recursal/Fanatic-Fandom huggingface dataset:
Entertainer

***Origin***: Anywhere

A happy and attentive audience is food to you, it nourishes your soul. From an early age, you have drawn pleasure from being the center of attention, and you have always felt at home on a stage. You can be born with or develop some arts on your own, serving as maybe your village local comedy genius or nighttime singer. Other arts and stages require more formal education. A master, college, or group of performers are some of your options. Some of these entities require tuition, others you must prove your worth to before they accept you as a pupil, and in sporadic cases, your genius might be discovered by a local or traveling practitioner of the arts.

***Skill Points***: You gain four skill points, assign them in the Arts & Crafts (your choice), Athletics, Deception, or Persuasion in a manner of your choice.

***Equipment***: Disguise Kit, a musical instrument, the favor of an admirer (love letter, a lock of hair, or trinket), a costume, common clothes, and a belt pouch containing 15 gp.

***Background Trait***: Perks of Popularity

* ***Income/Residence***: As long as you enrich the establishment you are visiting, they will often supply you with food, a place to stay, and coin the form of a modest to a comfortable lifestyle.

* ***Reputation***: Your skill within your particular field of the arts have made you desirable wherever you go. In places you have already performed you might have become a local figure, known for your prowess. In most villages, towns, and cities you are welcome to perform in their various establishments, be it theaters, courts, inn, or taverns.
Eyebite

**Eyebite** (6th, vis., conc.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *1 minute*            Attack/Save: *Res save*

Components: *S, V* Effect: *Unconscious*

One creature of your choice within 12 m of you that you can see must succeed on a Resolve saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns, until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of Eyebite.

* ***Asleep***: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
* ***Panicked***: The target is frightened of you. On each of its turns, the frightened creature must take the dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 12 m away from you where 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 Resolve saving throw. If it succeeds, the effect ends.
Coptic Word of Healing

**Coptic Word of Healing** (9th, vis.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *Instant*            Attack/Save: *None*

Components: *S, V* Effect: *Healing*

The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell does not affect constructs.
Elemental Shield

**Elemental Shield** (4th, abj.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *10 minutes*            Attack/Save: *None*

Components: *S, V* Effect: *Multiple*

You shed bright light in a 2 m radius and dim light for an additional 2 m. You can end the spell early by using an action to dismiss it.

You gain resistance to one damage type of your choice between acid, cold, fire, lightning, poison, or thunder, for the duration.

In addition, whenever a creature within 1 m of you hits you with a melee attack, the shield erupts with elemental retribution. The attacker takes 2d8 damage to the type of shield you choose when casting this spell.
Holy Aura

**Holy Aura** (8th, abj., conc.)

Casting Time: *1 action*        Range/Area: *Self (6 m radius)*

Duration: *1 minute*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Blinded*

Creatures of your choice in that radius when you cast this spell shed dim light in a 1 m radius and have advantage on all saving throws and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, choose a creature type (undead, fiend, celestial, etc.), when that creature type hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Vitality saving throw or be blinded until the spell ends.
Inet'Saret

When Enneade fell in the Age of Collapse, many of their Enna did as well. But those who survived that chaotic time had two choices before them. Try to survive godlessly or give their loyalty to another Enneade. Not many lone wolves or communities have survived to this day without an Enneade, but those who have managed to migrate to Inet’Saret, a rare Realm that a group of Enneade created together that never had a clear owner. Of the destroyed Realms, the Seven kept this Realm as a neutral meeting ground for any business they didn’t want to conduct on Frostmark. As Riahn took over Frostmark, Inet’Saret is mostly upheld and used by the six uncast Enneade. However, they seldom discuss and parlay with each other.

Inet’Saret, or the Valley of Wisdom, is a large oval-shaped valley, with a broad river running through it, pooling into a clear lake in the middle. The valley’s central parts are gently rolling hills and plains, which changes into leaf forests as the ground elevates slightly. This transforms to pine, which reaches as far up as possible on the mountains around the valley. The mountain chain around gets progressively mightier, but at one point, the highest mountains give way abruptly to a black sand sea that suddenly ends and turns into the Stellar Expanse.

Inet’Saret is the smallest Realm still in existence. Even so, several communities try to share this Realm, some harmoniously, others not. The Wise People protect the central areas around the lake, the plains, and the leaf forests. The Wise People is a group of different Enna banding together to make a life for themselves whilst trying to keep themselves neutral between the Seven. Those Enna who has not joined this alliance tend to want to be left alone to their own devices.

