to raise the sacred spear and pierce the body of the Formless Mother. Stab up to three times, creating explosions of blood with each thrust. Your speed becomes 0, but you may stab the sky again on the following turns as an action for a total of three times. The light within 20 feet of you becomes dim light with a red hue. Creatures you choose within that red light must roll a DC 18 Constitution or suffer from extreme bleeding. A creature that fails this saving throw takes 8d10 damage, which ignores any kind of resistances or immunities. Creatures that succeeds on the saving throw have disadvantage on the next one. Bloodless creatures receive no damage from this feature. The weapon regains 1d2 expended Charges daily at dawn.
Yellow Quartz Shield

*Armor (shield), Very rare (+2), Requires attunement*

*A small shield affixed with a yellow quartz. This shield was found in the Iron Keep. Breaks easily due to corrosion, but is light and still very stable.*

While wearing this shield, you gain a bonus of +2 to your AC. Also, when damaged by acid, cold, fire, lightning, or poison, you may reduce that damage by 2d6 + your Constitution modifier.
Demon's Scar

##### *Martial Weapon (Scimitar), uncommon (+1), rare (+2), very rare (+3), Requires Attunement*

This chaotic thing, the last flame kindled by a demon prince, is shaped like the claw marks of a demon. It is both a fiery bladed weapon, and pyromancy flame. To acquire this flame, you must stab your palm with the claw of a demon born in the chaotic flames of the Abyss, and hold the claw in the open wound for an hour to attune to it. You can then use a bonus action to summon this Demon Scar or to extinguish its flames. If your attunement to the scar ends, the scar vanishes, and the claw reappears in your space.

* While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your fire based spells. And it deals 1d6 fire damage instead of the normal 1d6 slashing damage.
* This weapon also counts as a Spellcasting Focus.
* You can use your Intelligence, Wisdom or Charisma instead of Strength or Dexterity for the attack roll and the damage, your choice.
* Also, every time you cast a spell that deals fire damage, you can add your Intelligence, Wisdom or Charisma modifier to one damage roll of any fire spell that you cast.
Glintstone Pebble

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on swords as well as polearms capable of thrusting (heavy weapons excepted besides the pike)*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you gain a special spell ranged attack. This attack has a range of 60 feet and uses your intelligence modifier for the attack roll. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage.
Flame Miracles 1st level spells

**Casting Time:** 1 action
**Range:** 60 feet
**Target:**
**Components:** V,S
**Duration:** Instantaneous
**Class:** Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
**Casting Time:** 1 bonus action
**Range:** Touch
**Target:**
**Components:** V,S
**Duration:** Concentration up to 1 minute
 The signature flame-manipulating spell common to pyromancers. Hurls a lesser form of Fireball. They say that once a pyromancer learns this spell, their understanding of the flame deepens, together with a yearning for it.

You hurl a blazing orb at a point within range, the orb then explodes. Each creature within 10 feet radius of where the orb landed must make a Dexterity saving throw, taking 3d6 fire damage on a successful one or half as much on failed one. The blazing fire orb explodes on impact, dealing fire damage to the surrounding area and setting flammable objects on fire in the area that aren’t being worn or carried.

 **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Spinning Slash

*Wondrous Item (Ash of War), Common, Requires attunement*

*Usable on swords, axes, and polearms*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you may use an action to slash foes as your body spins. Roll one melee weapon attack against each creatures within your weapon's reach. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Magic shield

*Armor (shield), Rare, Requires attunement by a Wizard or an Eldritch Knight*

*Small shield used by Leydia apostles. Imbued with a special magic that allows spells to be deflected by parrying. The Leydia apostles were inhabitants of the Undead Crypt, but failed to treat death with the proper respect. As punishment, they were denied peaceful deaths.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

This shield has 5 charges. Whenever you are dealt damage by a spell that targets only one creature while you are wearing this shield, you may use your reaction and expend a charge to change the target of the spell to the caster. The shield regains 1d4 + 1 expended Charges daily at dawn.
Golden Incantations 1st level spells

**Casting Time:** 1 action
**Range:** 60 feet
**Target:**
**Components:** S
**Duration:** Concentration 1 minute
**Class:** Bard, Cleric
**Casting Time:** 1 action
**Range:** Self(10 feet)
**Target:**
**Components:** V, S
**Duration:** Instantaneous
 Incantation of the Two Fingers' servants, who once served as the assassins of the Roundtable Hold. It is said that those beguiled by the shadow see within it a hated foe.

