recursal/Fanatic-Fandom huggingface dataset:
Arcane Gate

Conjuration

Level: 6th

Casting time: 1 Action

Range: 500 feet

Components: V, S

Duration: 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
Contagion

Necromancy

Level: 5th

Casting time: 1 Action

Range: Touch

Components: V, S

Duration: 7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.

At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

**Blinding Sickness.** Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

**Filth Fever.** A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

**Flesh Rot.** The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

**Mindfire.** The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the *confusion* spell during combat.

**Seizure.** The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

**Slimy Doom.** The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Conjure Celestial

Conjuration

Level: 7th

Casting time: 1 Minute

Range: 90 feet

Components: V, S

Duration: 1 hour

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

The DM has the celestial's statistics. (Sample: Pegasus)

**At Higher Levels.** When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Spells

-A-

* Abi-Dalzim's Horrid Wilting
* Absorb Elements
* Acid Arrow
* Acid Splash
* Aid
* Alarm
* Alter Self
* Animal Friendship
* Animate Dead
* Animate Objects
* Antimagic Field
* Antipathy/Sympathy
* Arcane Eye
* Arcane Gate
* Arcane Hand
* Arcane Lock
* Arcanist's Magic Aura
* Armor of Agathys
* Arms of Hadar
* Astral Projection
* Augury
* Aura of Life
* Aura of Purity
* Aura of Vitality
* Awaken

-B-

* Bane
* Banishing Smite
* Banishment
* Barkskin
* Beacon of Hope
* Beast Sense
* Bestow Curse
* Bigby's Hand
* Black Tentacles
* Blade Barrier
* Blade Ward
* Bless
* Blight
* Blinding Smite
* Blindness/Deafness
* Blink
* Blur
* Branding Smite
* Burning Hands

-C-

* Call Lightning
* Calm Emotions
* Catnap
* Cause Fear
* Chain Lightning
* Chaos Bolt
* Charm Monster
* Charm Person
* Chill Touch
* Chromatic Orb
* Circle of Death
* Circle of Power
* Clairvoyance
* Clone
* Cloud of Daggers
* Cloudkill
* Color Spray
* Command
* Commune
* Commune With Nature
* Compelled Duel
* Comprehend Languages
* Compulsion
* Cone of Cold
* Confusion
* Conjure Animals
* Conjure Barrage
* Conjure Celestial
* Conjure Elemental
* Conjure Fey
* Conjure Minor Elemental
* Conjure Volley
* Conjure Woodland Beings
* Contact Other Plane
* Contagion
* Continual Flame
Antimagic Field

Abjuration

Level: 8th

Casting time: 1 Action

Range: Self

Components: V, S, M

Duration: 1 hour

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

**Targeted Effects.** Spells and other magical effects, such as *magic missile* and *charm person*, that target a creature or an object in the sphere have no effect on that target.

**Areas of Magic.** The area of another spell or magical effect, such as *firebal*l, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a *wall of fire* are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

**Spells.** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

**Magic Items.** The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword.

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

**Magical Travel.** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the *rope trick* spell, temporarily closes while in the sphere.

**Creatures and Objects.** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

**Dispel Magic.** Spells and magical effects such as *dispel magic* have no effect on the sphere. Likewise, the spheres created by different **antimagic field** spells don't nullify each other.
Trade Goods

## Trade Goods Edit

Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).

Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.
Cloud of Daggers

Conjuration

Level: 2nd

Casting time: 1 Action

Range: 5 feet

Components: V, S, M

Duration: 1 minute

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

**At Higher Levels.**When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Animal Messenger

Enchantment

Level: 2nd

Casting time: 1 Action

Range: 30 feet

Components: V, S, M

Duration: 24 hours

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

**At Higher Levels.** If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Blindness/Deafness

Necromancy

Level: 2nd

Casting time: 1 Action

Range: 30 feet

Components: V

Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Armor of Agathys

Abjuration

Level: 1st

Casting time: 1 Action

Range: Self

Components: V, S, M

Duration: 1 hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Animal Friendship

Enchantment

Level: 1st

Casting time: 1 Action

Range: 30 feet

Components: V, S, M

Duration: 24 hours

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Beacon of Hope

Abjuration

Level: 3rd

Casting time: 1 Action

Range: 30 feet

Components: V, S

Duration: 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Multi-Classing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character.

