recursal/Fanatic-Fandom huggingface dataset:
Conjure Woodland Beings

Conjuration

Level: 4th

Casting time: 1 Action

Range: 60 feet

Components: V, S, M

Duration: 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

* One fey creature of challenge rating 2 or lower
* Two fey creatures of challenge rating 1 or lower
* Four fey creatures of challenge rating 1/2 or lower
* Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures' statistics. You can see some sample creatures below.

**At Higher Levels.** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

**Sample Creatures**

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Elf-Orc

**Most of the times it's the humans running around and sullying the other races with their loins. But not always. They say war can make strange bedfellows and if you see an Elf-Orc, then you'll see the strongest evidence of such an idea.** *- Kh'ryn, Elf Cleric*

Strong, agile and utterly unpredictable, an elf-orc is formidable, yet despised by both their parent races. Those born to elven mothers are sometimes raised in secret, or taken to human lands and raised there instead. Those born to orc mothers aren't usually allowed to live. The loathing between these races cuts to the very core of their being, and the rare child sired between them is condemned to the life of an outcast.

### **Elf-Orc Traits**

* **Average Height:** 6' - 7'
* **Average Weight:** 150 - 290 lbs
* **Ability Scores**: +1 Strength, +1 Dexterity, +1 Constitution
* **Size:** Medium
* **Speed:** 35 feet
* **Alignment:** Nearly all elf-orcs are wildly chaotic, inheriting traits of chaos from both sides of their parentage. Elf-Orcs can be of any alignment but they are almost always conflicted; their orc blood drives them towards violence and evil, whilst their elven heritage exerts a strong influence toward good.
* **Vision:** Darkvision to 60 feet
* **Languages:** Common, Elvish, and Orcish
* **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

### **Elf-Orc Names**

Elf-orcs are given names fitting to where they were raised. Those raised by a reclusive elf will have an elven name, whilst one raised by an exiled orc will bear a more gutteral sounding, orc name. Alternatively, like tieflings, some elf-orcs adopt a "virtue" name based on a word that they feel signifies their struggle to survive, or an important goal to them.
Burning Hands

Evocation

Level: 1st

Casting time: 1 Action

Range: Self

Components: V, S

Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects 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.
Book of Elements

The Book of Elements is the family book of the Vamir Family that is passed down through generations.

## Appearance

It has brown leather with the symbol of the Four Nations on the front and the pages are white with blue ink.

## Powers, Skills & Abilities

It can teach the user how to use other bending powers like Spirit Bending, Lava Bending and Metal Bending.

## Owners

* Vamir Family
* Carter Vamir (Currently)
Charr

**They're big, they're nasty and they're bred for war. What in the heavens is there left to say???.** *- Pilosh Van Houten, Human Wizard*

The charr are a race of large, savage, creatures that occupy much of eastern Lasaro. They have renounced all gods as false and instead view all of life, from magic to combat, with a hard, cynical eye. Their culture has developed into a military state where they are raised as warriors from birth.

### **Charr Traits**

* **Average Height:** 7' - 8'
* **Average Weight:** 400-750 lbs
* **Ability Scores:** +2 Strength, +1 Constitution
* **Size:** Medium
* **Alignment:** Charr are generally very lawful due to their strict military upbringing and culture. They tend toward a middle ground between good and evil, often swaying between the two wildly because of their ferocious yet dignified nature.
* **Speed:** 30 feet
* **Vision:** Darkvision to 60 ft.
* **Languages:** Common and Draconic
* **Natural Knives:** The charr have a set of sharp claws which can be used as knives for general tasks or as weapons when no other option is nearby. If an unarmed strike is successfully made you deal slashing damage equal to 1d4 +your Strength modifier.
* **Military Upbringing:** You are proficient in the Athletics and Survival skills.

### **Charr Names**

Charr naming convention is dictated by an individual's warband. A cub's given name is given by their parents, the only memento they have of their sire and mother. A charr's surname, however, is not earned until they have participated in battle with their warband comrades. Each warband has a name chosen by the legionnaire and dependent on either the warband's initial missions or by the legion's culture, which is affixed to each charr's surname. For instance, Varuk, a charr of the Shield warband, chooses the name Shattershield. His comrade, Elexus, instead chooses the name Shieldstorm.
Adopted Background

Due to circumstances beyond your control, you were separated from your biological parents, and were adopted by parents of another race.  While being different from your folks and maybe even from the society that you were raised in, you adapted to your new life well.

