recursal/Fanatic-Fandom huggingface dataset:
Classes-Druid-Wildform-Bramble

**Bramble**

*Large or huge plant*

* Str becomes -
* Dex becomes -
* You may choose the shape your brambles form into, and you can occupy a space up to 30 feet x 30 feet
* A creature with no reason to suspect you have become a bramble cannot discover you
* You have a +4 Form bonus to Stealth and double advantage on Stealth checks when among other large brambles
* A creature can move through your brambles, albeit slowly and painfully. The creature must move at 1/4 speed, and if it enters your brambles or ends its turn there, it must make a twin Reflex save. On a fail, it takes 1d4 piercing damage. On two fails, it becomes Entangled. This save must be made at most once per round.
Conditions-Fatigued

**Fatigued**

* a fatigued creature gets -2 to Strength, Dexterity and Wisdom
* the creature can’t charge and reduces its run multiplier by 1 (eg. x3 speed instead of x4)
* anything that would cause the creature to become fatigued causes it to become Exhausted instead
* if the creature has 8 hours of rest, it is no longer fatigued.

Fatigued is a less severe fatigue condition than Exhausted.
Conditions-Deafened

**Deafened** [hearing]

* a deafened character can't hear and automatically fails any checks or abilities that rely on hearing
* the creature has -4 to Initiative
* any spell with a [verbal] tag has a 20% spell failure chance when cast by a deaf creature
* creatures that have been deaf for a long time have gain the Naturally Deaf trait.
Spells-Silent Image

**Still Image**

Common Illusion Spell (1st)

*Bard, Druid, Sorcerer, Warlock, Wizard*

*Shadow*

**Casting Time:** 1-10 rounds

**Range:** 30 (60) feet

**Components:** S, M (a crystal prism worth 20sp)

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

You create an animated image of an object or creature within range that lasts for the duration. The illusion also ends if you dismiss it as a Standard Action or cast the spell again. The image must be no larger than 15 feet in any dimension and can’t create sound, light, smell, or any other sensory effect.

You can use a Move Action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because anything will pass through it.

If a creature is able to see the image for 5 or more rounds, or examines it with a Standard Action, it makes a Will saving throw and will know the image to be an illusion if it is successful. If a creature discerns the illusion for what it is, it can choose to see past it at any time.
Spells-Gust

**Gust**

Common Evocation Cantrip (0th)

*Druid, Sorcerer, Wizard*

*Storm. Dragon (blue).* [wind]

**Casting Time:** Standard Action

**Range:** 10 (20) feet

**Components:** V, S

**Duration:** 1 round

You create a windy, 10 foot wide zone originating at you and ending at a point within range, blowing in the direction of your choice. Until the start of your next turn, creatures have their movement impacted while in that zone:

* creatures moving with the wind for at least 10 feet gain 5 feet of movement
* creatures moving against the wind for at least 10 feet lose 5 feet of movement
* the above changes to movement apply to jump distances
* if the wind is an updraft, the DC to take flight (if necessary) is reduced by 3, and jump height is increased by 2 feet if it is within the wind
* if the wind is a downdraft, the DC to take flight (if necessary) is increased by 3, and jump height is decreased by 2 feet if it is within the wind
* Tiny or smaller creatures must make a successful Reflex saving throw or Athletics check or fall prone (they have advantage on the save if they have 4 or more legs). If a flying creature fails this save, it is pushed in the wind 10 feet and falls to the ground unless the wind is an updraft

Unattended objects that are flat, light and Small or smaller (such as leaves, sails, wooden signs, etc.) are blown 10 feet by the wind.
Spells-Resist Magic

**Resist Magic**

Common Abjuration Cantrip (0th)

*Sorcerer, Warlock, Wizard*

**Casting Time:** 1-10 rounds

**Range:** 30 feet

**Components:** V, S, M (a pinch of salt, which is consumed by the spell)

**Duration:** End-cast time \* 10

You weave a magical protection upon one creature within range. For the duration, that creature has a +1 bonus to all saving throws made against magical effects.
Spells-Create Water

**Create Water**

Common Conjuration Cantrip (0th)

*Cleric, Druid, Sorcerer*

*Sea. Dragon (copper, white).* [water]

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

**Range:** 15 feet

**Components:** V, S, M (a drop of pure or salt water)

**Duration:** Instantaneous

You conjure up to 8 + Spell Power gallons of water. If pure water was used for the material component you create clean, drinkable rainwater. If salt water was used, you create that instead. If the water is created inside one or more containers, it will fill them comfortably. Alternatively, it can fall as rain for 1 round in a 15 foot tall, 5 foot diameter cylinder, extinguishing simple fires or wetting objects.

This water lasts indefinitely while liquid or ice, but disappears as it is evaporated.

*Note*: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Conditions

Conditions are status affects that may enhance or impair a character's ability to fight or act in some way.

If more than one condition affects a character, apply them all. If effects can’t combine, apply the most severe effect.