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility.

In order to branch out into another class, you must meet the minimum Ability Score requirement:
Conjure Elemental

Conjuration

Level: 5th

Casting time: 1 Minute

Range: 90 feet

Components: V, S, M

Duration: 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the elemental's statistics. Sample elementals can be found below.

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

**Sample Elementals**

 1/2
 2
 5
 6
Command

Enchantment

Level: 1st

Casting time: 1 Action

Range: 60 feet

Components: V

Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

**Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

**Drop.** The target drops whatever it is holding and then ends its turn.

**Flee.** The target spends its turn moving away from you by the fastest available means.

**Grovel.** The target falls prone and then ends its turn.

**Halt.** The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

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

You have lived a life of servitude bound to someone whom you have called "master" for the better part of your life. As an indentured servant, slave, or thrall, you may have been a manservant or handmaiden in a royal household, the captured slave of an evil warlord, or a labourer born into bondage. Perhaps you were a prostitute under the thumb of an unscrupulous pimp, a scullion toiling under the watch of a wrathful chef, or the lowly assistant of a cruel and powerful wizard. Whether you were treated with cruelty or relative kindness, you were still expected to "know your place" and were punished when you stepped out of line. Toiling for another, obeying orders, and debasing yourself have been your way of life. You have since escaped servitude, having somehow won your freedom. Perhaps, it was against your will, e.g. you were dismissed after having disgraced your master, or your master died leaving you adrift in the world with no one to serve. Regardless, freedom is new to you. Your background as a slave has given you the patience to suffer the vagaries of powerful people and also insight into the dynamics of power, its uses and abuses.

**Skill Proficiencies:**Insight, and choose one of either Persuasion or Deception.

**Tool Proficiencies:**Choose any one tool proficiency.

**Languages:**One of your choice

**Equipment:**A set of common clothes, a pouch with 5gp, and a small but valuable item, stolen from, or gifted to you by your former master, worth 25gp

**Serving a master.**

Your master, for better or worse, was the central figure of your life. You may have learned skills that they taught you. Or they may have wished that you remain ignorant, but you picked things up, nevertheless, through patient and surreptitious observation. Choose an option or roll on the table below to determine what type of master you served.

 2
 3
 4
 5
 6

**Feature: Solidarity**

You have an unspoken kinship with all people who live in servitude, a shared understanding of what it means to serve a master, as you once did. Speaking socially coded language, you can gain the trust of other servants, find welcome in their company, shelter in their midst, and sometimes even gaining access to places of power through the back doors. Speaking with other slaves and servants you can easily glean from them rumors and information regarding their masters.

##### Suggested Characteristics

The greater part of a slave's life has revolved around the wants and needs of another person and they are not used to caring too much about themselves, except for how they will make it to the next day. Their newfound freedom offers broader horizons, which can be exhilarating, challenging or nerve-wracking. Serving a master for many years tends to make slaves cautious, patient, self effacing and observant. Many have waited years upon years for the chance to break free from their bondage. As such, these (ex)slaves tend to value freedom as the highest ideal. On the other hand, there are those who feel it is part of the natural order of life that some are slaves and some are masters.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6
Cone of Cold

Evocation

Level: 5th

Casting time: 1 Action

Range: Self

Components: V, S, M

Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

**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.
Dwarf

**Listen, I like to have fun with the best of them. I'll poke an ettin in the eye, or even fight an orc or gnoll. But you have to be the dumbest creature on the planet to even consider drinking that dwarf's ale.** *- Gabby Slingblade, Gnome Fighter*

Old and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact they can weigh as much as a human standing nearly two feet taller. Dwarven skin ranges from deep brown to a paler hue tinged with red. Male dwarves value their beards highly and keep them meticulous. Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the
world, and don’t abandon those traditions lightly.

