recursal/Fanatic-Fandom huggingface dataset:
Folk Hero

## Overview

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

* **Skill Proficiencies**: Animal Handling, Survival
* **Tool Proficiencies**: One type of artisan’s tools, vehicles (land)
* **Equipment**: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

## Defining Event

You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

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## Feature: Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

## Suggested Characteristics

A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

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Levitate

*2nd-level transmutation*
 Range
 Components
 Duration

A creature or loose object levitates, rising vertically up to 20 feet. While suspended, the target has no momentum of its own and a creature may grab on to other objects in order to move as if climbing. You can use your action to move the target or change its altitude by up to 20 feet up or down, as long as it remains within range. If the target is you, you can change your altitude as part of your movement each turn. The spell can levitate a target that weighs up to 500 pounds.

If the target wishes to remain on the ground, it must succeed at a Constitution saving throw.

If the target is not already on the ground when the spell ends, it drifts safely down.
Cordon of Arrows

*2nd-level transmutation*
 Range
 Components
 Duration

You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area.
Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
Burning Hands

*1st-level evocation*
 Range
 Components
 Duration

Flames shoot from your fingers in a 15-foot cone. Any creature in range must pass a Dexterity save or take 3d6 fire damage. They take half as much on a success.

Flammable objects are also ignited if they are in range and aren't worn or carried.

**At Higher Levels:** The damage increases by 1d6 for each slot level above 1st.
Dwarf

## Dwarf Traits

* **Ability Score Increase:** Your Constitution score increases by 2.
* **Size:** Medium.
* **Speed:** 25 feet. Your speed is not reduced by wearing heavy armor.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Dwarven Resilience:** You have advantage on saving throws against being poisoned, and you have resistance against poison damage.
* **Dwarven Combat Training:** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
* **Tool Proficiency:** You gain proficiency with one of smith's tools, brewer's supplies, or mason's tools.
* **Stonecunning:** Whenever you make a 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 bonus.
* **Languages:** You can speak, read, and write Common and Dwarvish.

### Hill Dwarf

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Dwarven Toughness:** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

### Mountain Dwarf

* **Ability Score Increase:** Your Strength score increases by 2.
* **Dwarven Armor Training:** You have proficiency with light and medium armor.

### Duergar

* **Ability Score Increase:** Your Strength score increases by 1.
* **Superior Darkvision:** Your darkvision has a radius of 120 feet.
* **Extra Language:** You can speak, read, and write Undercommon.
* **Duergar Resilience:** You have advantage on saving throws against illusions and against being charmed or paralyzed.
* **Duergar Magic:** When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
* **Sunlight Sensitivity:** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Chaos Bolt

*1st-level evocation*
 Range
 Components
 Duration

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

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If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Conjure Woodland Beings

*4th-level conjuration*
 Range
 Components
 Duration

Fey appear in unoccupied spaces you can see. Choose one of the following options for what appears:

* 1 fey of challenge rating 2 or lower
* 2 fey of challenge rating 1 or lower
* 4 fey of challenge rating 1/2 or lower
* 8 fey of challenge rating 1/4 or lower

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

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group. They obey any verbal commands that you issue to them, no action required. If you don't issue any commands, the only action they take is defending themselves from hostile creatures.

**At Higher Levels:** When you cast this spell using higher-level slots, more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Intellect Fortress

***3rd level Abjuration***

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.
Hallucinatory Terrain

***4th-level illusion***

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other natural terrain. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The base terrain is unchanged, so anyone entering the area can see through the illusion. If the difference isn't obvious by touch, a creature can attempt an Investigation check. A creature who learns it's an illusion sees it as a vague image over the terrain.
Cause Fear

*1st-level necromancy*
 Range
 Components
 Duration

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

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 lst. The creatures must be within 30 feet of each other when you target them.
Danse Macabre

*5th-level necromancy*
 Range
 Components
 Duration

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them.