**List of Conditions**

* Cognition
	+ Dazed
	+ Stunned
	+ Unconscious
* Death [death]
	+ Stable
	+ Dying
	+ Enervated
	+ Dead
* Fatigue
	+ Fatigued
	+ Exhausted
* Fear [emotion] [fear]
	+ Shaken
	+ Frightened
	+ Panicked
	+ Cowering
* Focus
	+ Distracted
	+ Flat-footed
	+ Fascinated
* Illness
	+ Sickened
	+ Nauseated
* Senses
	+ Dazzled [vision]
	+ Blinded [vision]
	+ Deafened [hearing]
	+ Muted [verbal]
* States
	+ Invisible
	+ Incorporeal
* Restraint
	+ Prone
	+ Entangled
	+ Grappled
	+ Pinned
* Wounds
	+ Bleeding [blood]
	+ Wounded
* Other
	+ Staggered
	+ Paralysed
	+ Petrified
	+ Helpless
Spells-Ant Haul

**Ant Haul**

Uncommon Transmutation Spell (1st)

*Sorcerer, Wizard*

**Casting Time:** 1-Spell Power rounds [ritual]

**Range:** Touch

**Components:** V, S, M (a dead ant, which must be eaten by the target)

**Duration:** End-cast time \* 1 hour

Triple the carrying capacity of the target. This doesn't affect their Strength score, or alleviate any encombrance from wearing armour.
BnB-Feats-Rallying Stance

**Stance, Rallying**

*Uncommon Social Training* [stance]

**Requirements**: Cha 13+

* *Rallying Stance:*

*NOTE:* Enter or exit Stances as a swift action if you have taken no other actions this turn. You can only take one Stance at a time. When you take damage, you must succeed at a Concentration check or leave the Stance involuntarily. When you leave a Stance you can’t enter a Stance until the end of your next turn.
Spells-Spare the Wounded

**Spare the Wounded**

Common Necromancy Cantrip (0th)

*Cleric, Druid*

*Life.* [heal]

**Casting Time:** Standard Action

**Range:** Touch

**Components:** V, S

**Duration:** 1 minute

You touch a living creature that has fewer Hit Points than their maximum. The target gains 1 Temporary Hit Point for the duration. If the target is below 0 Hit Points, it is healed for ½ Spell Power Hit Points. This spell has no effect on non-living creatures.
BnB-Feats-Deft Manoeuvres

**Manoeuvres, Deft**

*Common Combat Training*

**Requirements**: Dex 13+, Int 11+

* You gain a +1 bonus to trip, disarm and cheap shot combat manoeuvres
* You don’t provoke Attacks of Opportunity when performing trip,  disarm or cheap shot combat manoeuvres
* You may perform a feint manoeuvre as a move action.
BnB-Feats-Metamagic-Solar Spell

**Metamagic, Solar Spell**

*Uncommon Magic Training* [metamagic]

**Requirements:** Talented at Lore (Religion & Otherworlds)

* Only spells with the [light] descriptor can be made solar spells
* Any effects of the spell that set or increase light levels increase it by an additional step using the follow order: pitch, dark, dim, normal, bright and brilliant
* Any effects of the spell that cast light count as casting sunlight
* If the spell requires a saving throw to avoid negative effects based on light, the DC for that saving throw is increased by 2
* If the spell deals damage, it deals an additional 1d6 radiant damage.

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

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

**Mole**

*Diminutive mammal*

* ⅓ Strength
* +2 Dexterity
* Disadvantage on Perception checks that rely on vision
* *Tremor Sense:* You have a sixth sense that detects vibrations in the ground and where they’re coming from. You can make a Perception check as a Free Action to determine where a creature, that is on the same ground surface you are on and is within 60 feet, is located and moving
* Quadruped, moves 10 feet
* Burrower, digs 5 feet in 10 minutes
* You wait twice the usual time before making Con checks to hold your breath, and you can breathe indefinitely in low-air environments (such as underground) without suffering penalties.

*Size modifiers*

* +4 Size bonus to Armour Class and to hit
* +8 Size bonus to Stealth.
Spells-Message

**Message**

Common Transmutation Cantrip (0th)

*Bard, Sorcerer, Wizard*

*Civic.* [language]

**Casting Time:** Standard Action

**Range:** 120 feet

**Components:** V, S, M (a copper ring worth 1sp)

**Duration:** 1 Round

You whisper a short message through the copper ring to a creature within range. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You will receive this message at the start of your next round.

The message is not a sound effect, and works through magical silence.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. 3 feet of wood, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks the message. This spell doesn’t have to follow a straight line and can travel freely around corners or through openings of at least 1 square foot.
Classes-Druid-Wildform-Cheetah

**Cheetah**

* +4 Dexterity
* +2 competence bonus to Stealth and Trip checks
* 1 bite: 1d6 + Str
* Quadruped, moves 60 feet
* Can *Dash* as a Swift Action
* *Run* moves 6x movement
* *Sprint Chaser:* You can make a Trip check as a Swift Action against any creature that moved further than its base movement speed on its last turn.
Classes-Druid-Wildform-Raven

**Raven**

*Tiny bird*

* ⅓ Strength
* +4 Dexterity
* 1 bite (finesse): 1d2 + Str piercing & bludgeoning
* Biped, moves 5 feet
* Flier, moves 50 feet
* *Raven Speech:* You can speak any languages you know, although anyone unfamiliar with raven speech must pass a DC 10 Linguistics or Insight check to fully understand you

*Size modifiers*

* +2 Size bonus to Armour Class and to hit
* +4 Size bonus to Stealth.
BnB-Feats-Sunder Mastery

**Mastery, Sunder**

*Uncommon Combat Training*

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

* You gain a +2 bonus on sunder combat manoeuvres
* You gain a +2 bonus to your Powerful Manoeuvre Defense against sunder manoeuvres
* When you sunder an item, your attack is Deadly against that item.
Spells-Thaumaturgy

**Thaumaturgy**

Common Universal Cantrip (0th)

*Cleric*

**Casting Time:** Standard Action

**Range:** 20 feet

**Components:** V

**Duration:** See below

You manifest a minor wonder, a sign of supernatural power. You create one of the following magical effects within range:

* your voice booms up to three times as loud as normal for 1 minute
* you cause flames to flicker, brighten, dim, or change colour for 1 minute
* you cause harmless tremors in the ground for 1 minute
* you create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers
* you instantaneously cause an unlocked door or window to fly open or slam shut
* You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at the same time. You can dismiss any of the 1-minute effects as a Standard Action.
Conditions-Panicked

**Panicked** [emotion] [fear]

* a panicked creature has -4 to all ability checks
* it drops any items it is holding, and must use all available actions to flee the source of its fear as best it can
* casting spells while panicked requires a Concentration check, and all Concentration checks are at disadvantage
* if unable to flee further, the creature becomes Cowering
* a panicked creature loses all Morale bonuses.

