Life is very busy unfortunately, gone from most Pbp's indefinitely. If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Tsuba of the Lotus Wondrous item, legendary (requires attunement)
You can attach this tsuba to a longsword, greatsword, rapier, shortsword, or scimitar by pressing the tsuba against it for at least 1 minute, at which point it replaces the sword’s hand guard. Thereafter, the tsuba can't be removed unless you detach it as an action or the weapon is destroyed. A sword can only have one tsuba attached to it at a time.
While this tsuba attached to a sword you are wielding, you gain the following abilities:
You are immune to disease.
You can move across liquids on your turn without falling during the move.
Each time you hit a creature with this sword, you cannot be killed by that creature until the end of your next turn. For the duration, if damage inflicted by that creature reduces you to 0 hit points, you drop to 1 hit point instead.
Ciroji kneeled on a jumble of blankets, sharpening her blade next to the lake. The stars danced below in shallow ripples, shining their light into her sightless eyes. The journey had been long and hard, and dozens of scars created constellations of endurance across her skin. Still, she waited patiently. Something moved across the water. When it touched the shore before her, Ciroji reached out and retrieved the small object. Cupped in her palm, a steel lotus blossom unfurled. Without hesitation, she attached the tsuba to her katana and felt its magic mingle with her spirit. Slowly, with each breath, an ember of light began to grow, expanding ever brighter. A tapestry of color emerged from this light, and took the shape of a moonlit lake surrounded by towering pines. For the first time since she was a young child, the blinding sickness left her body. Ciroji gazed upon a world that had hidden its beauty from her for too long, and readied her blade for the path she could now see before her.
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Ill Omen Weapon (longsword), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls made with this magic weapon while in moonlight.
When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll a d20, and then choose whether the creature uses its roll or yours. Once this property has been used, it cannot be used again until you score a critical hit or reduce a creature to 0 hit points with this sword.
Curse. If you use this sword to increase the roll of a creature rather than lower it, you accrue one point of bad luck. When you make an attack roll, an ability check, or a saving throw, the GM can spend one point of bad luck to roll a d20, and then choose which roll you use.
Forged under a blood moon, with a crimson moonstone set in the pommel, this longsword carries an ominous aura about it. Be careful wielding this blade if you wish anything but ill upon those around you.
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Life is very busy unfortunately, gone from most Pbp's indefinitely. If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Elemental air and lightning are folded into the steel of this ancient helmet. While wearing it, you can use a bonus action to detect the electric fields that living creatures emanate. For 10 minutes, you know the location of any creature within 30 feet of you, as long as it is not behind total cover. Undead, some constructs and some elementals are not detectable by this ability (refer to your GM). The range of this ability extends to 60 feet underwater. This sense is disrupted by powerful electrical bursts, and it ends early if you take 10 or more lightning damage on a single turn. Once this property is used, it cannot be used again until the next dawn.
Additionally, while wearing this helmet, you can greatly amplify your voice to be clearly understood up to 500 feet away.
This helmet has 3 charges. As an action, you can expend 1 charge to shout thunderously in a 30 foot cone. Creatures in this area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and is pushed 10 feet away from you. If a creature fails this save by 5 or more, it also falls prone. On a successful save, the creature takes half as much damage and isn't pushed. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area of effect. The helmet regains all expended charges daily at dawn.
The ancient thundersmiths wove their elemental magics into ingots of steel for crafting weapons and armor of mythic might. A being decked out in such finery gained the powers of a storm god.
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Fishfin Ammunition Weapon (arrow or bolt), uncommon
Fletched with fish fins and tipped with a serrated shark tooth, these bolts and arrows are designed for underwater use. You have a +2 bonus to damage rolls against creatures with a swimming speed and you ignore penalties to underwater ranged attacks made with this piece of magic ammunition.
Kelton Clearwater’s homemade fish-splitting ammunition are the preferred choice for bowfishing enthusiasts. Guaranteed to fire straight whether you’re on land or underwater.