To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. lfyou issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

**At Higher Levels:** When you cast this spell using a spell slot‘ of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
Ceremony

*1st-level abjuration*
 Range
 Components
 Duration

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

* Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
* Bless Water. You touch one vial of water and cause it to become holy water.
* Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
* Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
* Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
* Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Geas

*5th-level enchantment*
 Range
 Components
 Duration

You place a command on a creature that you can see, forcing it to do or refrain from doing some action or activity you decide. The command can be anything except something that would obviously cause the target to die.

If the creature can't understand you, this spell has no effect. If it can understand you, it must succeed a Wisdom save or become charmed by you. While the creature is charmed, it takes 5d10 psychic damage each time it does something that directly counters to your instructions, but no more than once each day.

You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.

**At Higher Levels:** When you cast this using a 7th or 8th level spell slot, the duration is 1 year. If you use a 9th level slot, the spell lasts until it is ended by one of the spells mentioned above.
Holy Weapon

*5th-level evocation*
 Range
 Components
 Duration

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute.

On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
Dimension Door

*4th-level conjuration*
 Range
 Components
 Duration

You teleport yourself to any spot in range. You arrive at exactly the spot desired. It can be a place you can see or visualize, or one you can describe by stating distance and direction.

You can bring objects along if their weight doesn't exceed your carrying capacity. You can also bring one willing creature your size or smaller who isn't over its capacity. It must be within 5 feet of you.

If you would arrive in an occupied space, everyone teleporting takes 4d6 force damage, and the spell fails.
Dispel Magic

*3rd-level abjuration*
 Range
 Components
 Duration

Choose one object, creature, or magic effect within range. Any spell of 3rd level or lower on the target ends. If the spell is 4th level or higher, make a check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the spell ends.

**At Higher Levels:** You automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Bigby's Hand

*5th-level evocation*
 Range
 Components
 Duration

You create a Large hand of force in an unoccupied space that you can see. It moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hp, the spell ends. It has a Strength of 26 and a Dexterity of 10. The hand doesn't fill its space.

When you cast the spell, and as a bonus action on your subsequent turns, the hand can move up to 60 feet and cause one of the following effects:

* **Clenched Fist:** The hand strikes one creature or object within 5 feet. Make a melee spell attack using your statistics. On a successful hit, the target takes 4d8 force damage.
* **Forceful Hand:** The hand pushes a creature within 5 feet in a direction you choose. Make a check with the hand's Strength against the target's Athletics. If the target is Medium or smaller, you have advantage. If you succeed, the hand pushes the target up to 5 feet, plus a number of feet equal to five times your spellcasting modifier. The hand moves with the target.
* **Grasping Hand:** The hand grapples a Huge or smaller creature within 5 feet. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage. While grappling the target, you can use a bonus action to have the hand deal 2d6 + your spellcasting modifier of bludgeoning damage.
* **Interposing Hand:** The hand places itself between you and a creature of your choice until you give it a different command. It moves to stay between you and the target, providing you with half cover. The target can't move through the hand if its Strength is less than or equal to the hand's. If its score is higher than the hand's, the target can move toward you through the hand, but the space is difficult terrain.

**At Higher Levels:** For each slot level above 5th, Clenched Fist's damage increases by 2d8, and Grasping Hand's increases by 2d6.
Blight

*4th-level necromancy*
 Range
 Components
 Duration

A creature you can see must make a Constitution save. It takes 8d8 necrotic damage on a failed save, or half as much on a success. This spell has no effect on undead or constructs.

If you target a plant creature or magical plant, it saves with disadvantage, and the spell deals maximum damage. If you target a non-magical plant that isn't a creature, it automatically dies.

**At Higher Levels:** The damage increases by 1d8 for each slot level above 4th.
Dragonborn

## Dragonborn Traits

* **Ability Score Increase:** Your Strength score increases by 2, and your Charisma score increases by 1.
* **Age:** Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
* **Size:** Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Languages:** You can speak, read, and write Common and Draconic.
* **Damage Resistance:** You have resistance to the damage type associated with your draconic ancestry.

### Draconic Ancestry

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

#### Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry.