Creates a pale gold shadow before the caster, luring humanoid foes and attracting their aggression. Humanoid creatures within 30 feet of the golden shadow must roll a Wisdom Saving throw or be attracted by it. They become aggressive towards the shadow. Casting this spell does not reveal your position.

Produces a shockwave that knocks back nearby foes. Creatures within 10 feet of you must succeed on a Strength Saving Throw or be pushed back by 20 feet.

**Casting Time:** 1 reaction, which you take when you are damaged by a creature within 60 feet of you that you can see
**Range:** 60 feet
**Target:**
**Components:** V, S
**Duration:** Instantaneous
**Class:** Cleric, Paladin
**Casting Time:** 1 bonus action
**Range:** touch
**Target:**
**Components:** V, S, M (A nonmagical melee weapon)
**Duration:** Concentration, 1 minute
 One of the incantations of the Golden Order fundamentalists. One of the key fundamentals. The fundamentalists describe the Golden Order through the powers of regression and causality. Causality is the pull between meanings; that which links all things in a chain of relation.

Manifests a small ring of causality within that allows the caster to
automatically retaliate upon receiving a blow. You make a grand gesture, and the creature that damaged you receives a barrage of beams of light. The creature must make a Dexterity saving throw. It takes 2d10 Radiant damage on a failed save, or half as much damage on a successful one.

 **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Through and Through

*Wondrous Item (Ash of War), Rare (+1), Requires attunement*

*Usable on Greatbows.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical you gain a +1 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you may use your action to shoot a powerful arrow. You shoot your arrow in a 60-foot line and 5 feet wide in front of you. Each creatures within that line must roll a Dexterity saving throw or receive 2d12 piercing damage + your Strength modifier. The DC is equal to 8 + your proficiency modifier + your Strength modifier. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Chariot Lance

*Weapon (Lance), Uncommon*

*The perverse design of this spear mirrors the chariot from which it came, a merciless creation that endlessly tortured Undead.*

While wielding this Lance, you do not have disadvantage against foes within 5 feet of you when you are mounted. Also, creatures you hit must roll a DC13 Constitution saving throw or suffer from bleeding, taking 1d6 damage at the start of its next turn, which cannot be reduced in any way.
Thops's Barrier

*Wondrous Item (Ash of War), Rare (+1), Requires attunement*

*Usable on small and medium shields.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* You gain a bonus of +1 to your AC.

* The shield becomes magical.

* While holding it, you can use a reaction immediately after being hit by a melee attack within 5 feet of you to parry the attack. Roll a d20 to determine whether the attack is parried or not. You must roll an 11 or higher. You cannot parry a critical hit with this feature. Also, you may attempt to parry a spell attack. If you succeed in doing so, you redirect the spell attack to a creature of your choice within 10 feet of you, you cannot target the caster of the spell. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Waves of Darkness

*Wondrous Item (Ash of War), Legendary (+3), Requires attunement*

*Usable on greataxes, warhammers, and oversized weapons.*

Small Jar containing the ashes of a legendary Astral Beast slayer. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +3 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, as an action you plunge the weapon into the ground to release three waves of darkness. A first wave of gravitational magic will come crashing down on creatures in a radius 10 feet centered on yourself. At the beginning of your next turn a second wave of 15 feet comes down, and on the third turn, at the start of your turn, a third wave of 20 feet washes over your foes. Each time a creature is struck by a wave, it must make a strength saving throw. On a failed save, a creature takes 4d6 Force damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. You are not affected by these waves. The DC is equal to 8 + your proficiency + your intelligence modifier or uses your intelligence-based spell save DC if you possess the spellcasting feature. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Inquisitor's Girandole

*Weapon (trident), Uncommon*

*Instrument of torture used on nobles behind the curtain at the Volcano Manor of Mt. Gelmir. Its numerous spikes pierce the flesh, then singe the wounds with flame. The smell of burnt blood induces despair in the victim.*

This weapon deals an extra 1d4 fire damage on a hit. Also, when you hit with a melee attack using this magic trident and reduce the target to 0. Each creatures within 5 feet of the dead creature must roll a DC 13 Wisdom saving throw or be frightened of you until the end of their next turn. Creatures that have no sense of smell are unaffected by this.
Earth Shaker

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on greataxes, warhammers, and any weapon that is one size larger than you.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon and when using the attack action, you may replace one of your attacks with an earth-shaking shockwave. You thrust your weapon into the ground, creating a shockwave in a 5-foot radius around you. All creatures within that radius but not yourself must roll a Strength saving throw. On a failed save, a creature takes the weapon's damage plus an extra die and is pushed 5 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. The DC is equal to 8 + your proficiency + your strength modifier.
Sanguine Magic Cantrips