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This sea glass bottle contains 1d4 + 1 servings of light green liquid with a slightly syrupy viscosity. It has a subtly salty alcoholic bite, with a grassy aftertaste. For 1 hour after you drink a serving of this beverage, you ignore the effects of the first 3 levels of exhaustion and your hit point maximum and current hit points increase by 5. Each time you drink the brew, you manifest a random harmless side effect for the duration. Roll a d6 to determine the effect.
Your skin becomes rubbery, and your movements produce a subtle squeaking noise.
You begin sweating profusely, and it smells like seawater.
Your skin turns a mottled, brownish-green.
Seabirds within 100 feet of you will try to land on your head.
Sea lice infest your hair.
Crabs within 100 feet of you will line up to give you a high five. The crabs aren’t real.
Sigourney’s special brew, fortified to keep you going on those hard nights at sea.
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A slow trickle of blood drips from the blade of this cutlass. The blood is hot to the touch, as if freshly spilled. You have a +1 bonus to attack and damage rolls made with this magic weapon.
The cutlass has 3 charges. When you hit a creature with this cutlass, you can expend 1 charge to force it to make a DC 15 Constitution saving throw. On a failed save, the blade’s tainted blood seeps into the creature’s wound and sends it into a mutinous rage for 1 minute. Constructs are immune to this effect. While enraged, the creature cannot distinguish between friend or foe, regarding all creatures it can see as enemies. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cutlass regains all expended charges daily at dawn.
This sinister sword was retrieved from a ship drifting in open water, strewn with the corpses of all aboard. The blade is stained with the blood of the ship’s own captain and crew, which lost its course in uncharted waters. It appears that a mutiny broke out, resulting in the crew’s total annihilation. A mutinous spirit inhabits the blade, emanating desperate bloodthirsty rage.
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Katana of the Perfect Strike Weapon (longsword), very rare
This katana appears to be beautifully crafted but mundane at a glance. Tilting the blade to specific angles however, reveals a crimson lattice of runic enchantments primed to unleash deadly potential with the perfect strike.
When you score a critical hit against a target with this magical weapon, you can attempt to make it a perfect strike. Make an attack roll with this weapon against the target. This roll is not affected by advantage or disadvantage. If the roll meets or exceeds the target’s AC, the critical hit is a perfect strike, allowing you to roll four additional weapon damage dice (for a total of six damage dice). If the roll is under the target’s AC, the hit is no longer critical.
Ano waited patiently for his opponent to stop flailing his ridiculously large sword. The crowd of onlookers gasped in admiration at his twirling display. By comparison, Ano was boring to behold. He wore plain clothes, stood nearly two heads shorter than the muscle-bound showman, and his katana was still sheathed. He wasn’t handsome or ugly, he had no tattoos or scars, and he was carrying a basket of rhubarb under one arm. Even his name was totally mundane compared to Pojo Sanders, “The Destroyer”. By now, Ano had been studying the gaps in his opponent’s armor for some time and, when Pojo decided to stop showing off, he stepped forward and made a single cut to Pojo’s inner thigh. It was a perfect strike, slipping between steel plates and severing the femoral artery. The Destroyer bled out in a matter of seconds. Before the battle had truly begun, Ano quietly slipped into the awestruck crowd to resume grocery shopping. He’ll need strawberries for his rhubarb pie recipe.
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Burning Heart Wondrous item, uncommon (requires attunement by a spellcaster)
This heavy orb is extremely hot to the touch, but does not burn your hand. The grooves on its surface shift subtly in your grasp, endlessly retracing an arcane pattern.
You can use the burning heart as a spellcasting focus for your spells while holding it, and you gain a +1 bonus to spell attack rolls and saving throw DCs of spells that deal fire damage.
Aura of Immolation. As a bonus action while holding the burning heart you can target up to 6 other creatures that you can see within 30 feet of you. The weapons of each target are set ablaze until the end of that target’s next turn. When a target hits with a flaming weapon, it deals an extra 1d4 fire damage. Once this property is used, it cannot be used again until you complete a long rest.
A burning heart is the power core of eternal automata. These orbs grant the ancient constructs a fiery semblance of life while embedded in the chest cavity. The eternal automata were engineered to be indestructible, and will rise again and again until their burning hearts are removed.