Panicked is a more severe fear condition than Shaken or Frightened and less severe than Cowering.
BnB-Skills-Medicine

## **Medicine**

Wis [healing]

Medicine means using the resources at hand to craft salves and ointments, tend to wounds and treat symptoms of illness.

Common Uses

*Create Salve*:

* Using local herbs and materials, your own supplies, and your skill you craft a first aid salve
* A salve requires a poultice (perishable) and a protective bandage (non-perishable), each of which may be purchased or foraged with Survival
* After spending 1 hour preparing and consuming a poultice and bandage, make a Medicine skill check DC 10
* If you succeed, you create a Salve, plus an additional Salve for every 5 you beat the DC by
	+ Applying a Salve is a Standard Action that provokes Attacks of Opportunity
	+ A fresh Salve heals 1d4 Hit Points, an old Salve heals 1d4-1 Hit Points
	+ Salves are fresh for 1 day, before becoming old. After 3 days the Salve expires entirely
* If you fail, the materials are wasted

*Tend wounds*:

* By tending directly to wounds, you greatly improve the rate of healing over time
* After spending 10 minutes tending to wounds, make a Medicine check DC 12
* If you succeed, double the healing over an 8-hour rest for the bearer of those wounds

*Treat illness*:

* After an hour of focussed care, make a Medicine check DC 15. If successful, choose one:
	+ Restore 1 point of Ability Score damage, plues 1 for every 5 you beat the DC by
	+ Grant a new save against an ongoing poison, illness or disease. If you beat the DC by 5, the new save has advantage

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

* Embalm a body
* Identify sources of danger or wounds

Mastery

*Talented (+5):*

* You gain a +1 Mastery bonus to Survival
* Your spells, potions and class features with the [healing] tag restore 1 additional Hit Point

*Expert (+10):*

* The save DC of any poisons you make or apply is increased by 2
* When you Tend Wounds and your ward has a good rest, they wake with 1d6+1 Temporary Hit Points that last 24 hours

*Master (+15):*

* *Know Vitals:*
	+ Your melee attacks are Deadly against flat footed humanoids, humanoids you flank, or when you have advantage on an attack roll against a humanoid.
	+ If your attack against a humanoid would already be Deadly, it deals +1 Precision damage per dice.
* Salves you create cure an additional 1d6+1 Hit Points. If you beat the DC by 5, they also restore 1d4 temporary ability damage to any one ability score.
Spells-Animate Rope

**Animate Rope**

Uncommon Transmutation Spell (1st)

*Sorcerer, Wizard*

*Civic*

**Casting Time:** 1-10 Rounds

**Range:** 100 feet

**Components:** V

**Duration:** Start-cast \* Spell Power rounds [concentration]

You animate up to 10 \* Spell Power feet of nonliving rope-like material:

* the maximum length assumes a rope with a 1-inch diameter
* if the rope is thicker than 1 inch, divide the maximum length by the number of inches thick it is
* if the target is a rope worn, held, or currently being used by a creature, that creature gets a Will save with advantage to negate the effect.

You can give the rope one command per round while casting, and further commands as Move Actions while the spell duration persists. Commands include:

* (un)coil - form a neat, coiled stack
* (un)loop - create a tied loop like a lasso or noose. This reduces the rope length by 10 foot
* (un)knot - knot every foot of the rope, so climbing is easier. This reduces the length of knotted segments by 25%
* (un)secure - tie to another object
* (un)entangle - an adjacent (or in the same space) enemy must pass a Reflex save or become Entangled
	+ while Entangled by the rope, spells require a Concentration check DC 15 to cast a spell
	+ if both ends of the rope are animated, each end can Entangle one creature (requires one command per creature)
	+ it takes 20 feet of rope, at least ½ an inch and no more than 4 inches thick to entangle a medium-sized creature
	+ double the length and thickness of rope needed for each size category larger the creature you wish to entangle, and halve them for each size category smaller
* constrict - squeeze all Entangled victims for 1d6 + ½ Spell Power bludgeoning damage
* slither - move speed 10 feet
* climb - climb speed 10 feet
* rear - half the rope can stand vertically like a pole. While reared, it can carry 20 \* Spell Power pounds of weight

NOTE: the rope itself and any knots tied in it are not magical. A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it.
Spells-Druidcraft

**Druidcraft**

Common Universal Cantrip (0th)

*Druid*

**Casting Time:** Standard Action

**Range:** 20 feet

**Components:** V, S

**Duration:** Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:

* you create a tiny, harmless sensory effect that predicts what the dominant natural weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round
* you instantly make a flower blossom, a seed pod open, or a leaf bud bloom
* you create an instantaneous, harmless sensory effect, such as falling leaves, puff of wind, or the sound or smell of a small animal. The effect must fit within a 5-foot cube
* you instantly light or snuff out a candle, a torch, or a small campfire.
Spells-Hypnotism

**Hypnotism**

Common Enchantment Spell (1st)

*Bard, Sorcerer, Warlock, Wizard*

*Beauty. Fey.* [Fascination]

**Casting Time:** 1-Spell Power rounds

**Range:** 20 (40) feet area, centrered on you

**Components:** V, S

**Duration:** Start-cast \* 1d6 rounds

Your gestures and droning incantation Fascinate nearby creatures, causing them to stop and stare blankly at you. In addition. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, creatures have advantage on their saves. If the spell affects only a single creature not in combat at the time, it has disadvantage on its save.