The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Enthrall

*2nd-level enchantment*
 Range
 Components
 Duration

You cause creatures you can see that can hear you to make a Wisdom save. Any creature immune to being charmed is unaffected by this spell. If you or your companions are fighting the target, it has advantage.

On a failed save, the target has disadvantage on Perception checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Abi-Dalzim's Horrid Wilting

*8th-level necromancy*
 Range
 Components
 Duration

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.

Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.
Bones of the Earth

*6th-level transmutation*
 Range
 Components
 Duration

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

**At Higher Levels**. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
Foresight

*9th-level divination*
 Range
 Components
 Duration

Touch a willing creature. For 8 hours, it can't be surprised and has advantage on attack rolls, ability checks, and saves. In addition, other creatures have disadvantage on attack rolls against it. The spell ends if you cast it again before the time is up.
Chill Touch

***Necromancy cantrip***

**Chill Touch** is a necromancy available to sorcerers, warlocks, and wizards.

## Description

You use your action to make a ghostly, skeletal hand that attempts to cling to a creature you can see within range. Make a ranged spell attack. On hit, the hand grabs the target, dealing 1d8 necrotic damage. The hand then remains there until the start of your next turn. During this time, the target is unable to regain hit points. If you hit an undead creature with this spell, it has disadvantage on attack rolls against you until the end of your next turn.

### Leveling

This cantrip's damage die increases at levels 5, 11, and 17.

## References

1. ↑ 1.0 1.1 1.2 "Chill Touch." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 213.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Earthbind

*2nd-level transmutation*
 Range
 Components
 Duration

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.
Ice Storm

***4th-level evocation***

Each creature in a 20-foot-radius, 40-foot-high cylinder must make a Dexterity save. A creature takes 2d8 bludgeoning and 4d6 cold damage on a failed save, or half on a success. Additionally, the area is difficult terrain until the end of your next turn.

**At Higher Levels:** The bludgeoning damage increases by 1d8 for each slot level above 4th.
Destructive Wave

*5th-level evocation*
 Range
 Components
 Duration

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Locate Object

*2nd-level divination*
 Range
 Components
 Duration

You sense the direction and direction of movement of an object known to you that you describe or name, as long as it is within 1,000 feet of you. An object is considered known to you if you've been within 30 feet of it and seen it.

Instead, you can also sense the nearest object that you can describe in a basic way.

The spell doesn't work on lead objects or if there is any thickness of lead between you and the object.
Archaeologist

*An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains – their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.*

## Proficiencies + Equipment

**Skill Proficiencies:** History, Survival

**Tool Proficiencies:** Cartographer's tools or navigator's tools

**Languages:** One of your choice

**Equipment:** A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp

## Feature: Dust Digger

Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.

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## Feature: Historical Knowledge

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

## Suggested Characteristics

Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel.

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Divination

*4th-level divination*
 Range
 Components
 Duration

You ask a single question to your god concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The spell doesn't take into account any possible circumstances that might change the outcome.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting that you get a random reading. The DM makes this roll in secret.
Druidcraft

***Transmutation cantrip***

**Druidcraft** is a transmutation available to druids.

## Description

You use your action to create one of the following effects within range:

* You create a harmless sensory effect that predicts what the weather will be for the next 24 hours. This effect lasts for 6 seconds, or 1 round.
* You make a flower blossom, a seed pod open, or a leaf bud bloom.
* You create a harmless nature-related sensory effect. The effect must fit in a 5-foot cube.
* You light or put out a small flame.

## References

1. ↑ 1.0 1.1 "Druidcraft." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 236.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Holy Aura

*8th-level abjuration*
 Range
 Components
 Duration

Creatures of your choice in a 30-foot radius when you cast the spell shed 5 feet of dim light and have advantage on all saving throws. Other creatures have disadvantage on attack rolls against them. In addition, when a fiend or an undead hits an affected creature with a melee attack, they must pass a Constitution save or be blinded until the spell ends.
Charm Monster

*4th-level enchantment*
 Range
 Components
 Duration

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it 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 is friendly to you. 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 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Incendiary Cloud

*8th-level conjuration*
 Range
 Components
 Duration

A 20-foot-radius cloud of smoke and embers appears, spreading around corners and heavily obscures the area. A wind of at least 10mph can disperse it.