This item is a collaboration with The Fluffy Folio for our new adventure Ill Tidings! Check out Fluffy's Eternal Automaton on Instagram HERE. Join us on Patreon to access the full adventure!
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Katana of the Perfect Strike Weapon (longsword), very rare
This katana appears to be beautifully crafted but mundane at a glance. Tilting the blade to specific angles however, reveals a crimson lattice of runic enchantments primed to unleash deadly potential with the perfect strike.
When you score a critical hit against a target with this magical weapon, you can attempt to make it a perfect strike. Make an attack roll with this weapon against the target. This roll is not affected by advantage or disadvantage. If the roll meets or exceeds the target’s AC, the critical hit is a perfect strike, allowing you to roll four additional weapon damage dice (for a total of six damage dice). If the roll is under the target’s AC, the hit is no longer critical.
Ano waited patiently for his opponent to stop flailing his ridiculously large sword. The crowd of onlookers gasped in admiration at his twirling display. By comparison, Ano was boring to behold. He wore plain clothes, stood nearly two heads shorter than the muscle-bound showman, and his katana was still sheathed. He wasn’t handsome or ugly, he had no tattoos or scars, and he was carrying a basket of rhubarb under one arm. Even his name was totally mundane compared to Pojo Sanders, “The Destroyer”. By now, Ano had been studying the gaps in his opponent’s armor for some time and, when Pojo decided to stop showing off, he stepped forward and made a single cut to Pojo’s inner thigh. It was a perfect strike, slipping between steel plates and severing the femoral artery. The Destroyer bled out in a matter of seconds. Before the battle had truly begun, Ano quietly slipped into the awestruck crowd to resume grocery shopping. He’ll need strawberries for his rhubarb pie recipe.
I'm not sure if you've watched it, but this scene seems similar to one from the TV show "The Dragon Prince." Amazing artwork and item!
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I sketch, but I'm not a master at drawing.
Hello, fellow mediocre artists, how do you do?
Life is very busy unfortunately, gone from most Pbp's indefinitely.
If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Homebrew races: ~Otterfolk! Play as a otter!~ Playable Dryad! (Literally just the monster sheet ported to player race)
Sauce Archpriest!- Join the Supreme Court of Sauces! Join the Cult of Cults! EXTENDED SIGNATURE Tooltips
Just keep at it KLB! Draw from observation ... a lot. Draw the stuff that inspires you most, too.
And look at the work of artists who you admire and analyze their sketches to see how you could improve!
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Tsuba of the Lotus
Wondrous item, legendary (requires attunement)
You can attach this tsuba to a longsword, greatsword, rapier, shortsword, or scimitar by pressing the tsuba against it for at least 1 minute, at which point it replaces the sword’s hand guard. Thereafter, the tsuba can't be removed unless you detach it as an action or the weapon is destroyed. A sword can only have one tsuba attached to it at a time.
While this tsuba attached to a sword you are wielding, you gain the following abilities:
Ciroji kneeled on a jumble of blankets, sharpening her blade next to the lake. The stars danced below in shallow ripples, shining their light into her sightless eyes.
The journey had been long and hard, and dozens of scars created constellations of endurance across her skin. Still, she waited patiently.
Something moved across the water. When it touched the shore before her, Ciroji reached out and retrieved the small object. Cupped in her palm, a steel lotus blossom unfurled.
Without hesitation, she attached the tsuba to her katana and felt its magic mingle with her spirit. Slowly, with each breath, an ember of light began to grow, expanding ever brighter. A tapestry of color emerged from this light, and took the shape of a moonlit lake surrounded by towering pines.
For the first time since she was a young child, the blinding sickness left her body. Ciroji gazed upon a world that had hidden its beauty from her for too long, and readied her blade for the path she could now see before her.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
You can also find our item packs for use on the Roll20 Marketplace! Be sure to check out our Instagram, Reddit, Twitter and Discord to stay in touch!
Ill Omen
Weapon (longsword), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls made with this magic weapon while in moonlight.
