recursal/Fanatic-Fandom huggingface dataset:
Moongilded Tarblood

**Type:** Trick Weapon (Longsword, Longbow)

**Attunement:** Yes

**Rarity:** Rare

**Description:** This weapon, crafted with moongold, gives you a 1d4 bonus to damage rolls against nonhumanoid creatures. Moongold acts as a guiding light in the darkness; creatures holding or wearing moongold have advantage on saving throws against being frightened and madness. In addition, you gain a +1 bonus to attack and damage rolls made with this weapon.

**Special Attunement:** While you are attuned to this weapon, you know one Blood Shot Option of your choice from the Blood Archer Fighter (choose between Bloodboil, Constraining, Shadowblood, or Thunderblood Arrow).

You can use this option when you make an attack with this bow. You can use this option twice, and you regain all expended uses daily at dawn. If you are a Blood Archer Fighter, you instead gain 2 additional uses of your Blood Shot feature.

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the moongilded tarblood is a longbow. In its transformed state, it’s a longsword. By breaking the string, the tarblood melts and flows around the ivory handle, congealing into a longsword; if the sword handle is forcefully shoved into the blade, the weapon reverts into a longbow. Whenever you transform the weapon, the tarblood becomes unstable; your next hit with this weapon reduces the target’s speed by 10 feet until the start of your next turn as the tar wraps around them, before retreating to the weapon.

**Untransformed:** The bow can fire regular ammunition, or it can fire lead bullets, the tarblood melting them into arrows.

**Transformed:** While this weapon is transformed, if you inflict 25 points of damage with it in a single turn against a creature that has blood, and you have no more than one use of your Blood Shot remaining, you regain one use of your Blood Shot.
Maze

*8th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Concentration, up to 10 minutes

**Description:** You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Gunslinger

***Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them. However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.***

## Gunslinger Features:

### 3rd Level: Firearm Proficiency

You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

### 3rd Level: Gunsmith

You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

### 3rd Level: Adept Marksman

You learn to perform powerful Trick Shots to disable or damage your opponents using your firearms.

**Trick Shots:** You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

**Grit:** You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

**Saving Throws:** Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

**Trick shot save DC** = 8 + your proficiency bonus + your Dexterity modifier

### 7th Level: Quickdraw

You add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

### 10th Level: Rapid Repair

You learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

### 15th Level: Lightning Reload

You can reload any firearm as a bonus action.

### 18th Level: Vicious Intent

Your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

### 18th Level: Hemorrhaging Critical

Whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Modify Spell

*4th Level Transmutation (Wizard Only) [Ritual]*

**Casting Time:** 1 minute

**Range:** Self

**Components:** Verbal, Somatic, Material (your Spellbook)

**Duration:** Instantaneous

**Description:**

You magically alter one Arcane spell you have prepared. You can change the spell’s color, sound, and smell, and you make one of the following modifications to the spell:

* **Components:** Remove one of the spell’s components: Verbal, Somatic, or Material. You can’t remove the Material component of a spell that consumes that component.

* **Concentration:** If the spell requires Concentration, damage can’t break your Concentration on the spell.

* **Damage Type:** If the spell has a damage type, replace it with one of the following types: Acid, Cold, Fire, Lightning, Necrotic, Poison, or Thunder. If the spell has multiple damage types, you can change only one of them.

* **Range:** If the spell has a range of at least 5 feet and doesn’t have a range of Self, increase its range by a number of feet equal to 30 times your Wizard level.

* **Ritual:** If the spell lacks the Ritual tag and has a casting time of at least 10 minutes, give it the Ritual tag.

* **Targets:** If the spell affects one or more creatures and doesn’t have a range of Self, it now affects only your allies or enemies (choose which when you cast Modify Spell).The chosen alteration lasts until you cast Modify Spell again or you finish a Long Rest. This altered version of the spell can’t be added to a Spellbook or Spell Scroll without first casting Create Spell.