When the cloud appears, creatures in it make a Dexterity save. The spell deals 10d8 fire damage on a failure, or half as much on a success. Creatures also make this save when they enter the cloud for the first time on a turn or ends its turn in it.

The cloud moves 10 feet away from you in a direction you choose at the start of your turns.
Forgery Kit

A forgery kit is designed to duplicate documents and to make it easier to copy a person’s seal or signature.

**Components:** A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

**Arcana:** A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.

**Deception:** A wellcrafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.

**History:** A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.

**Investigation:** When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.

**Other Tools:** Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer's tools to make a fake map.

**Quick Fake:** As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else’s Intelligence (Investigation) check to spot the fake.

 Duplicate a wax seal
Eldritch Blast

***Evocation cantrip***

**Eldritch Blast** is an evocation available to warlocks.

## Description

You use your action to create a beam of magical energy and hurl it at a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d10 force damage.

### Leveling

The spell creates more beams as you level. At 5th, it makes two beams; at 11th, it makes three; and at 17th, it makes four. The beams can be directed at the same target or different ones. Each beam gets its own attack roll.

## References

1. ↑ 1.0 1.1 1.2 "Eldritch Blast." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 237.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Beast Bond

*1st-level divination*
 Range
 Components
 Duration

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Animal Shapes

***8th-level transmutation***

Willing creatures of your choice that you can see turn into a Large or smaller beast with a challenge rating no higher than 4. You can use your action on following turns to change a target into a different form. Anything the target is wearing or carrying melds into the new form and can't be activated, wielded, or otherwise give benefits.

A target takes the beast's statistics except for alignment, Intelligence, Wisdom, and Charisma. It also gains the hit points of the beast and is at the maximum health for said beast. While in this form, the target can't speak or cast spells and can only do the actions that the beast could.

If a target hits 0 hit points, it reverts to its normal form and resumes the number of hit points it had before transforming. If there is excess damage, it deducts from the target's resumed hit points. However, as long as its normal form isn't reduced to 0 hit points, it isn't knocked unconscious.
Hunger of Hadar

*3rd-level conjuration*
 Range
 Components
 Duration

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.
Detect Poison and Disease

*1st-level divination*
 Range
 Components
 Duration

If they exist or appear within 30 feet, you sense the presence of poisons, poisonous creatures, and diseases. Their location and type also become known to you.

This spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Branding Smite

*2nd-level evocation*
 Range
 Components
 Duration

The next time you hit a creature with a weapon attack, it deals an extra 2d6 radiant damage. The target becomes visible if it's invisible, and it sheds a 5-foot radius of dim light. They can't become invisible until the spell ends.

**At Higher Levels:** The extra damage increases by 1d6 for each slot level above 2nd.
Eyebite

*6th-level necromancy*
 Range
 Components
 Duration

A creature you can see within 60 feet of you must pass a Wisdom save or be affected by one of the following effects of your choice. On each of your turns, you can use your action to target another creature, but can't target a creature that has succeeded on a save against this casting.

* **Asleep:** The target falls unconscious. It wakes up if it takes any damage, or if another creature uses its action to shake it awake.
* **Panicked:** The target is frightened of you. On each of its turns, it must take the Dash action and move away from you by the safest and shortest route, unless there's nowhere to move. If the target moves to a place at least 60 feet away from you and it can no longer see you, this effect ends.
* **Sickened:** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom save. If it succeeds, the effect ends.
Arms of Hadar

*1st-level conjuration*
 Range
 Components
 Duration

Tendrils batter all creatures within 10 feet of you. They must make a Strength save. On a fail, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a success, it takes half damage and suffers no other effects.