When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll a d20, and then choose whether the creature uses its roll or yours. Once this property has been used, it cannot be used again until you score a critical hit or reduce a creature to 0 hit points with this sword.
Curse. If you use this sword to increase the roll of a creature rather than lower it, you accrue one point of bad luck. When you make an attack roll, an ability check, or a saving throw, the GM can spend one point of bad luck to roll a d20, and then choose which roll you use.
Forged under a blood moon, with a crimson moonstone set in the pommel, this longsword carries an ominous aura about it. Be careful wielding this blade if you wish anything but ill upon those around you.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
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Now THAT is a sick game mechanic!
Life is very busy unfortunately, gone from most Pbp's indefinitely.
If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Homebrew races: ~Otterfolk! Play as a otter!~ Playable Dryad! (Literally just the monster sheet ported to player race)
Sauce Archpriest!- Join the Supreme Court of Sauces! Join the Cult of Cults! EXTENDED SIGNATURE Tooltips
Death Knight/Lord Soth Speed Art!
Legendlore
Thundersmith’s Helm
Wondrous item, rare (requires attunement)
Elemental air and lightning are folded into the steel of this ancient helmet. While wearing it, you can use a bonus action to detect the electric fields that living creatures emanate. For 10 minutes, you know the location of any creature within 30 feet of you, as long as it is not behind total cover. Undead, some constructs and some elementals are not detectable by this ability (refer to your GM). The range of this ability extends to 60 feet underwater. This sense is disrupted by powerful electrical bursts, and it ends early if you take 10 or more lightning damage on a single turn. Once this property is used, it cannot be used again until the next dawn.
Additionally, while wearing this helmet, you can greatly amplify your voice to be clearly understood up to 500 feet away.
This helmet has 3 charges. As an action, you can expend 1 charge to shout thunderously in a 30 foot cone. Creatures in this area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and is pushed 10 feet away from you. If a creature fails this save by 5 or more, it also falls prone. On a successful save, the creature takes half as much damage and isn't pushed. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area of effect. The helmet regains all expended charges daily at dawn.
The ancient thundersmiths wove their elemental magics into ingots of steel for crafting weapons and armor of mythic might. A being decked out in such finery gained the powers of a storm god.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
You can also find our item packs for use on the Roll20 Marketplace! Be sure to check out our Instagram, Reddit, Twitter and Discord to stay in touch!
Fishfin Ammunition
Weapon (arrow or bolt), uncommon
Fletched with fish fins and tipped with a serrated shark tooth, these bolts and arrows are designed for underwater use. You have a +2 bonus to damage rolls against creatures with a swimming speed and you ignore penalties to underwater ranged attacks made with this piece of magic ammunition.
Kelton Clearwater’s homemade fish-splitting ammunition are the preferred choice for bowfishing enthusiasts. Guaranteed to fire straight whether you’re on land or underwater.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
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Topshelf Kelpwine
Potion, uncommon
This sea glass bottle contains 1d4 + 1 servings of light green liquid with a slightly syrupy viscosity. It has a subtly salty alcoholic bite, with a grassy aftertaste. For 1 hour after you drink a serving of this beverage, you ignore the effects of the first 3 levels of exhaustion and your hit point maximum and current hit points increase by 5. Each time you drink the brew, you manifest a random harmless side effect for the duration. Roll a d6 to determine the effect.
Sigourney’s special brew, fortified to keep you going on those hard nights at sea.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
You can also find our item packs for use on the Roll20 Marketplace! Be sure to check out our Instagram, Reddit, Twitter and Discord to stay in touch!
the crabs aren't real! THE CRABS ARNET REAL!!!
lol
Ha
Lover of pugs, dinos, dragons, and chickens
FEAR AND LOVE ME MORTALS!
Leader of the cult of bwba (barbarians with big axes)
Mutineer’s Cutlass
Weapon (scimitar), rare (requires attunement)
A slow trickle of blood drips from the blade of this cutlass. The blood is hot to the touch, as if freshly spilled. You have a +1 bonus to attack and damage rolls made with this magic weapon.