### **Dwarf Traits**

* **Average Height:** 4’ - 5’
* **Average Weight:** 125-175 lbs
* **Ability Scores:** +2 Constitution, +1 Wisdom
* **Size:** Medium
* **Speed:** 24 feet. Your speed is not reduced wearing heavy armor.
* **Alignment:** Most dwarves are lawful, believing in well-ordered society. They tend to be good as well, with a sense of honor and fairplay.
* **Vision:** Darkvision to 60 feet.
* **Languages:** Common and Dwarven
* **Dwarven Resiliency:** You have advantage on saving throws against poison, and you have resistance against poison damage.
* **Dwarven Toughness:** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
* **Tool Proficiency:** You gain proficiency with the Artisan's Tools of your choice: smith's tools, brewer's supplies, or mason's tools.
* **Stonecunning:** Whenever you make an Intelligence (history) check related to the origin of stonework, you are considered proficient in the history skill and add double your proficiency bonus to the check instead of your normal proficiency.

### **Dwarf Names**

A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.
Charm Person

Enchantment

Level: 1st

Casting time: 1 Action

Range: 30 feet

Components: V, S

Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

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.
Half-Orc

**It doesn't matter if the orc is full-on or only halfway. An orc is an orc. Nothing puts a smile on their face more than a good fight. Except maybe another good fight.** *- Seamus Corellan, Half-Elf Fighter*

The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. Half-orcs are not evil by nature, but it does lurk within them, whether they embrace it or rebel against it. Beyond the rage in their blood, half-orcs feel emotion powerfully. An insult stings like acid and sadness saps their strength. But they laugh loudly and heartily and simple bodily pleasures fill
their hearts with joy.

When it comes to Lasaro, many regions outside of the Elven lands lay claim to half-orc workers and adventurers. Many are as honorable as any other race out there, but there are a few who feel the pull of that bloodlust and find far less civil means of earning their pay. Some find work as bodyguards or mercenaries, while others fall in with barbarian tribes or much more nefarious organizations and individuals.

### **Half-Orc Traits**

* **Average Height:** 5’9" - 6’8”
* **Average Weight:** 225 - 350 lbs
* **Ability Scores:** +2 Strength and +1 Constitution
* **Size:** Medium
* **Speed:** 30 feet
* **Alignment:** Thanks to their orcish heritage, half-orcs have a tendency towards chaos. They aren't strongly inclined towards good, but there are a few out there.
* **Vision:** Darkvision up to 60 feet
* **Languages:** Common and Orcish
* **Menacing:** You gain proficiency in the Intimidation skill.
* **Relentless Endurance:** When you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
* **Savage Attacks:** When you score a critical hit with a melee weapon, you can roll one of the weapon's damage dice an additional time and add it to the extra damage of the critical hit.

### **Half-Orc Names**

Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.
Confusion

Enchantment

Level: 4th

Casting time: 1 Action

Range: 10 feet

Components: V, S, M

Duration: 1 minute

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

 2-6
 7-8
 9-10

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Arcane Eye

Divination

Level: 4th

Casting time: 1 Action

Range: 30 feet

Components: V, S, M

Duration: 1 hour

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Animate Objects

Transmutation

Level: 5th

Casting time: 1 Action

Range: 120 feet

Components: V, S

Duration: 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

### Animated Object Statistics

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

**At Higher Levels.** If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Bestow Curse

Necromancy

Level: 3rd

Casting time: 1 Action

Range: Touch

Components: V, S

Duration: 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

* Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
* While cursed, the target has disadvantage on attack rolls against you.
* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A *remove curse* spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

**At Higher Levels.** If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Antipathy/Sympathy

Enchantment

Level: 8th

Casting time: 1 Hour

Range: 60 feet

Components: V, S, M

Duration: 10 days

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

**Antipathy.** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

**Sympathy.** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

**Ending the Effect.** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Awaken

Transmutation

Level: 5th

Casting time: 8 Hours

Range: Touch

Components: V, S, M

Duration: Instantaneous

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Comprehend Languages

Divination

Level: 1st

Casting time: 1 Action

Range: Self

Components: V, S, M

Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Bodyguard Background

You have spent your life protecting someone else's. Perhaps it was a noble, or a powerful crime boss; maybe even a brutal warlord. Maybe instead of someone more powerful than you, it was a physically weaker companion or family member. Whatever the case, your life up to this point has been focused around protecting someone.

**Skill Proficiencies:**Choose two from Insight, Intimidation, and Perception.

**Tool Proficiencies:**You have proficiency in Vehicles (Land).

**Languages:**You gain a language of your choice.

**Equipment:**A symbol or keepsake from one of the people you guarded (possibly denoting rank), a book of troublemakers who caused continuous problems for one of your charges, a pair of manacles, a set of common clothes, and a belt pouch containing 10 gp.