**At Higher Levels:** The damage increases by 1d6 for each slot level above 1st.
Death Ward

*4th-level abjuration*
 Range
 Components
 Duration

Touch a creature. The first time it drops to 0 hit points from taking damage, it instead drops to 1 hit point and the spell ends. If the target is subjected to an effect that would kill it instantly without dealing damage, the effect is negated and the spell ends.
Augury

*2nd-level divination*
 Range
 Components
 Duration

Some otherworldly being gives you an omen through the use of some divining tool. Asking it about the result of something you intend to do in the next 30 minutes will reveal one of four omens:

* If things will turn out well, **Weal**,
* If they will turn out badly, **Woe**,
* If both good and bad, **Weal and woe**,
* or if nothing particularly good or bad will happen, you will see **Nothing** at all.

The otherworldly being isn't capable of accounting for changes in circumstances between now and doing the thing, and if you try to ask again before taking a long rest, there is a 25% chance the reading will be random.
Create Undead

*6th-level necromancy*
 Range
 Components
 Duration

This spell can only be cast at night. Up to three corpses of Medium or Small humanoids you choose become ghouls under your control.

You can mentally command a ghoul as a bonus action if they are within 120 feet of you. You can command multiples at once if you issue the same command. You decide what action the ghoul will take and where it will move during its next turn, or issue a general command. If you issue no commands, the ghoul only defends itself against hostile creatures. Once given an order, the ghoul will follow it until its task is complete.

The ghouls are under your control for 24 hours. To maintain control of the ghouls for another 24 hours, you must recast this spell on up to three of them before the current 24 hours end.

**At Higher Levels:** With a 7th-level spell slot, you can control up to four ghouls. With an 8th-level slot, five ghouls, or two ghasts or wights. With a 9th-level slot, six ghouls, three ghasts or wights, or two mummies.
Knock

*2nd-level transmutation*
 Range
 Components
 Duration

A loud knock sounds as far as 300 feet away and an object that has been held shut by mundane or magical means becomes unlocked, unstuck, or unbarred. If the object is held shut in more than one way, only one of the ways is undone.

If the object was held shut with Arcane Lock, it can be opened and closed normally for 10 minutes before the spell returns.
Evard's Black Tentacles

*4th-level conjuration*
 Range
 Components
 Duration

For the duration, tentacles fill a 20-foot square on the ground that you can see and turn it into difficult terrain.

When a creature enters the area for the first time or starts its turn there, it must pass a Dexterity save or take 3d6 bludgeoning damage and be restrained until the spell ends. If it's already restrained by the tentacles, it takes 3d6 bludgeoning damage.

The restrained creature can use its action to make a Strength or Dexterity check of its choice. On a success, it's freed.
Hypnotic Pattern

*3rd-level illusion*
 Range
 Components
 Duration

Each creature in a 30-foot cube who can see must make a Wisdom save. On a failure, the creature becomes charmed. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for a creature if it takes any damage or if someone uses an action to snap it out of the trance.
Charm Person

*1st-level enchantment*
 Range
 Components
 Duration

A humanoid you can see must succeed on a Wisdom saving throw, with advantage if you are currently fighting it, or it becomes charmed by you until the spell ends or someone in your party harms it. It will know it has been charmed when the spell ends.

**At Higher Levels:** You can target one additional creature for each slot level above 1st. They must be within 30 feet of each other when you target them.
Fire Storm

*7th-level evocation*
 Range
 Components
 Duration

Up to ten 10-foot cubes, which you can arrange as you wish, appear. Each cube must have at least one face touching another cube's face. Each creature in the area makes a Dexterity save. It takes 7d10 fire damage on a failed save, or half on a success.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Aura of Purity

*4th-level abjuration*
 Range
 Components
 Duration

Purifying energy radiates from you in an aura with a 30-foot radius.
Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blnded, charmed, deafended, frightened, paralyzed, poisoned, and stunned.
Drawmij's Instant Summons

*6th-level conjuration*
 Range
 Components
 Duration

You touch an object weighing at most 10 pounds and whose longest dimension is 6 feet or less. Each time you cast this spell, you must use a different sapphire. The items name is invisibly inscribed on the sapphire.