The cutlass has 3 charges. When you hit a creature with this cutlass, you can expend 1 charge to force it to make a DC 15 Constitution saving throw. On a failed save, the blade’s tainted blood seeps into the creature’s wound and sends it into a mutinous rage for 1 minute. Constructs are immune to this effect. While enraged, the creature cannot distinguish between friend or foe, regarding all creatures it can see as enemies. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cutlass regains all expended charges daily at dawn.
This sinister sword was retrieved from a ship drifting in open water, strewn with the corpses of all aboard. The blade is stained with the blood of the ship’s own captain and crew, which lost its course in uncharted waters. It appears that a mutiny broke out, resulting in the crew’s total annihilation. A mutinous spirit inhabits the blade, emanating desperate bloodthirsty rage.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
You can also find our item packs for use on the Roll20 Marketplace! Be sure to check out our Instagram, Reddit, Twitter and Discord to stay in touch!
cool!
Katana of the Perfect Strike
Weapon (longsword), very rare
This katana appears to be beautifully crafted but mundane at a glance. Tilting the blade to specific angles however, reveals a crimson lattice of runic enchantments primed to unleash deadly potential with the perfect strike.
When you score a critical hit against a target with this magical weapon, you can attempt to make it a perfect strike. Make an attack roll with this weapon against the target. This roll is not affected by advantage or disadvantage. If the roll meets or exceeds the target’s AC, the critical hit is a perfect strike, allowing you to roll four additional weapon damage dice (for a total of six damage dice). If the roll is under the target’s AC, the hit is no longer critical.
Ano waited patiently for his opponent to stop flailing his ridiculously large sword. The crowd of onlookers gasped in admiration at his twirling display. By comparison, Ano was boring to behold. He wore plain clothes, stood nearly two heads shorter than the muscle-bound showman, and his katana was still sheathed. He wasn’t handsome or ugly, he had no tattoos or scars, and he was carrying a basket of rhubarb under one arm. Even his name was totally mundane compared to Pojo Sanders, “The Destroyer”. By now, Ano had been studying the gaps in his opponent’s armor for some time and, when Pojo decided to stop showing off, he stepped forward and made a single cut to Pojo’s inner thigh. It was a perfect strike, slipping between steel plates and severing the femoral artery. The Destroyer bled out in a matter of seconds. Before the battle had truly begun, Ano quietly slipped into the awestruck crowd to resume grocery shopping. He’ll need strawberries for his rhubarb pie recipe.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
You can also find our item packs for use on the Roll20 Marketplace! Be sure to check out our Instagram, Reddit, Twitter and Discord to stay in touch!
Burning Heart
Wondrous item, uncommon (requires attunement by a spellcaster)
This heavy orb is extremely hot to the touch, but does not burn your hand. The grooves on its surface shift subtly in your grasp, endlessly retracing an arcane pattern.
You can use the burning heart as a spellcasting focus for your spells while holding it, and you gain a +1 bonus to spell attack rolls and saving throw DCs of spells that deal fire damage.
Aura of Immolation. As a bonus action while holding the burning heart you can target up to 6 other creatures that you can see within 30 feet of you. The weapons of each target are set ablaze until the end of that target’s next turn. When a target hits with a flaming weapon, it deals an extra 1d4 fire damage. Once this property is used, it cannot be used again until you complete a long rest.
A burning heart is the power core of eternal automata. These orbs grant the ancient constructs a fiery semblance of life while embedded in the chest cavity. The eternal automata were engineered to be indestructible, and will rise again and again until their burning hearts are removed.
This item is a collaboration with The Fluffy Folio for our new adventure Ill Tidings! Check out Fluffy's Eternal Automaton on Instagram HERE. Join us on Patreon to access the full adventure!
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
You can also find our item packs for use on the Roll20 Marketplace! Be sure to check out our Instagram, Reddit, Twitter and Discord to stay in touch!
Neato
I'm not sure if you've watched it, but this scene seems similar to one from the TV show "The Dragon Prince." Amazing artwork and item!
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
kinda