You can teach creatures how your Hypnotism works, in which case they can automatically pass the save (NOTE: this means you won't be able to hypnotise them later should you wish to).

A creature that fails its saving throw does not remember that you enspelled it.
BnB-Skills

Skills have all kinds of uses. Read the blurbs to find out! Some things to note:

* The first 3 ranks of each skill cost 1 Skill Point
* Ranks 4-6 each cost 2 Skill Points
* Ranks 7+ each cost 3 Skill Points
* You are Trained in a skill if you have at least 1 Skill Point in that skill
* You get an additional +2 bonus for Class Skills in which you are Trained

*Mastery*

Skill mastery is a system that acknowledges how good at an individual skill you are. As your skill grows, you unlock new abilities. Upon reaching a new tier, you may choose 1 of the two options from that tier to unlock. Once you are of the appropriate tier, you may unlock the other ability with Skill Points.

*Mastery Levels:*

* Talented     (+5 modifier; 2 Skill Points to unlock both abilities)
* Expert     (+10 modifier; 3 Skill Points to unlock the both abilities)
* Master    (+15 modifier; 4 Skill Points to unlock the both abilities)

Mastery cares about your permanent bonus to a skill. Any bonus modifiers with less than 24-hour duration do not count toward your mastery in a skill. However, debilitations may prevent you from having access to the unlocked skills. For example, if a poison reduces your Strength score such that your bonus in Athletics reduces from +11 to +9, you would not be able to use any Expert Athletics abilities you have unlocked, however Talented abilities would still be useable.

**List of Skills**

* Acrobatics
* Animal Handling
* Athletics
* Deception
* Insight
* Intimidation
* Investigation
* Knowledge
* Linguistics
* Medicine
* Perception
* Perform
* Persuasion
* Profession
* Stealth
* Survival
BnB-Feats-Metamagic-Frostfire Spell

**Metamagic, Frostfire Spell**

*Uncommon Magic Training* [metamagic]

**Requirements:** Ability to cast at least one spell with each of the [cold] and [fire] descriptors

* Only spells with the [cold] or [fire] descriptors can be made frostfire spells, and they now have both the [cold] and [fire descriptors]
* A frostfire spell can be cast to have one of three effects:
	+ Frost: the spell deals cold damage and reduces the fire resistance of its targets by 1 per 3 cold damage dealt for 1 minute
	+ Fire: the spell deals fire damage and reduces the cold resistance of its targets by 1 per 3 fire damage dealt for 1 minute
	+ Frostfire: The spell's damage is divided as half cold and half fire. If it takes the full damage of the spell, the victim also gets 1 vulnerability to fire and cold.

**Level Increase:** any number at +0

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

**Dying**

A character begins dying when they are reduced to 0 or fewer Hit Points, or when they stop being Stable while on 0 or fewer Hit Points.

* a dying creature is Unconscious, or Staggered if they have some way to avoid becoming Unconscious
* a dying creature loses 1 Hit Point at the end of each of its turns
* when a creature starts dying, they become Enervated. This can only happen once per minute
	+ *NOTE:* Enervated is a condition that stacks.

Dying is a more severe death condition than Stable but less sever than Dead.
BnB-Skills-Investigation

**Investigation**

Int

You search for clues and make deductions based on those clues or give you a clearer idea of what is going on.

Common Uses

*Snoop*:

* Search for clues relating to a particular question you have
* Roll an Investigation check against the DC of gaining clues with regards to your question
* The DC will adjust depending on how detailed the question is, and how relevant local sources of information or clues could be:
	+ Default DC: 15
	+ Simple or vague question: -5 DC
	+ Specific or unusual question: +5 DC
	+ Information about this question is common in this area: -5 DC
	+ Information about this question is rare in this area: +5 DC
* If you succeed, you gain 1 piece of information relating to your question
* For every 10 you beat the DC by, you gain another piece of information
* If you fail by 4 or less, you can Snoop for the same question again in 24 hours
* If you fail by 5 or more, you can Snoop for the same question again in 1 week
* Snooping usually takes 1d4 hours, but may be adjusted dramatically (by the DM) depending on the nature of the question and available resources

*Verify*:

* You look deeper into the context of a rumour, finding out for yourself the truth of it
* When you spend at least 1 hour talking to locals, checking out an important location, or other appropriate activity (DM’s discretion), make an Investigation check against the DC of one unverified Rumour you know, make an Investigation check against the DC of the Rumour
* If you succeed, you learn whether the Rumour is true, false or partly true
* If you fail by 4 or less, you can try again for that Rumour in 24 hours
* If you fail by 5 or more, you can try again for that Rumour in 1 week

*Prepare a skill:*

* You do your research before carrying out another skill
* If you can pass some investigation checks, you gain a +2 Circumstance bonus to the skill roll, or advantage if it's significant (DM's discretion)

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

* Follow an entity’s movements through anecdotes from people who have seen them
* Find out background information on someone (this may fall to Persuasion)

Mastery

*Talented (+5):*

* You gain a +1 Mastery bonus to Perception
* You gain a +2 Mastery bonues to saves against Illusion magic
Spells-Guidance

**Guidance**

Common Divination Cantrip (0th)

*Cleric*

*Celestial, Dragon (silver)*

**Casting Time:** 1-10 rounds

**Range:** Touch

**Components:** V, S

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

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

**Stunned**

* a stunned creature drops any held items
* the creature can't take actions
* a stunned creature gets -10 to all Concentration checks
* when it becomes stunned, a creature must immediately make a check to maintain Concentration
* the creature is Flat-footed.