At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand and the spell ends. If another creature is carrying the item, crushing the sapphire instead causes you to learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel Magic or a similar effect successfully applied to the sapphire ends this spell's effect.
Conjure Barrage

*3rd-level conjuration*
 Range
 Components
 Duration

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
Aarakocra

## Aarakocra Traits

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
* **Age:** Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
* **Size:** Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 25 feet.
* **Languages:** You can speak, read, and write Common, Aarakocra, and Auran.
* **Flight:** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
* **Talons:** You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Clairvoyance

*3rd-level divination*
 Range
 Components
 Duration

You make an invisible sensor in a location you've visited or seen, or in an obvious location that you haven't. The sensor remains for the duration and can’t be interacted with.

Choose seeing or hearing. You can see or hear as if you are where the sensor is. As an action, you can switch which sense.

If something can see it, it sees a luminous, intangible, fist-sized orb.
Cloudkill

*5th-level conjuration*
 Range
 Components
 Duration

You create a 20-foot-radius sphere of fog centered on a point. It spreads around corners. It lasts for the duration or until strong wind disperses it. Its area is heavily obscured.

When a creature enters the fog for the first time on a turn or starts its turn there, it must make a Constitution save. It takes 5d8 poison damage on a fail, or half on a success. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the ground. The vapors sink to the lowest level of the land.

**At Higher Levels:** The damage increases by 1d8 for each slot level above 5th.
Human

## Human Traits

* **Ability Score Increase:** Your ability scores each increase by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Languages:** You can speak, read, and write Common and one extra language of your choice.

### Variant

These replace the ability score increase.

* **Ability Score Increase:** Two different ability scores of your choice increases by 1.
* **Skills:** You gain proficiency in one skill of your choice.
* **Feat:** You gain one feat of your choice.
Land and Water Vehicles

Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them.
In addition, a character proficient with water vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.

**Arcana:** When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operates.

**Investigation, Perception:** When you inspect a vehicle for clues or hidden inform ation, your proficiency aids you in noticing things that others might miss.

**Vehicle Handling:** When piloting a vehicle, you can apply your proficiency bonus to the vehicle's AC and saving throws.

 Assess a vehicle's condition
 Take a tight corner at high speed
Crown of Madness

*2nd-level enchantment*
 Range
 Components
 Duration

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Guards and Wards

*6th-level abjuration*
 Range
 Components
 Duration

You create a ward that protects 2,500 square feet of ground. This area can be a 50 feet square, one hundred 5-foot squares, or twenty-five 10-foot squares. The area can be up to 20 feet tall and shaped how you want. You can ward several stories of a building, dividing the area among them, as long as you can walk into each area while you're casting the spell.

When you cast this spell, you can specify individuals to be immune to the effects of the spell. You can also specify a password that, when spoken, also provides immunity.

The available options are as follows:

* **Corridors:** Fog makes the corridors heavily obscured. At each intersection, there is a 50% chance a creature will believe it's going in the opposite direction it chose. You are immune to this chance.
* **Doors:** All doors are magically locked as if by Arcane Lock. You can also hide up to ten doors with a Minor Illusion-like cover to make them appear as sections of the wall.
* **Stairs:** The stairs are filled with a Web. If burned or torn, the strands regrow in 10 minutes.
* **Other Effects:** You can place one of the following effects:
	+ Dancing Lights in four corridors. You can designate a simple program that the lights repeat.
	+ Magic Mouth in two locations.
	+ Stinking Cloud in two locations. The vapors return within 10 minutes if dispersed by wind .
	+ Constant Gust of Wind in one corridor or room.
	+ Suggestion in one location. Any creature that enters or passes through a 5-foot area you choose receives the suggestion mentally.

The whole area radiates magic. Dispel Magic, if successful, removes only one effect.

If you cast this spell in the same place every day for one year, the effects become permanent.