**Casting Time:** 1 action
**Range:** 30 feet
**Target:**
**Components:** V, S, M (a living flea)
**Duration:** Instantaneous
**Class:** Cleric, Druid, Warlock
**Casting Time:** 1 action
**Range:** 5 feet
**Target:**
**Components:** V, S
**Duration:** Instantaneous
 Summons insect swarm to feast on foes.
These insects which lurk in the Deep have tiny jaws lined with fangs to tear open the skin and burrow into the flesh in the blink of an eye, causing intense bleeding.
Make a ranged spell attack against the target. On a hit, the target takes 1d4 piercing damage. The target must succeed on a Constitution saving throw, or it takes 1d4 piercing damage at the start of its next turn as it bleeds from its wounds. The target needs blood to be affected by this.
Creates bloodflame lacerations before the caster, which explode in an instant.
This incantation can be cast repeatedly. Make a melee spell attack. On a hit, the target takes 1d6 fire damage.
 **At Higher Levels:** This spell’s piercing damage increases by 1d4 when you reach 5th level (2d4 and 2d4), 11th level (3d4 and 3d4), and 17th level (4d4 and 4d4).
Mighty Arrow

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on shortbows, longbows, light crossbows and heavy crossbows*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you may use a bonus action to enhance the power of your shots. Until the end of your turn, your ranged weapon attacks deal an extra die of your weapon's damage die. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Greatshield of Artorias

*Armor (shield), Legendary (+2), Requires Attunement, Strength requirement: 15*

*The steel greatshield used by Knight Artorias, who succumbed to the Abyss. Artorias, deeply scarred by the Abyss, used this to form a barrier to protect his compatriot Sif. Although this drained the shield, its magic defense remains high.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

While wearing this Greatshield, you gain a bonus of +2 to your AC. This shield deals 1d10 bludgeoning damage + your Strength modifier on a hit. Also, you gain resistance to the damage of spells and advantage against their saving throws. A creature behind you may benefit from Three-Quarter Cover.
Lothric War Banner

*Weapon (pike), Rare (+1)*

*The flagpole that once carried the Lothric crest, and guided the knights long ago. The tip of the pole is fitted with a sharply pointed decoration, letting it serve as a spear.*

You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon has 2 charges. While holding it, you can expend a charge as an action to cast the Crusader's Mantle spell. The weapon regains 1d2 expended Charges daily at dawn.
Shield Crash

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on all shields.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The shield becomes magical.

* While wearing this shield, you may, as an action, rush into battle with your shield. You move up to your movement speed in a straight line, you can move through enemy creature as you push them aside and you don't provoke opportunity attacks. Each creatures you crash in must make a Strength saving throw or receive 1d8 bludgeoning damage + your Strength modifier. The target is also pushed 10 feet away your right or your left, your choice. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest. The saving throw is equal to 8 + your proficiency + your strength modifier.
Giant Hunt

*Wondrous Item (Ash of War), Rare (+1), Requires attunement*

*Usable on spears, tridents, lances and pikes.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +1 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, once per turn, you can forgo an attack to perform a special attack. Step forward from a low stance, carrying the momentum into a sudden upward thrust. Upon a hit, you deal an extra damage of your weapon's damage die. If the target is at least one size larger than you, you add two extra damage die to your damage instead of one. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Storm Stomp

*Wondrous Item (Ash of War), Very Rare (+2), Requires attunement*

*Usable on all weapons.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +2 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you can, as a bonus action, stomp hard on the ground to kick up a momentary storm. Each creature within 5 feet of you must roll a Constitution saving throw or be stunned until the end of their next turn. The DC is equal to 8 + your proficiency modifier + your Dexterity or Strength modifier. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Vyke's War Spear

*Martial Weapon (Pike), Very Rare (+2), Requires Attunement*

*War spear singed and blistered by fingers, used by Vyke, Knight of the Roundtable Hold. Like Vyke himself, it has been tormented by the yellow flame of frenzy from within.*

You gain a +2 bonus to attack and damage rolls made with this magic weapon. This Pike deals an additional 1d6 fire damage, and when successfully hitting a creature, you force the creature to roll a DC 14 Wisdom saving throw or be affected by the maddening flame which resides in this Pike. A creature that fails this saving throw receive psychic damage equal to twice its Challenge rating (minimum of 1) and lose its lowest spell slot. Also, if the creature fails its saving throw by 5 for more, it is stunned until the end of its next turn, having a madness glowing in its eyes. Constructs and Oozes are unaffected by this effect.