**Skill Proficiencies:** Insight, and two others of your choice.

**Tool Proficiencies:** Choose one tool set.

**Languages:** Choose two languages, one of which must be the language of your adoptive parents (see below). If they were human, only choose one language.

**Equipment:** Your parents gave you what they could as you headed out to start your own life. Choose a set of clothes, a trinket, and a pouch of 25 gp.

**Adoptive Parent's Race**

Roll on this chart if you wish to randomize what race your adoptive parents are, otherwise you are free to choose any of the options listed here.  you must pick a race different than the race of your character however.

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**Feature: Adapted Culture**

After spending the vast majority of your life with your adoptive family, even though they are not of the same blood or racial stock, your family's culture treats you as if you were one of their own. You know the customs and intricacies of your adopted people and find acceptance within their community.  When interacting with members of your parent's race or culture, your surprising knowledge and familiarity can create an instant bond with others.  People associated with the race or culture of your adoptive parents are more inclined to view you as a trustworthy person and might be more inclined to help you.

##### Suggested Characteristics

While you have been accepted into a society that is not your own, growing up being different from everyone else around you has affected you in specific ways.

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Astral Projection

Necromancy

Level: 9th

Casting time: 1 Hour

Range: 10 feet

Components: V, S, M

Duration: Special

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut--something that can happen only when an effect specifically states that it does--your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful *dispel magic* spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Bigby's Hand

Evocation

Level: 5th

Casting time: 1 Action

Range: 120 feet

Components: V, S, M

Duration: 1 minute

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

**Clenched Fist.** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

**Forceful Hand.** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

**Grasping Hand.** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

**Interposing Hand.** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Eladrin

**Magic is not a dessert to be passed around at the dinner table. It is to be respected and channeled by those who are deserving of its power.** *- Evande Del'Nora Moonleaf, Elf Paladin*

Eladrin live in grace with the touch of magic found throughout their lives. Their practices of all sorts are influenced by this, from dance to wizardry and swordplay. Their cities are stunning locations of beauty, formed and shaped by the bending of magic with graceful elegance and design. As a result, many of their kind still hold disdain towards the other races and their misuse of magic that lead to the Sundering.

The most numerous eladrin are those also known as moon elves or silver elves. Fair, being pale to the point of appearing blue in certain light, they are an attractive people with long, silky hair the color of spun silver or deepest black. One can become lost in their entrancing eyes that appear as flecks of gold swimming in deep pools of blue or green.

The second group of eladrin are markedly less common. They are known as sun elves or gold elves, and they are a reclusive people, content to while away their long lives in the seclusion of their breathtaking cities. These eladrin have bronze or golden skin and golden blond, copper, or black hair. Most have green or golden eyes.

**Eladrin Traits**

* **Average Height:** 4’10” - 6’
* **Average Weight:** 130 - 180 lbs
* **Ability Scores:** +2 Intelligence, +1 Charisma
* **Size:** Medium
* **Speed:** 30 feet
* **Alignment:** Eladrin are lawful, respecting their order and traditions at all times. While most are loyal to their people and neutral to the rest of the world, there also exists a near equal amount of good and evil eladrin in the world.
* **Vision:** Darkvision to 60 feet
* **Languages:** Common and Elvish
* **Eladrin education:** You gain proficiency in two skills of your choice.
* **Eladrin will:** You have advantage on saving throws against being charmed.
* **Trance:** Eladrin don't need to sleep. Instead they meditate deeply, remaining semiconscious for 3-4 hours per day. After resting this way, you get the same benefit that a human does from 8 hours of sleep.

### Eladrin Names

In contrast to their elven cousins, eladrin naming conventions tend to favour the concepts of the elegance and beauty infused with arcana. However some others eschew this altogether and have fairly standard elven names that evoke no particular imagery.
Leveling

When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.

Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).

When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.

Traditionally, XP is awarded based on your actions, adventures, and combat success. However, Legends and Destinies uses a system where in the DM will award new levels based on certain objectives and story moments that are achieved by the party as a whole.
Chill Touch

Necromancy

Level: Cantrip

Casting time: 1 Action

Range: 120 feet

Components: V, S

Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

**At Higher Levels.** This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Alarm

Abjuration

Level: 1st

Casting time: 1 Minute

Range: 30 feet

Components: V, S, M

Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Dragonborn

**Look at the size of his coin purse. No human should have that much money. Let's just ease his burden some. Holy @#$! It's a dragon!.** *- one very stupid goblin*

Dragonborn look much like a dragon standing erect in humanoid form, though they lack wings or a tail. Their small, fine scales are usually brass or bronze in colour, sometimes ranging to green or scarlet red. The blood of a particular dragon runs very strong through the various clans. These in particular tend to have scale colours matching their dragon ancestor.