Stunned is a more severe cognition condition than Dazed.
BnB-Feats-Barge Mastery

**Mastery, Barge**

*Uncommon Combat Training*

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

* You gain a +2 bonus on barge combat manoeuvres
* You gain a +2 bonus to your Powerful Manoeuvre Defense against barge manoeuvres
* When you barge a foe, they are also Staggered until the start of your next turn.
Classes-Druid-Wildform-Eagle

**Eagle**

*Medium Bird. Circle of the Storm*

* +2 Dexterity
* Advantage on sight-based Perception checks in bright or standard light
* 1 bite: 1d4 + Str
* 2 talons: 1d4 + ½ Str
* Bipedal, moves 10 feet
* Flyer, moves 50 feet
* *in flight only*
	+ *Aerial Dive:* If you descend at least as far as you move horizontally, your flying speed is doubled for this round.
	+ *Swoop:* When you use *Aerial Dive* you may *Swoop* as a Full Round Action. You move up to your full (doubled) movement and make a *Full Attack* at the end of it.
BnB-Feats-Blind-Fight

**Blind-Fight**

*Uncommon Combat Training*

**Requirements**: Expert at Perception

* You have advantage on miss chance rolls due to concealment on your melee attack rolls
* Foes you can’t see don’t gain advantage to attack you in melee
* Your movement is reduced by 5 feet, rather than halved, while you are Blinded.
BnB-Feats-Trip Mastery

**Mastery, Trip**

*Uncommon Combat Training*

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

* You gain a +2 bonus on trip combat manoeuvres
* You gain a +2 bonus to your Deft Manoeuvre Defense against trip manoeuvres
* When you trip a foe, they provoke an Attack of Opportunity from each of your allies (but not you).
Spells-Good Rest

**Good Rest**

Common Necromancy Cantrip (0th)

*Bard, Cleric*

*Life.* [heal]

**Casting Time:** 1 minute

**Range:** Touch

**Components:** V, S

**Duration:** Up to 8 hours

You warm your hands with infused life and touch a creature, who feels a drowsy peace wash over them. If that creature rests their body and mind for at least an hour, they recover 1 lost Hit Point. If they rest for 8 hours, they instead recover  1 + ½ Spell Power number of Hit Points in addition to the recovery they would usually make from resting.

The spell may also help those who struggle to sleep or rest in other ways find peace. Among other things, this removes 1 instance of the Enervated condition after 8 hours of rest, in addition to the recovery that rest usually offers.
Spells-Protection from Evil

**Protection from Evil**

Common Abjuration Spell (1st)

*Cleric, Paladin*

*Battle, Protection. Celestial.* [alignment]

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

**Range:** Touch

**Components:** V, S

**Duration:** Spell Power minutes

You ward a willing creature against evil danger. While the duration persists, the warded creature enjoys multiple benefits:

* +2 Deflection bonus to Armour Class against attacks from evil things
* +2 Resistance bonus to saving throws against effects from evil things
* Advantage on saving throws against Enchantment effects by evil creatures
* The subject is immediately granted a new saving throw against any ongoing Enchantment effects by evil creatures.
BnB-Skills-Persuasion

**Persuasion**

Try to convince people to do things your way.

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

Mastery

*Talented (+5):*

* Your Enchantment spells have their DC increased by 1
* You gain a +1 Mastery bonus to Intimidation checks

*Expert (+10):*

* Yet to come

*Master (+15):*

* Yet to come
Classes-Druid-Wildform-Fire

**Fire**

*Small or medium elemental. Circle of the Flame*

* Str becomes -
* Dex becomes -
* A creature with no reason to suspect you have become a fire cannot discover you
* You have a +4 Form bonus to Stealth and double advantage on Stealth checks when amongst fire
* You have no weight
* You are immune to fire
* Once per day after 10 minutes of consuming roots and herbs, you may recover ⅓ Spell Power of spent spell slots
* You must make Fortitude saves for holding your breath and not eating after 1 round (and additional saves are in 1 round intervals), or you lose Concentration and revert to your original form
	+ You eat wood or other flammable things
	+ You consume 1 log of wood or similar fuel per hour.
Classes-Druid-Wildform-Snake (Venomous)

**Snake (Venomous)** *(adder, cobra, taipan, viper)*

* +2 Dexterity
* Advantage on Athletics (climb) and Stealth checks
* *Tremor Sense:* You have a sixth sense that detects vibrations in the ground and where they’re coming from. You can make a Perception check as a Free Action to determine where a creature, that is on the same ground surface you are on and is within 60 feet, is located and moving (this eliminates the miss chance of not being able to see an enemy, but you still have disadvantage on the attack)
* 1 bite (finesse): 1d4 + ½ Str piercing damage + venom
* Venom: 1/round for 6 rounds; 1d2 Constitution damage; 1 save to cure; DC 10 + Con
* *Ambush:* You get +4 to Initiative when your enemies are unaware of your presence
* Slitherer (can’t walk), moves 25 feet
* Swimmer, moves 30 feet
Spells-Shillelagh

**Shillelagh**

Uncommon Transmutation Cantrip (0th)