This weapon has 2 charge. While holding it, you can expend one of its charges as an action to plunge the War Spear into the ground, creating a massive explosion in front of yourself. Each creatures in a 30-foot cone in front of you must roll a DC 14 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Yellow flames from the explosion remains in the cone until the end of your next turn, creatures that starts their turn in the flames take 1d6 fire damage. Each creatures that receives fire damage must roll a DC 14 Wisdom saving throw or be affected by the maddening flame of your weapon. The staff regains 1d2 expended Charges daily at dawn.
Parry

*Wondrous Item (Ash of War), Common, Requires attunement*

*Usable on daggers, scimitars, rapiers, claws, and small and medium shields.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon or shield becomes magical.

* While holding it, you can use a reaction immediately after being hit by a melee weapon attack within 5 feet of you to parry the attack. Roll a d20 to determine whether the attack is parried or not. You must roll an 11 or higher. You cannot parry a critical hit with this feature. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Glintstone Phalanx

*Wondrous Item (Ash of War), Rare (+1), Requires attunement*

*Usable on swords.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical and you gain a +1 bonus to attack and damage rolls made with this magic weapon.

* While holding your weapon, you can, as an action to conjure four magical copies of your weapon over your head. These weapons stay afloat over you until a until a creature ends or start its turn within 10 feet of you, or until you launch them towards a creature within 30 feet of you as a bonus action. Once the weapons hit a creature, it deals 4d4 force damage, you cannot change the trajectory of the weapons or split them apart. You regain all expended uses when you finish a long rest.
Smoldering Shield

*Armor (shield), rare*

*Small shield made upon Mt. Gelmir forged from uncooling lava.*

Small shields gives a bonus of 1 to your AC instead of 2, but it can be donned as a free action instead of an action.

While wearing this shield, you gain resistance to cold damage. You can use this shield as a simple melee weapon which you are proficient in. When hitting a creature with this shield you deal 1d6 fire damage + your Strength modifier.
Sanctus

*Armor (shield), Uncommon*

*Once blessed with the protection of a white flame, but its power has all but faded, so that it provides greater recovery to the wearer.*

You regain 1d4 hit points at the start of your turn while wearing this shield. To benefit of this healing, you must have at least half of your hit points or fewer and must be conscious.
United Earth

United Earth, also known as The Unification or The Order, is a de facto global superstate comprising of the majority of earth's former nations. It was created as a temporary provisional government by the United Nations as a crisis response to the Combine Invasion in 2024, with the administrator elected by a wide majority to be Nikolai Kalinov.

Following Kalinov's rise to power, United Earth has taken on an authoritarian form, and is essentially a global empire.

## Residents

### The State

* Nikolai Kalinov (Administrator)
* Rebecca Sharpe (Propaganda Chief)

### Citizens

* Vincent Torelli
* Chloe Hill
* Layla Hill
* Olivia Hill
Fingerprint Stone Shield

*Armor (shield), Very Rare (+1), Requires attunement, Strength Required: 20*

*A great stone shield with an intricately carved fingerprint design. One of the heaviest of all greatshields. Part of the tomb of an ancient god, the Readerless Fingers relayed their message through these imprints, said to be the very seeds from which frenzy first sprouted.*

This shield deals 1d10 bludgeoning damage + your Strength modifier on a hit and you gain a bonus of +1 to your AC. When successfully hitting a creature, you force the creature to roll a DC 14 Wisdom saving throw or be affected by the maddening flame which resides in this Shield. A creature that fails this saving throw receive psychic damage equal to twice its Challenge rating (minimum of 1) and lose its lowest spell slot. Also, if the creature fails its saving throw by 5 for more, it is stunned until the end of its next turn, having a madness glowing in its eyes. Constructs and Oozes are unaffected by this effect.
Gravity Magic 1st level spells

**Casting Time:** 1 Action
**Range:** 40 feet
**Target:**
**Components:** V, S
**Duration:** Instantaneous
 One of the glintstone sorceries that manipulates gravitational forces. A gravitational technique studied by the young Radahn. His master was an Alabaster Lord with skin of stone.
 **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
The Maccaviti

The Maccaviti is a highly secretive intelligence and counter-terrorism organization with a focus on extrasensory perception techniques. Its current iteration was founded in 2018.

The Maccaviti is the primary rival of the Kalinov Cartel.

Two agents of The Maccaviti, Adam Harrow and Korra Flir, worked to make contact with Chloe Hill at the Flint County Psychiatric Hospital in late September and early October 2022.