To any dragonborn, the clan is more important than
life itself. Dragonborn owe their devotion and
respect to their clan above all else, even the gods.
Each dragonborn’s conduct reflects on the honor
of his or her clan, and bringing dishonor to the
clan can result in expulsion and exile. Each
dragonborn knows his or her station and duties
within the clan, and honor demands maintaining
the bounds of that position.

### **Dragonborn Traits**

* **Average Height:** 6’1” - 6'11”
* **Average Weight:** 200-275 lbs
* **Ability Scores:** +2 Strength, +1 Charisma
* **Size:** Medium
* **Alignment:** Dragonborn lean to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.
* **Speed:** 30 feet
* **Vision:** Normal
* **Languages:** Common and Draconic
* **Draconic Ancestry:** Choose one type of dragon from the Draconic Ancestry Table. Your breath weapon and damage resistance are determined by the dragon type chosen.

* **Breath Weapon:** When you use your breath weapon, each creature must make a saving throw. The DC is 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d6 damage on a failed save and half the damage on a successful save. The damage increases to 3d6 at 6th, 4d6 at 11th and 5d6 at 16th. After you use your breath weapon you cannot use it again until you finish a short or long rest.
Blink

Transmutation

Level: 3rd

Casting time: 1 Action

Range: Self

Components: V, S

Duration: 1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Chaos Bolt

Evocation

Level: 1st

Casting time: 1 Action

Range: 120 feet

Components: V, S

Duration: Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.

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If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Will Forte

**Orville Willis Forte IV** (born June 17, 1970) is an American actor, comedian, writer, producer and impressionist. His work includes being a cast member on *Saturday Night Live*, and the creator and star of the sitcom *The Last Man on Earth*. After obtaining a history degree at the University of California, Los Angeles, and becoming a financial broker like his father, Forte changed his career path to comedy and took classes with the improvisational comedy group The Groundlings.

He soon found he favored writing best, and he worked as a writer on *That '70s Show*, before he auditioned for *Saturday Night Live* (*SNL*). He joined SNL in 2002, spending eight years as a cast member on the show, where he performed offbeat sketches. His most famous role on the show led to a feature film adaptation, *MacGruber* (2010), that preceded his departure from the program. Forte took various roles in comedy films, before starring in the drama film *Nebraska* (2013). Forte created, wrote and starred in the television sitcom, *The Last Man on Earth*, which aired on Fox from 2015 to 2018. He was nominated for three Primetime Emmy Awards, for acting and writing for the series. He is the voice of Shaggy Rogers in the 2020 film, Scoob!.
Human

**rmph. Humans talk about freedoms and opportunity and acceptance. How they're sharing the land with all. How quickly they forget they took the land from the other races in the first place.** *- Seena Eldermoon, Elf Druid*

Humans are the youngest of the common races, late to arrive on the world scene and short-lived in omparison to dwarves, elves, and many others. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

### **Human Traits**

* **Average Height:** 5’0" - 6’0”
* **Average Weight:** 130 - 250 lbs
* **Ability Scores:** +1 to two different ability scores of your choice.
* **Size:** Medium
* **Speed:** 30 feet
* **Alignment:** Humans tend toward no particular alignment. The best and the worst are found among them.
* **Vision:** Normal
* **Languages:** Common and one language of your choice
* **Skilled:** You gain proficiency in two skills of your choice.
* **Feat:** You gain one Feat of your choice.

### **Human Names**

Human names are as far and wide as their skills, looks, and attitudes.
Velma Dinkley

Daphne Blake

Fred Jones

**Velma Dinkley** is the main characters in the 2020 film, Scoob!. She is Daphne's best friend and the member of the gang. Velma is the voice of Gina Rodriguez and Ariana Greenblatt voices her younger self.

## Appearance

Velma has brown eyes with maroon lipstick and circle glasses. She has short maroon curly hair. She wears a orange sweater with a red skirt. Her boots are maroon.