**At Higher Levels:** When you cast this spell using a Spell Slot of 5th level or higher, you can choose an additional spell modification for each slot above 4th.
Grung

***Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.***

***Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. From lowest to highest caste, grungs can be green, blue, purple, red, orange, or gold.***

***All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. Being amphibious, grungs require water to live; any grung that fails to immerse itself in water for at least 1 hour during a day becomes quite exhausted.***

***Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung.***

***A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.***

## Grung Traits:

**Creature Type:** Animal Folk

**Size:** Small (about 2-4 feet tall)

**Speed:** 30 feet

**Life Span:** 50 years on average

**Amphibious:** You can breathe air and water.

**Poison Immunity:** You are immune to Poison damage and the Poisoned condition.

**Poisonous Skin:** Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become Poisoned for 1 minute. A Poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

* You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 Poison damage.

**Standing Leap:** Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

**Water Dependency:** If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
Mighty Fortress

*8th Level Conjuration*

**Casting Time:** 1 minute

**Range:** 1 mile

**Components:** Verbal, Somatic, Material (a diamond worth at least 500 GP, which the spell consumes)

**Duration:** Instantaneous

**Description:** A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot by 10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Horn of Valhalla

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron)

**Description:** You can use an Action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

Four types of *horn of Valhalla* are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn's type or determines it randomly.

 41-75
 76-90
 91-00

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Observant

*4th Level Feat*

**Prerequisite:** Intelligence or Wisdom 13+

**Repeatable:** No

Quick to notice details around you, you gain the following benefits:

**Ability Score Increase:** Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

**Keen Observer:** Choose one of the following Skills: Insight, Investigation, or Perception. If you lack Proficiency with the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.

**Quick Search:** You can take the Search Action as a Bonus Action.
Greater Invisibility

*4th Level Illusion*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

**Duration:** Concentration, up to 1 minute

**Description:** You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.
Legend Lore

*5th Level Divination*

**Casting Time:** 10 minutes

**Range:** Self

**Components:** Verbal, Somatic, Material (incense worth at least 250 GP, which the spell consumes, and four ivory strips worth at least 50 GP each)

**Duration:** Instantaneous

**Description:** Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.
Lucas Alaric

## Lucas Alaric

* Arc X
* Arc XV

### Aliases

* The Third Prince of Hyranor
* The Hellish Prince

## Appearance

### Notable Physical Traits

* Black Eyes when Dispater speaks through him

## Connections

### Occupation

* Prince of Hyranor
* Servant of Dispater

### Affiliation

* The Kingdom of Hyranor
* The Nine Hells

### Family

* Henric Alaric (father)
* Cassandra Haxel-Alaric (mother)
* Albane Alaric (brother)
* Donovan Alaric (brother)
* Mirabella Alaric (sister)

## In Podcast

### Aliases

* The 6th King of Hyranor
* The Demon King

## Connections

### Affiliation

* The Kingdom of Hyranor
* The Nine Hells

### Family

* Henric Alaric (father)
* Cassandra Haxel-Alaric (mother)
* Albane Alaric (brother)
* Donovan Alaric (brother)
* Mirabella Alaric (sister)
Hermit

***You spent your early years secluded in a hut or monastery located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest, who would occasionally visit to bring news of the outside world and supplies. The quiet and solitude you found in your time outside society allowed you to spend many hours pondering the mysteries of creation, attuning your mind to the magical energy flowing through the natural world.***

## Background Features:

**Ability Scores:** +2 Wisdom, +1 Constitution

**Skill Proficiencies:** Medicine, Religion

**Tool Proficiency:** Herbalism Kit

**Language:** Sylvan

**Feat:** Magic Initiate (Primal)

### Background Equipment:

* Bedroll
* Book (Philosophy)
* Fishing Tackle
* Herbalism Kit
* Lamp
* Oil (3 Flasks)
* Quarterstaff
* Traveler’s Clothes
* 15 GP
Kagonesti Forest Shroud

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Stealth checks, and you can use a Bonus Action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this Bonus Action is used, it can't be used again until the next dawn.
Hold Monster

*5th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (a small, straight piece of iron)

**Duration:** Concentration, up to 1 minute

**Description:** Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Meld into Stone

*3rd Level Transmutation [Ritual]*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

**Duration:** 8 hours

**Description:** You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can’t see what occurs outside it, and any Perception checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Lifewell Tattoo

**Type:** Tattoo

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** Produced by a special needle, this magic tattoo features symbols of life and rebirth.

* Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

* Necrotic Resistance: You have resistance to Necrotic damage.

* Life Ward: When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.
Mind Sliver

*Enchantment Cantrip*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal

**Duration:** 1 Round

**Description:** You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

**Cantrip Upgrade:** This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Living Gloves

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.

While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves):

* Sleight of Hand
* Thieves' tools
* One kind of artisan's tools of your choice
* One kind of musical instrument of your choice

When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

**Symbiotic Nature:** The gloves can't be removed from you while you're attuned to them, and you can't voluntarily end your attunement to them. If you're targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
Kyrzin’s Ooze

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties:

* Resistant: While attuned to Kyrzin's ooze, you have resistance to Poison and Acid damage, and you're immune to the Poisoned condition.

* Amorphous: As an Action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn.

* Acid Breath: As an Action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) Acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn.

* Symbiotic Nature: The ooze can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you.

If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a Black Pudding allied with the daelkyr.
Locate Object

*2nd Level Divination*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (a forked twig)

**Duration:** Concentration, up to 10 minutes

**Description:** Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Mattias

* Arc III
* Arc XIX

## Backstory:

As the entertainer on his first ship, Mattias was one that his crew mates could always count on. He uses his abilities to attack oncoming threats and protect the ship. During one fight things got out of hand, and he died along with his crew. This is how he got his echo. He went to a ghost ship while astral projecting and the captain made a deal with him and brought him back to life but is haunted with the echo of his first life.
Hail of Thorns

*1st Level Conjuration*

**Casting Time:** 1 Bonus Action

**Range:** Self

**Components:** Verbal

**Duration:** Concentration, up to 1 minute

**Description:** The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 Piercing damage on a failed save, or half as much damage on a successful one.

**At Higher Levels:** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Harkon’s Bite

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** A dire wolf tooth dangles from this simple cord necklace. While you wear it, the necklace grants you a +1 bonus to ability checks and saving throws.

**Curse:** Attuning to Harkon's Bite curses you until either Harkon Lukas removes the necklace from you or you are targeted by a Remove Curse spell or similar magic. As long as you remain cursed, you cannot remove the necklace.

Upon donning or removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with lycanthropy again.
Iron Bands of Bilarro

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an Action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is Restrained until you take a Bonus Action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an Action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can't be used again until the next dawn.
Melf’s Acid Arrow

*2nd Level Evocation*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (powdered rhubarb leaf and an adder’s stomach)

**Duration:** Instantaneous

**Description:** A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage immediately and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Helm of Telepathy

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** While wearing this helm, you can use an action to cast the Detect Thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a Bonus Action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.

While focusing on a creature with Detect Thoughts, you can use an Action to cast the Suggestion spell (save DC 13) from the helm on that creature. Once used, the Suggestion property can't be used again until the next dawn.
Infernal Puzzle Box

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it.

When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an Action, allowing access to the box's contents.

A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Investigation check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 12d6 Psychic damage on a failed save, or half as much damage on a successful one.
Mind Blank

*8th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

**Duration:** 24 hours

**Description:** Until the spell ends, one willing creature you touch is immune to Psychic damage, any effect that would sense its emotions or read its thoughts, Divination spells, and the Charmed condition. The spell even foils Wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
Mizzium Apparatus

**Type:** Wondrous Item

**Attunement:** Yes (Sorcerer, Warlock, or Wizard Only)

**Rarity:** Uncommon

**Description:** Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.

While you are wearing the mizzium apparatus, you can use it as an Arcane Focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.

You expend a spell slot to cast the spell as normal, but before resolving it you must make an Arcana check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.

On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.

If you try to cast a cantrip you don't know, the DC for the Arcana check is 10, and on a failed check, there is no effect.