### Known members:

* Korra Flir - M0097 / "Westhill"
* Adam Harrow - M0029 / "Subway"
* Chloe Hill (conscripted) - M0101 / "Thunderchild"

## Member description

The Maccaviti's members swear to uphold a belief in a form of telepathy known as "Maccavitianism", in which information and thoughts can be transferred by eye contact between two Maccavitians. Typically, most members of The Maccaviti have unique hazel-colored eyes. The Maccaviti believes more Maccavitians exist throughout the world, who are not affiliated with the organization proper. They believe these humans are born with the telepathic ability, but effort and training to hone these skills must take place before a self-aware status is achieved.

The antitheses to Maccavitians are Blackeyes, evil possessors of Maccavitian powers. Some Blackeyes are bred from birth to be autonomous hunter/killer humanoids for organizations such as the Kalinov Cartel.

## History

The Maccaviti was founded in 2018 on the island of Paraká (also known as Subtopia), as the intelligence wing of the Subtopian Political Union. However, following the dissolution of the union in June 2020, the organization became a rogue non-government entity, headquartered in Montclair, Alderney. It currently exists as an international peacekeeping faction.

### Operation October Dawning

In October 2019, The Maccaviti partnered with Korra Flir, who was then part of an organization known as TRSA, to investigate "00000p" - a rogue AI bot created by Dr. Leonard Marvin. The operation subsequently uncovered a conspiracy by Nikolai Kalinov to assassinate Vincent Loftenburg, the then-leader of The Maccaviti. The two organizations worked together to stop Kalinov, where an assassination was attempted in October 2019 in Cuba, but failed.

Subsequent activity in the operation led to the discovery of DOCS and Blackfleet, two US government-subsidized organizations that existed for mass-surveillance and to transport highly sensitive weapons and materials across the western United States. Among these was the Magic Cube, a device used to power spacetime manipulation devices.
Gravitas

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on melee armaments (light armaments and whips excepted).*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you can, as a bonus action, you can create a pull of gravitational magic within 10 feet of you. Each creatures within 10 feet of you must make a strength saving throw or be pulled 5 feet closer to you. The DC is equal to 8 + your proficiency + your intelligence modifier or uses your intelligence-based spell save DC if you possess the spellcasting feature.
Flame Miracles Cantrips

**Casting Time:** 1 action
**Range:** 5 feet
**Target:**
**Components:** S
**Duration:** Instantaneous
**Class:** Cleric, Druid, Sorcerer, Warlock, Wizard
**Casting Time:** 1 action
**Range:** 15 feet
**Target:**
**Components:** V,S
**Duration:** Instantaneous
 Pyromancy of Zoey, descendant of the desert pyromancers. Zoey possessed true beauty, as did all the desert pyromancers, but hers did not poison, and so she became the unassuming queen of the feeble ones.

Make a melee spell attack against the target. On a hit, the target takes 1d8 fire damage.

 **At Higher Levels:** You can strike more than once when you reach higher levels: two strikes at 5th level, three strikes at 11th level, and four strikes at 17th level. You can strike the same target or different ones. Make a separate attack roll for each strike.
Visage Shield

*Armor (shield), Uncommon, Strength requirement: 16*

*Tricksome bronze shield depicting the face of a Fire Giant. Several tongues leap from its open mouth. The dreadful visage and burning flames are designed to remind one of the horror of facing a Fire Giant. In other words, this shield has an instructional function.*

Greatshields may be wielded with two hands to be used as martial melee weapons and procure the wearer a +3 to their AC instead of a +2.

This shield deals 1d10 bludgeoning damage + your Strength modifier on a hit. Also, this shield has 3 charges, as an action you may expend a charge and shoot flames out of the shield's mouth. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The shield regains 1d2 + 1 expended Charges daily at dawn.
Spinning Strikes

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on polearms capable of slashing damage.*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you can, as an action, spin the weapon over your head until the start of your next turn. Roll an attack roll against all creature within 10 feet of you. On a hit you deal your normal weapon damage. Also, you gain Three-Quarter cover against ranged weapon attacks. You can use this feature a number of times equal to your proficiency. You regain all expended uses when you finish a long rest.
Beast's Roar

*Wondrous Item (Ash of War), Uncommon, Requires attunement*

*Usable on all weapons*

Small Jar containing the ashes of a powerful warrior. Whenever you finish a long rest, you may spend at least 1 hour to perform a ritual and scatter these ashes on a nonmagical weapon or shield, doing so grants the item the following feature :

* The weapon becomes magical.

* While holding your weapon, you gain a special ranged attack. This attack has a range of 80/320 and uses your Constitution modifier for the attack and the damage. On a hit, you deal 2d4 thunder damage.