As she was young, her hair was a different colour it was brown. She wears orange hoodie with red shorts. She wears red shoes with white socks.
Dark Avatar

The Dark Avatar was an entity of Unalaq and Vaatu and becomes the most dangerous enemy Carter has ever or will ever fought.

## Appearance

He is completely black with red markings across his body.

## Personality

He is shown to be cruel and cold as he taunted to Carter that Raava was gone and could not be found.

## Bending & Abilities

Unlike the Avatar, the Dark Avatar did not have the ability to bend all four bending arts, since Unalaq could only waterbend prior to his fusion with Vaatu, unlike Wan, who went to the lion turtles with Raava and received all four elements.

Despite this limitation, the Dark Avatar's bending potential could still be significantly augmented by a variation of the Avatar State, in which Vaatu provided Unalaq an energy surge which allowed him to accomplish great feats of waterbending, such as creating large waves capable of dispersing several battleships.

In this state, Unalaq's eyes glowed orange-red, as opposed to the white glow visible when the Avatar enters the Avatar State.

Due to being fully aware of his spiritual capabilities, Unalaq had full control over the Dark Avatar State and was able to trigger the mechanism whenever he found it appropriate to use.

After vanquishing Raava, the Dark Avatar underwent a physical transformation, becoming significantly larger in size, with powers and attributes present from both Unalaq and Vaatu.

Being that the two were so closely connected in this form, this extreme fusion is termed "UnaVaatu".

Despite his humanoid appearance, also bore resemblance to Vaatu's spiritual form, retaining tentacle-like appendages and a triangular projection from his forehead.

Unalaq's waterbending was far more powerful in this form, with UnaVaatu able to create a giant wave proportionate to his size that easily defeated the United Forces fleet.

UnaVaatu was also able to spiritbend on a larger scale, which he used against Carter's astral projection.

Furthermore, UnaVaatu possessed several abilities that the Avatar has never demonstrated, including tendrils and energy beams.

These were all skills that Vaatu had prior to becoming fused with a human host.

## Voice Actor

Jonathan Adams/Adrian LaTourelle (Fusion)
Cause Fear

Necromancy

Level: 1st

Casting time: 1 Action

Range: 60 feet

Components: V

Duration: 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Clairvoyance

Divination

Level: 3rd

Casting time: 10 Minutes

Range: 1 mile

Components: V, S, M

Duration: 10 minutes

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from *see invisibility* or truesight) sees a luminous, intangible orb about the size of your fist.
Kya Vamir

Kya Vamir is a member of the Vamir Line and is Aang & Katara's only daughter.

## Appearance

She has grey hair and dress like outfit of the Water Tribe.

## Personality

Kya has a free-spirited personality that lies somewhere between that of her two brothers; she can be serious and responsible at times but also enjoys joking around and teasing others.

Labeled by her mother to have been rambunctious as a child, Kya is attentive and loving to those close to her, as well as having a perceptive and keen mind.

Although she can harbour some resentment toward individuals, given that she never forgot about the fact that her father favoured Tenzin during their childhood, she generally maintains a friendly and caring demeanor and is compassionate toward same-sex couples, even though she does not publicize her own sexual preference.

Kya also tends to retain a cool and clear head during times of distress but can become "as unpredictable as a raging river" while around Tenzin and Bumi, despite often mediating conflict between her brothers.

## Bending & Abilities

Having been trained by her mother, Kya is highly proficient in the use of waterbending.

She has demonstrated a fine control over moving water, as she was able to descend a waterfall with ease.

She also displayed versatility and resourcefulness during battle, as she was able to break an ice blade off Ming-Hua's attack and subsequently redirect it to use against her.

Kya showcased a mastery of several high-level techniques, including water gimbals, pressurized water drills, and water rings, and was known to use a water skin in combat, allowing her to fend off aggressors at any place with a limited supply of water, such as multiple dark spirits.

Her skills also allowed her to momentarily hold her own against powerful benders such as Zaheer and Ming-Hua, though she could not defeat them independently.

Additionally, Kya is skilled in the art of healing.

After training under her mother, she further honed her abilities during her travels around the world, becoming a renowned healer in her own right.

Her abilities allowed her to treat Bumi's head injuries without the water making contact with him, keep Jinora's energy circulating for almost a week despite the absence of the young airbender's spirit from her body, and heal the unconscious Carter, Mako, and Bolin simultaneously using spirit water.

Kya is a highly nimble and evasive fighter, able to perform several jumps and somersaults to dodge incoming attacks.