*Druid*

**Casting Time:** Swift Action

**Range:** Touch

**Components:** V, M (a sprig of blackthorn and a club, a quarterstaff or a club-like piece of wood)

**Duration:** 1  + ½ Spell Power rounds

The club, quarterstaff or weapon-suitable piece of wood you are holding becomes polished and dark, infused with the power of old blackthorn wood. For the duration, it is considered to be a +1 magic weapon, and deals damage as though it were 1 size category larger than it is (small shillelaghs now deal 1d6 base damage while medium shillelaghs now deal 1d8 base damage).
Spells-Deflect

**Deflect**

Common Abjuration Cantrip (0th)

*Sorcerer, Warlock, Wizard*

**Casting Time:** Reaction

**Range:** Self

**Components:** V

**Duration:** Instantaneous

You bend space ever so slightly to decrease the chance you meet a grisly fate. When you are the target of an attack, you can use your reaction to grant yourself a +2 circumstance bonus to your Armour Class for that attack (if the attacker has more than 1 attack, this spell protects you from only the next one of those attacks). You choose whether or not to cast this spell before the attack roll is made.
BnB-Feats-Metamagic-Extend Spell

**Metamagic, Extend Spell**

*Common Magic Training* [metamagic]

**Requirements:** Trained in Knowledge (Arcana)

* Only spells with a duration can be extended
* An extended spell doubles its duration
* A character can spend an additional minute casting an extended spell, in which case it triples its duration instead of doubling (this additional time does not count towards cast time for spells that determine duration by the casting time)

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

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

**Lesser Mending**

Uncommon Transmutation Cantrip (0th)

*Bard, Cleric, Sorcerer, Wizard*

*Civic. Dragon (iron)*

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

**Range:** Touch

**Components:** V, S, M (a needle and thread, a hammer and nail, etc.)

**Duration:** Instantaneous

You repair a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but can’t restore magic to such an object.
Spells-Crackling Palm

**Crackling Palm**

Uncommon Evocation Cantrip (0th)

*Sorcerer, Warlock, Wizard*

*Storm. Dragon (blue, copper).* [lightning]

**Casting Time:** Swift Action

**Range:** Touch

**Components:** V, S

**Duration:** 1 round

Your palm crackles with elemental lightning. If your hand or a conductive object you are holding touches another creature before the start of your next turn, the lightning discharges, shocking them. An affected creature takes 1d6 + ½ Spell Power lightning damage unless they make a successful Fortitude save, in which case they take half.

The lightning crackles and discharges harmlessly if you are submerged in water or significantly wet (eg. recently submerged in water, heavy rain, etc).
Conditions-Blinded

**Blinded** [vision]

* a blinded creature can't see and automatically fails any checks or abilities that rely on vision
* all creatures have Total Concealment to a blinded creature, and attacks against them have a 50% miss chance
* the creature loses its Dex bonus (if any) to Armour Class
* creatures have advantage to hit the creature with melee attacks
* the creature has disadvantage on most Strength- and Dexterity-related ability checks (including attack rolls)
* the creature moves at half speed, unless they pass a DC 10 Acrobatics check. If they fail they fall Prone
* creatures that have been blind for a long time have gain the Naturally Blind trait.

Blinded is a more severe sense condition than Dazzled.
BnB-Feats-Defensive Stance

**Stance, Defensive**

*Uncommon Combat Training* [stance]

**Requirements**: Int 13+, at least one of Dodge, Duellist or Shield Focus

* *Defensive Stance:*
	+ You take a -2 penalty to all attack rolls
	+ You move at half speed
	+ Attack rolls against you are made with disadvantage
	+ You gain an additional reaction each of your turns. This bonus reaction can only be used to Parry or Shield Block.

*NOTE:* Enter or exit Stances as a swift action if you have taken no other actions this turn. You can only take one Stance at a time. When you take damage, you must succeed at a Concentration check or leave the Stance involuntarily. When you leave a Stance you can’t enter a Stance until the end of your next turn.
BnB-Skills-Animal Handling

**Animal Handling**

Wis [Familiarity]

Common Uses

*Soothe:*

* Soothe an erratic, fearful or aggressive animal
* Depending on the situation, this may take a number of minutes
* It may sometimes be used to avoid a combat, but is rarely an option once combat has started.

*Tame:*

* Rear or tame a wild animal, or retrain a tamed animal, for a particular purpose
	+ Riding
	+ Fighting
	+ Guarding
	+ Hunting
	+ Labour
	+ Performance
* Pushing a tame or trained animal to perform its function in the face of disruptions
* The DC depends on the nature of the animal and how much time is available, but taming tends to take weeks or months.

*Ride:*

* Preventing fatigue, exhaustion and nonlethal damage from long rides
* Riding through hazardous terrain or conditions
* Keeping a trained animal steady and on-task in combat.

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

* Intuit an animal’s intentions
* Determine the personality of an animal (for example, when purchasing a donkey)
* Observe or research animal behaviour.

Mastery

*Talented (+5):*

* You gain a +1 Mastery bonus to Survival
* You can use Intimidation to attempt to demoralise animals (this doesn’t mean you share a language)

*Expert (+10):*

* You treat vermin and magical beasts with no language as though they were animals for the purpose of this skill
* Animals under your care benefit from the Iron Will feat

*Master (+15):*

* You understand animals, and they understand you. Add ‘animal’ to your languages, but at broken fluency and you can’t improve it through skill ranks
* Animals you have tamed or trained gain the Nimble and Tough feats.
BnB-Feats-Metamagic-Thundering Spell

**Metamagic, Thundering Spell**

*Uncommon Magic Training* [metamagic]

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

* Only spells that have the [lightning] or [sonic] descriptors can be made thundering spells
* Victims that fail their saving throw against a thundering spell are also Staggered for 1 round per 6 Spell Power and Deafened for 1 round per 3 Spell Power
* If the spell doesn't usually offer a saving throw, victims may pass a Fortitude saving throw of the spell's DC to avoid these effects
* If the spell would already Stagger or Deafen (before the thundering effect is applied), instead raise the DC by 2 for each effect
* A thundering spell that would normally deal damage does an additional 1d6 sonic damage.