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells
Lightning Arrow

*3rd Level Transmutation*

**Casting Time:** 1 Bonus Action

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** Concentration, up to 1 minute

**Description:** The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 Lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 Lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
Harrengon

***Harengon originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s exuberance with them and learning new languages as they went.***

***Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.***

## Harrengon Traits:

**Creature Type:** Fey

**Size:** Medium (about 5-7 feet tall) or Small (about 3-5 feet tall)

**Speed:** 30 feet

**Life Span:** 100 years on average

**Hare-Trigger:** You can add your proficiency bonus to your initiative rolls.

**Leoprine Senses:** You have proficiency in the Perception Skill.

**Lucky Footwork:** When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

**Rabbit Hop:** As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mending

*Transmutation Cantrip*

**Casting Time:** 1 minute

**Range:** Touch

**Components:** Verbal, Somatic, Material (two lodestones)

**Duration:** Instantaneous

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

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Grasping Whip

**Type:** Weapon (Whip)

**Attunement:** No

**Rarity:** Rare

**Description:** You gain a +1 bonus to attack and damage rolls made with this magic whip. When you hit a creature or object that is Large or smaller with this whip, you can pull that creature or object 5 feet toward you instead of dealing damage.

Proficiency with a whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Lock of Trickery

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This lock appears to be an ordinary lock (of the type described in chapter 5 of the *Player's Handbook*) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have Disadvantage.
Necklace of Adaptation

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as Cloudkill and Stinking Cloud effects, inhaled poisons, and the breath weapons of some Dragons).
Horizon Walker Conclave

***Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.***

## Horizon Walker Conclave Features:

### 3rd Level: Horizon Walker Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Horizon Walker Spells

### 3rd Level: Detect Portal

You gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

### 3rd Level: Planar Warrior

You learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

### 7th Level: Ethereal Step

You learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

### 11th Level: Distant Strike

You gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

### 15th Level: Spectral Defense

Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Manual of Bodily Health

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Very Rare

**Description:** This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Laborer

***Your apprenticeship consumed the better part of your youth. First, you learned to cut and polish a stone. After several years of polishing stones, you learned how to cement those stones into a wall. After several years building walls, you learned to join your walls to form a structure. The structures you built were exceptionally durable. The masons who taught you were taught by even older masons who were taught by dwarf artisans of old.***

## Background Features:

**Ability Scores:** +2 Constitution, +1 Strength

**Skill Proficiencies:** Athletics, Survival

**Tool Proficiency:** Mason’s Tools

**Language:** Dwarvish

**Feat:** Tough

### Background Equipment:

* Bullseye Lantern
* Common Clothes
* Handaxe
* Light Hammer
* Mason’s Tools
* Mess KIt
* Oil (1 Flask)
* Shovel
* Waterskin
* 15 GP
Intellect Fortress

*3rd Level Abjuration*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal

**Duration:** Concentration, 1 hour

**Description:** For the duration, you or one willing creature you can see within range has resistance to Psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma Saving Throws.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Levitate

*2nd Level Transmutation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)

**Duration:** Concentration, up to 10 minutes

**Description:** One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.
Haste

*3rd Level Transmutation*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a shaving of licorice root)

**Duration:** Concentration, up to 1 minute

**Description:** Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Illusory Dragon

*8th Level Illusion*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Somatic

**Duration:** Concentration, up to 1 minute

**Description:** By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space.

When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
Heal

*6th Level Abjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends Blindness, Deafness, and any Diseases affecting the target. This spell has no effect on constructs or undead.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Lantern of Tracking

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot-radius and dim light for an additional 30 feet.

Each Lantern of Tracking is designed to track down a certain type of creature, which is determined by rolling this creature type on the Lantern of Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however.

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Holy Aura

*8th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (a tiny reliquary worth at least 1,000 GP containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text)

**Duration:** Concentration, up to 1 minute

**Description:** Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
Negative Energy Flood

*5th Level Necromancy*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Material (a broke bone and a square of black silk)

**Duration:** Instantaneous

**Description:** You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 Necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.