She also displayed physical resilience when she and Bumi were pushed off the Northern Air Temple's balcony and subsequently tumbled down through trees and over rocks.

As a meditation instructor of the members of the Air Nation, Kya is also versed in spiritual matters, as she is able to use yoga in order to find someone or notice changes in people's aura.

## Family

* Aang Vamir (Father)
* Katara Vamir (Mother)
* Bumi Vamir (Older Brother)
* Tenzin Vamir (Younger Brother)
* Korra Vamir (Sister in Law)
* Tonraq Vamir (Nephew)
* Unalaq Vamir (Nephew)
* Eska Vamir (Great-Niece)
* Desna Vamir (Great-Nephew)
* Carter Vamir (Great-Nephew)
Cloudkill

Conjuration

Level: 5th

Casting time: 1 Action

Range: 20 feet

Components: V, S, M

Duration: 10 minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Kyoshi Vamir

Kyoshi Vamir is a member of the Vamir Line as well as the Avatar and was the one who created Kyoshi Warriors.

## Appearance

She greatly resembles the Kyoshi Warriors.

## Personality

She was willing to do anything to stop her enemies even if killing them if necessary.

## Bending & Abilities

As the Avatar, Kyoshi was able to bend all four elements and enter the Avatar State at will.

Her most spectacular known feat was using the Avatar State to separate her home peninsula from the Earth Kingdom mainland and push it far out to sea to create Kyoshi Island.

To do so, she first cut down to the earth's mantle with earth and lavabending to sever the landmasses, followed by airbending to push the island out to sea.

This is one of the two known instances in which Kyoshi used the noncontinuous Avatar State, the other being when she levitated two massive badgermole statues.

Apart from the elements, Kyoshi was a skilled warrior and well-versed in the art of tessenjutsu, wielding a pair of golden metallic war fans with great skill and dexterity.

She was also known to use these weapons to augment her bending, as demonstrated when she separated Kyoshi peninsula from the mainland.

Kyoshi was exceptionally strong, and able to lift a grown man with one hand as a teenager.

## Family

* Vamir Family (Ancestors and Descendants)
Gina Rodriguez

**Gina Alexis Rodriguez** (born July 30, 1984) is an American actress, rapper and director. She is known for her leading role as Jane Villanueva in The CW satirical romantic drama series *Jane the Virgin* (2014–2019), for which she received a Golden Globe Award in 2015.[5]

Born and raised in Chicago, Rodriguez began her career in 2004 in theater productions and made her screen debut in an episode of the police procedural drama series *Law & Order*. Her breakthrough came in 2012, in the independent musical-drama film *Filly Brown*. She has gone on to star in such films as *Deepwater Horizon* (2016), *Ferdinand* (2017), *Annihilation* (2018), *Miss Bala* (2019), and *Someone Great* (2019). She also voices the title character of the Netflix animated action-adventure series *Carmen Sandiego* (2019–present). She is the voice of Velma Dinkley in Scoob!
Hou-Ting

Hou-Ting was an Earth Queen before she was killed by Zaheer.

## Appearance

She is wearing the typical royal clothing as well as the crown.

## Personality

Hou-Ting was temperamental, rude, and demanding, with a somewhat sour demeanour.

Unlike her father, she held a low opinion of the Avatar due to Aang's part in taking the old Fire Nation colonies on Earth Kingdom soil and turning them into the United Republic of Nations.

She was also deceptive and manipulative, promising to help Carter find airbenders in her city, only to later lie to the Avatar by claiming the reports were false.

She was extremely possessive of anything she saw as hers, from her government's tax money to the captive airbenders, the latter of which she saw not as free individuals, but as property of the Earth Kingdom.

She considered her opinion the sole truth that needed to be respected at all times and was willing to execute those who committed high treason, regardless of their age.

Hou-Ting was also volatile, displaying outbursts of rage at the slightest provocation, from simple things like topiary placement or the presence of animals to more serious matters such as the escape of the Ba Sing Se airbenders from beneath her temple.

In spite of this, Hou-Ting was pliant enough to listen to those who humbled themselves before her and supplied her with sufficient logic to sway her opinion.

This convinced her to hand the Avatar over to the Red Lotus under the pretext of avoiding an international incident, though she later reneged from the deal when the Red Lotus violated protocol by eavesdropping on her conversations with the Dai Li and barging into her throne room.