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

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

**Hush**

Uncommon Illusion Cantrip (0th)

*Bard, Cleric, Warlock*

**Casting Time:** Standard Action

**Range:** 10 (20) feet

**Components:** V, S, M (a silver ring worth 20sp)

**Duration:** 1 minute [concentration]

You bestow a dome of silence over one creature within range. Unless it succeeds on a Will saving throw, it cannot be heard by any other creatures. It can still speak, and satisfy any verbal components for spells or other effects, but it will not be heard by creatures and any spells with the [language] descriptor automatically fail. If the creature is ever further than 120 feet from you, the spell ends immediately.

A willing creature can choose to fail the saving throw (as always). A hushed creature has advantage on most Stealth checks, unless sound would not have helped the locator, or in cases where sound is the only thing that could give them away, the Stealth check automatically succeeds.
BnB-Feats-Metamagic-Eclipse Spell

**Metamagic, Eclipse Spell**

*Uncommon Magic Training* [metamagic]

**Requirements:** Trained in Lore (Religion & Otherworlds)

* Only spells with the [light] or [dark] descriptors can be made eclipse spells
* Eclipse spells have both the [light] and [dark] descriptor
* An eclipse spell reverses its usual lighting effect: if it would normally increase light levels by a number of steps, it instead reduces them by that many steps, and the converse is true if it would normally reduce light levels
* Eclipse spells are treated as spell level higher when used to dispel a spell with the [light] or [dark] tags.

**Level Increase:** any number at +0

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

**Manoeuvres, Powerful**

*Common Combat Training*

**Requirements**: Str 13+, Int 11+

* You gain a +1 bonus to barge, grapple, hamstring, and sunder combat manoeuvres
* You don’t provoke Attacks of Opportunity when performing barge, grapple, hamstring or sunder combat manoeuvres
* You can barge as a Move Action, and targets of your barge attempts may not choose to avoid you.
Origins-Human

* *Size -* Medium
* *Movement* - Biped, 30 feet
* *Languages* - Common (fluent, illiterate)
* *Ability Score Adjustments* - +1 to three different Ability Scores

**Ancestry**

*Blood* (choose one)*:*

* Temperate
	+ Gain a bonus Trait Feat (you must meet the requirements)
	+ +1 Ancestry bonus to skills you are trained in but are not class skills
* Alpine
	+ +1 Strength or Consitution
	+ Athletics becomes a class skill (or +1 Competence bonus if it's already a class skill)
	+ You can ignore 5 feet of Difficult Terrain each round (this means you can 5-foot step into Difficult Terrain)
* Coastal
	+ +1 to a fourth Ability Score (not one already improved by being Human)
	+ Gain a bonus Skill Feat (See Pathfinder Skill Focus or feats like Alertness)
* Arctic
	+ +1 Wisdom
	+ Survival becomes a class skill (or +1 Competence bonus if it's already a class skill)
	+ You gain Cold Resist 1
* Desert
	+ +1 to your two lowest Ability Scores
	+ You gain Fire Resist 1
* Elf
	+ +1 Dexterity
	+ +1 Ancestry bonus to Knowledge checks
* Dwarf
	+ +1 Constitution
	+ +3 Hit Points
* Half Orc
	+ +1 Strength
	+ Intimidation becomes a class skill (or +1 Competence bonus if it's already a class skill)
* Angel
	+ +1 Charisma
	+ Effects with the [heal] tag heal you for 1 additional Hit Point
* Fiend
	+ +1 Intelligence
	+ You gain Cold, Fire & Lightning Resist 1

*Spirit* (choose one)*:*

* *Conqueror* - When you vanquish your enemies (all of them in an encounter), you gain 1d6 + Con Temporary Hit Points that last 1 hour

* *Entrepreneur -* You have advantage on all skill checks related to haggling (usually Deception, Insight, Intimidation, Investigation, Persuasion or Profession)
* *Hero* - When you slay a worthy foe (DM's discretion), you can make a new save to end an ongoing condition that had a save at its onset
* *Sage -* You gain 2 skill points, which must be placed in Intelligence- or Wisdom-based skills
* *Saint -* Medicine becomes a class skill (or +1 Competence bonus if it's already a class skill)
* *Swindler -* Deception becomes a class skill (or +1 Competence bonus if it's already a class skill)
* *Traveler -* Your carrying capacity is increased as though your Strength were 2 higher

**Background**

*Work* (choose one):

Most *Work* backgrounds (all except *Lush*) also give 1 Skill Point in the Profession they are named after

* *Farmer -* Proficiency with Scythes, +1 Hit Point
* *Fisher -* +1 Ancestry bonus to Athletics (swim) checks
* *Laborer* - +1 Ancestry bonus to untrained Strength checks
* *Thief -* Starts in poor graces with the law, and +1 Ancestry bonus to Stealth checks
* *Swindler -* Starts in poor graces with the law, and +1 Ancestry bonus to Deception checks
* *Soldier -* Proficiency with martial weapons
* *Merchant -* Starts with 12 gold pieces worth of goods
* *Aristocrat -* Starts in good graces with the law and 5 extra gold pieces
* *Lush -* No Profession skill point, starts with 20 extra gold pieces
* *Guard -* Proficiency with light armour
* *Blacksmith -* Proficiency with hammers, +1 Hit Point
Spells-Cure Wounds

**Cure Wounds**

Common Necromancy Spell (1st)

*Cleric, Druid, Paladin, Ranger*

*Life. Celestial.* [heal]

**Casting Time:** Standard Action

**Range:** Touch

**Components:** V, S

**Duration:** Instantaneous

The creature you touch is healed 1d8 + ½ Spell Power Hit Points.