**Feature: Eye of the Guardian**

You have a keen eye when it comes to safety. Your companions and yourself can travel at a normal speed through crowds; and you can always pick out the safest route to take through a town or city. This doesn't account for unseen or hidden dangers, such as a lair of vampires hiding in the noble quarter; but you can easily avoid slums and areas where thugs might hang around.

##### Suggested Characteristics

Body guards are generally good at protecting; whether they're protective by nature or simply good at their job is up to you.

Their skill at guarding and noticing dangers, as well as their relationship to their charges, affect how they act and think. Their flaws could be being overly protective or hesitant, or maybe something that somehow compromises their guarding abilities.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6
Zashaal

**Carpe Diem? I think it's tattooed on the arse of every Zashaal. They're got no fear of dying, but they pack a lot of wisdom into the time they spend alive.** *- Dwarnik Wildiron, Dwarf Alchemist*

Some races venerate the dead; others fear them. The zashaal are one of the few races whose entire society centers around death, as the great passageway to the next realm. That is not to say the zashaal are grim - they enjoy life as much as any other race does, they simply do not fear its end.

Zashaal tend to be philosophical in nature, with a remarkable patience that allows them to dedicate huge portions of their time to self-improvement...because they may not be able to take their belongings into the next life, but they can take their knowledge and experiences. Likewise, they are mindful of those who have come before them, and take time to learn from the experiences of their ancestors.

### **Zashaal Traits**

* **Average Height:** 5’ - 6'2"
* **Average Weight:** 90 - 180 lbs
* **Ability Scores:** +2 Dexterity and +1 Charisma
* **Size:** Medium
* **Speed:** 30 feet
* **Alignment:** Zashaal tend to be lawful neutral. A handful of lawful good zashaal exist, many of those becoming paladins. Just as many are lawful evil, living as slave barons; however, almost no chaotic zashaal come to be. Neutrality is the closest that the zashaal mindset can typically come to chaos.
* **Vision:** Darkvision to 60 feet
* **Languages:** Common

* **Embrace Death:** When a zashaal dies, they can never be resurrected by any means short of a Miracle or Wish.
* **Learn From The Past:** You are proficient in History and Religion.
* **Death Familiarity:** A zashaal's familiarity with death gives them a remarkable ability to avoid it. You gain advantage on Constitution saving throws.

### **Zashaal Names**

Zashaal have a single name, given to them four days after their birth. If extended introduction is needed, they will identify themselves by an ancestor of theirs - "Son of Howahnis", or "Granddaughter of Yim", for example. Male names always end in a consonant; female names always end in a vowel..
Compulsion

Enchantment

Level: 4th

Casting time: 1 Action

Range: 30 feet

Components: V, S

Duration: 1 minute

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you.

Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
Khurin

**ou think because they're only a half-goliath they're only half as dangerous as a full goliath...are you daft???** *- Ragnum Ironstout, Dwarf Rogue*

Half-goliaths combine the physical traits of both parents in equal measure. Taller than humans, shorter than goliaths, with typically pale skin, powerful builds and strong, square features. They have no facial or body hair, but grow hair on their head equal to any human, and in just as many colors. They also share humans' eye coloration.

Unlike most half-breeds, khurin are well accepted among both their parent races. Goliaths are practical, and any half-goliaths that can pull their weight are welcome additions to the clan. They make particularly good scouts, sentinels, crafters and lorekeepers among goliath clans — somewhat smaller than full goliaths, they can conceal themselves better than their pure cousins, their hands are more nimble and they learn new skills with great ease.

### **Khurin Traits**

* **Average Height:** 6'0" - 7'0"
* **Average Weight:** 200-290 lbs.
* **Ability Scores:** +2 Strength, +1 Constitution, +1 Ability Score of your choice
* **Size:** Medium
* **Speed:** 30 feet
* **Alignment:** Khurin who grow up among goliath clans lean strongly toward a lawful nature, yet can vary. Those raised elsewhere can have any alignment.
* **Vision:** Normal
* **Languages:** Common, Giant, one of your choice.
* **Stone Forged:** You gain profciency in two skills of your choice.
* **Gravel's Endurance:** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d6. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
* **Shrug It Off:** You have advantage on saving throws against being stunned and paralyzed.
Tonraq Vamir

Tonraq Vamir is the father of Carter who tries to help him out anyway he can.