However, first and foremost was her belief in her own self-preservation above all else that even at times bordered on self-worship.

As queen, she was untouchable in her mind and brushed off any possibilities of regicide as inconceivable.

## Skills & Abilities

She is good at manipulation as she lied to Carter a few times.

## Family

* Unnamed Father (Deceased)
* Wu (Great-Nephew)
Chromatic Orb

Evocation

Level: 1st

Casting time: 1 Action

Range: 90 feet

Components: V, S, M

Duration: Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Scooby-Doo

Fred Jones

Daphne Blake

**Scoobert "Scooby" Doo** is the main protagonist in the 2020 film, Scoob!. He is a best friend to Shaggy Rogers and the member of the gang.

## Bio

Scooby-doo is brown from head to toe with several distinctive black spots on his upper back and arm.He is supposed to be a qualidruped but he is a biped with several human characteristics.Scooby has opposible thumbs and can use his front paws like hands and his back paws like feet.

## Appearance

Scooby has brown eyes, brown fur,brown ears except for the inside it is pink.He has a black nose and brown eyes and wears an off-yellow,diamondshaped-tagged-blueand green collar that says SD.Scooby has four toes on each foot unlike other dogs,Scooby has only one pad on the soles of his feet except for in Scoob where he has four like normal

## Trivia

* Scooby-doo is voiced by Frank Welker
* Scooby and Shaggy are best friends unlike me I like him with my oc Louis who is 8 years old and lost his legs in a car crash when he was six and lost all of his family members in the crash. So he lives in the hospital by himself.He also considers Mystery Inc family
* Scoob has trouble speaking the english language beginning them with R
Daphne Blake

Velma Dinkley

Fred Jones

**Daphne Blake** is one of the main characters in the 2020 film, Scoob!. She is the member of the gang who can be a best friend of Velma Dinkley and a future love interest to Fred Jones. Daphne is the voice of Amanda Seyfried and Mckenna Grace voices her younger self.

## Appearance

She has green eyes and orange hair She wears a purple headband with a purple dress. She wears a green collar and a light purple belt. Her heels are purple the same colour as her dress.

When she was young, she wear a purple headband and a purple dress with a yellow star. On her shoes, she wears dark purple tights and purple boots with stars.
Sage Background

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

**Skill Proficiencies:** Arcana, History

**Languages:** Two of your choice.

**Equipment:** A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp.

**Specialty**

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

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**Feature: Researcher**

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

##### Suggested Characteristics

Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

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Frank Welker

**Franklin Wendell Welker** (born March 12, 1946) is an American actor and voice actor. He is best known for voicing Fred Jones and Scooby-Doo from the *Scooby-Doo* franchise and in Scoob! (the former since the franchise's inception in 1969 and the latter since 2002), Megatron and Soundwave in the *Transformers* franchise, and Nibbler on *Futurama*. In 2016, Welker was honored with an Emmy Award for his lifetime achievement.
Call Lightning

Conjuration

Level: 3rd

Casting time: 1 Action

Range: 120 feet

Components: V, S

Duration: 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

**At Higher Levels.** When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Conjure Animals

Conjuration

Level: 3rd

Casting time: 1 Action

Range: 60 feet

Components: V, S

Duration: 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

* One beast of challenge rating 2 or lower
* Two beasts of challenge rating 1 or lower
* Four beasts of challenge rating 1/2 or lower
* Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures' statistics. Sample creatures can be found below.

**At Higher Levels.** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

**Sample Creatures**

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Megan Moss

Megan Moss is one of Carter's friends who is travelling alongside him and is Cassandra's best friend.

## Appearance

She has raven black hair with a brown dress like outfit with grey sleeves and has makeup on her face.

## Personality

She is an opened minded girl who belives that anyone can be good or evil given a choice.

She is a somewhat of a tomboy as she doesn't care about normal things girls like.

## Skills & Abilities

She is a skilled fighter but she has shown to have powers meaning there may be more to her then meets the eye.
Periodic Craft Wiki

**Visit the Periodic Craft Modpage:** *https://www.curseforge.com/minecraft/mc-mods/periodiccraft*

The Periodic Craft mod is a work-in-progress mod that (eventually) adds in every real-life element on the periodic table (including elements not officially named) to Minecraft, each having a unique purpose or use.

Use the search bar to look for items in the game, or, **look at a list of all pages on this wiki:** *Special:AllPages*

The changelog for this mod can be found on CurseForge.