NOTE: Non-living things are unaffected, and undead are instead damaged by [heal] effects.
Classes-Druid-Wildform-Monkey

**Monkey**

*Small mammal*

* ½ Strength
* +2 Dexterity
* Advantage on Athletics (climb) checks, and climbs at double speed in trees
* 1 bite (finesse): 1d2 + Str piercing & bludgeoning
* Quadruped, moves 20 feet
* *Monkey Grip:* You can grip and manipulate objects with your hands, but any checks are at disadvantage (including attacks with a weapon)
* *Prehensile Tail:* You can grip and manipulate objects with your tail, but you automatically fail any checks (including attacks with a weapon)

*Size modifiers*

* +1 Size bonus to Armour Class and to hit
* +2 Size bonus to Stealth.
Spells-Bane

**Bane**

Common Enchantment Spell (1st)

*Bard, Cleric, Warlock*

*Battle. Undead.* [curse]

**Casting Time:** Standard Action

**Range:** 20 (40) foot radius, centred on you

**Components:** V, S, M (an iron cross worth 5 sp)

**Duration:** 1 minute [concentration]

You curse up to Spell Power enemies within range. Unless they pass a Will save, for the duration each of ability check they make is reduced by 1d4.
BnB-Feats-Menacing Stance

**Stance, Menacing**

*Uncommon Social Training* [stance]

**Requirements**: Any two Social feats

* *Menacing Stance:*
	+ You have disadvantage on Concentration checks other than maintaining your stance
	+ If you retreat from your foes (DM’s discretion), you exit this stance
	+ You gain +2 to Intimidation when demoralising foes
	+ The DC of your [fear] effects is increased by 2
	+ You can attempt to demoralise foes within 30 (60) feet when damaging or afflicting them as a free action.

*NOTE:* Enter or exit Stances as a swift action if you have taken no other actions this turn. You can only take one Stance at a time. When you take damage, you must succeed at a Concentration check or leave the Stance involuntarily. When you leave a Stance you can’t enter a Stance until the end of your next turn.
Spells-Eldritch Blast

**Eldritch Blast**

Common Evocation Cantrip (0th)

*Warlock*

[force]

**Casting Time:** Standard Action

**Range:** 5 feet

**Components:** V, S

**Duration:** Instantaneous

You harness the ancient magical force that powers your pact and use it to strike against your foes. Each adjacent creature must make a successful Reflex save or take 1d6 + ¼ Spell Power force damage.
The Baltic States

The Baltic States refers to, you guessed it, the Baltic States located in north-eastern Europe. This was first made a joke whilst EEW, Rainbonyte, AggronSteel and LaxMiu were playing a game of The Bridge. EEW had gotten the quote "But at least I've seized the Baltic States" from a Cold War History video

EEW just found it funny to say whilst playing and apparently it caught on with Rainbonyte and we ended up giggling for a while, that's actually it

the baltic states!!!!!!!!! os cool!!!!!!!
BnB-Skills-Survival

**Survival**

See https://www.d20pfsrd.com/skills/survival/ for more ideas on how to use it

Mastery

*Talented (+5):*

* You gain a +1 Mastery bonus to Investigation
* Your party has advantage on Stealth checks when you have scouted the surrounding area

*Expert (+10):*

* You gain a +1 Mastery bonus to Fortitude saves
* *Natural Trap:*
	+ After spending an hour foraging for materials and combining them into a trap. Roll a Survival check DC 10:
		- You create a trap covering three 5-foot squares, plus an additional 5 foot square for every 5 you beat the DC by
		- The DC of the trap is 10, plus 1 for every 3 you beat the DC by
		- Choose one:
			* Reflex save or become entangled and make noise
			* Reflex save or take 2d6 falling damage
			* Fort save or become poisoned (1 save/round for 6 rounds. Cure 1 save. 1d2 Strength damage)

*Master (+15):*

* Yet to come
BnB-Skills-Linguistics

**Linguistics**

Each new rank of Linguistics you gain allows you to choose 1:

* Gain a new language, but you speak it brokenly and are illiterate
* Improve a language you speak brokenly to fluent
* Become literate in a language you can speak (brokenly or fluently)

Otherwise, see https://www.d20pfsrd.com/skills/linguistics/ for more ideas on how to use Linguistics

Mastery

*Talented (+5):*

* You gain a +1 Mastery bonus to Persuasion checks
* Your spells with the [language] descriptor have the DCs increased by 1

*Expert (+10):*

* Yet to come

*Master (+15):*

* Yet to come
Spells-Instant Flames

**Instant Flames**

Uncommon Evocation Cantrip (0th)

*Sorcerer, Warlock, Wizard*

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

**Casting Time:** Standard Action

**Range:** 30 (60) feet

**Components:** V, S

**Duration:** Instantaneous

The air shimmers briefly before bursting into flames, which dissipate almost as swiftly as they appeared. Choose one creature or object within range.

If the target is a creature, it must make a successful Reflex save or take 1d8 + ½ Spell Power fire damage. If the creature takes damage this way and is carrying unprotected flammable items that are Small or smaller, it must make another Reflex save or the items will be set aflame.

If the target is a flammable Small or smaller object, it is set aflame.