## Appearance

He is African American like his wife and son and has an outfit of the Water Tribe and has a goatee and has a muscular build and has brown hair but it started turning to grey.

## Personality

As a warrior, Tonraq was brash and hot-headed, relying on his physical strength to protect the tribe, and was never particularly connected to the spiritual world, much like his son in the early stages of his Avatar training.

Tonraq's personality helped strengthen the bond between him and his son, given that they largely understood the world in the same way.

Conversely, Tonraq's disregard of spiritual matters and his direct approach to situations exacerbated the rift between him and Unalaq; the two developed an unstable relationship, based on their mutual disdain for the other's attitudes and beliefs toward the Spirit World.

It was ultimately Tonraq's temperament and lack of spiritual understanding that Unalaq exploited in order to banish Tonraq from the Northern Water Tribe.

## Bending & Abilities

As a waterbending master, Tonraq is able to use his abilities to effectively maneuver over the battlefield by creating ramps and slides made of ice.

Contrary to a more classical style of waterbending, he tends to rely more on his own brute strength to overpower his opponents and utilizes a more aggressive style of waterbending; combined with his quick reflexes, this makes him a dangerous adversary, to the point that he was able to defeat several Northern Water Tribe soldiers and momentarily hold his own against Zaheer, although he could not defeat him.

As a former general in the Northern Water Tribe army, Tonraq is a very capable leader and fighter, showing great proficiency with Water Tribe weaponry.

His great physical strength and endurance makes him resilient in battle.

Tonraq has also proven himself to be very charismatic and insightful, which earned him great respect from the people of the Southern Water Tribe.

## Family

* Aang Vamir (Grand-Father)
* Katara Vamir (Grand-Mother)
* Bumi Vamir (Uncle)
* Kya Vamir (Aunt)
* Tenzin Vamir (Father)
* Korra Vamir (Mother)
* Senna Vamir (Wife)
* Unalaq Vamir (Brother)
* Eska Vamir (Niece)
* Desna Vamir (Nephew)
* Carter Vamir (Son)
Black Tentacles

Conjuration

Level: 4th

Casting time: 1 Action

Range: 90 feet

Components: V, S, M

Duration: 1 minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Blickish

**Hard to imagine a celestial and a halfling hookin' up. But if you value your ability to breathe, I wouldn't question them on it or offend them in any other way either!** *- Rocky Goldpocket, Goblin Rogue*

Blickish were born in ancient times, the result of a relationship between a celestial and a halfling. It was not out of the ordinary for a new blickish to come to life prior to the Sundering, as certain celestial creatures would visit the material plane. Now, however, the heavens have turned their back on Lasaro and the number of blickish is smaller than it has been in many centuries. Among others, blickish tend to adopt the regular halfling traits and conceal their proud heritage. Blickish are overly sensitive to persecution and their casual exterior will quickly evaporate into a serious and vindictive nature.

#### **Hidden With Reason**

Having celestial parentage, however distant, has earned blickish fear and suspicion from other races. As a result they resent having to avoid using their powers openly, lest they arouse interest and invite oppression. Although they are inwardly proud of their celestial heritage, they constantly act as if they have something to prove. Blickish inevitably allow this pride to drag them into trouble.

### **Blickish Traits**

* **Average Height:** 3'0” - 3' 7"”
* **Average Weight:** 35-40 lbs
* **Ability Scores:** +2 Charisma, +1 Dexterity
* **Size:** Small
* **Speed:** 20 feet
* **Alignment:** Blickish tend toward neutrality with occasional streaks of lawfulness. They prefer to remain neutral in matters outside their basic need to persevere.
* **Vision:** Normal
* **Languages:** Common, Celestial, and Halfling.
* **Terrifying Glance:** You gain Proficiency in Intimidation and always have advantage when using it.
* **Blink:** You know the *blink* spell. Once you use this ability you cannot use it again until you finish a long rest.
Alter Self

Transmutation

Level: 2nd

Casting time: 1 Action

Range: Self

Components: V, S

Duration: 1 hour

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

**Aquatic Adaptation.** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

**Change Appearance.** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

**Natural Weapons.** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.