***Playable Enna***: All races, but the most common races are dragonborn, dwarf, elf, gnome, halfling, and half-elf.

***Other Enna***: Almost anything can be found living in Inet’Saret. However, if it is a less intelligent race of Enna, only those who can survive in this biome can be stumbled upon. The lands of central Inet’Saret are mostly devoid of dangerous monsters, but who knows what wanders the pine forests and the mountains, both on top of and within.
Conjure Barrage

**Conjure Barrage** (3rd, conj.)

Casting Time: *1 action*        Range/Area: *Self (12 m cone)*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Ranged attack*

Each creature in a 12 m 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. As part of casting this spell, you must wield a nonmagical weapon or shoot a piece of nonmagical ammunition. The damage type is the same as that of the weapon or ammunition used with the spell.
Moonbeam

**Moonbeam** (2nd, evo., conc.)

Casting Time: *1 action*        Range/Area: *24 m (1 m cylinder)*

Duration: *1 minute*            Attack/Save: *Vit save*

Components: *S* Effect: *Radiant*

When a creature enters the spell's area, 1 m radius, 8 m high cylinder, for the first time on a turn or starts its turn there, it must make a vitality saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns, after you cast this spell, you can use an action to move the beam up to 12 m in any direction.

*At higher levels*: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Dominate Beast

**Dominate Beast** (4th, ench., conc.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *1 minute*            Attack/Save: *Res save*

Components: *S, V* Effect: *Charmed*

A beast or animal that you can see within range must succeed on a Resolve saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast or animal is charmed, you have a telepathic link with it as long as the two of you are within the same Realm. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Resolve saving throw against the spell. If the saving throw succeeds, the spell ends.

*At higher levels*: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
Blight

**Blight** (4th, vis.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *Instant*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Necrotic*

The target must make a Vitality saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell does not affect constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or a shrub, it doesn't make a saving throw; it simply withers and dies.

*At higher levels*: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Counterspell

**Counterspell** (3rd, abj.)

Casting Time: *1 reaction*        Range/Area: *12 m*

Duration: *Instant*            Attack/Save: *None*

Components: *S* Effect: *Negation*

You attempt to deny a creature casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and does not affect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and does not affect.

*At higher levels*: The interrupted spell does not affect if its level is less than or equal to the level of the spell slot you used when you cast this spell using a spell slot of 4th level or higher.
Guild Artisan

***Origin***: Karthmere

You are a member of an artisan's guild in Karthmere, skilled in a particular field of arts and crafts. You are a well-established part of the mercantile world in Karthmere, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice under a master through your guild's sponsorship until you became a master in your own right. As a member of your guild, you know the skills needed to create finished items from raw materials (provided that you have access to the right kind of Artisan's Tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for the story's narrative or take on the extra effort to weave adventure and trade together.

***Skill Points***: You gain four skill points, assign them in the Academics (your choice), Arts & Crafts (your choice), Empathy, and Persuasion skills in a manner of your choice.

***Equipment***: A set of Artisan's Tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp.

***Background Traits***: Guild Membership

As an established and respected member of your guild, you gain certain benefits that your membership provides.

* ***Income***: As long as you practice your craft or trade, you earn a comfortable lifestyle.
* ***Jurisdiction***: Guilds in Karthmere wields a modicum of political power. If you are accused of a crime, your guild might support you if it is worth their time and/or your innocence is easily proven. You might be able to gain access to powerful figures through the guild if you are a member in good standing. Such connections might require payment from the guild, in the form of donations of coins or valuable items to the guild's coffers.
* ***Residence***: Your fellow guild members will provide you with lodging and food if necessary. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

***Bond***: Monthly Fee

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.
Mirror Image

**Mirror Image** (2nd, ill.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *1 minute*            Attack/Save: *None*

Components: *S, V* Effect: *Deception*

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Hideous Laughter

**Hideous Laughter** (1st, ench., conc.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *1 minute*            Attack/Save: *Comp save*

Components: *S, V* Effect: *Prone*

The target must succeed on a Composure saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Composure saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Animal Shapes

**Animal Shapes** (8th, trans., conc.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *24 hours*            Attack/Save: *None*

Components: *S, V* Effect: *Shapechanging*

Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast or animal with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast or animal, though the target retains its alignment and mental and social ability scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.
Mage Hand

**Mage Hand** (0, conj.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *1 minute*            Attack/Save: *None*

Components: *S, V* Effect: *Utility*

An invisible hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 6 m away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 6 m each time you use it.

The hand can't attack, activate magic items, or carry more than 5 kg.
Incendiary Cloud

**Incendiary Cloud** (8th, conj., conc.)

Casting Time: *1 action*        Range/Area: *30 m (4 m radius sphere)*

Duration: *1 minute*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Fire*

A swirling cloud of smoke shot through with white-hot embers appears in a 4 m radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 5 m/s) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

The cloud moves 2 m directly away from you in a direction that you choose at the start of each of your turns.
Augury

**Augury** (2nd, div., ritual)

Casting Time: *1 minute*        Range/Area: *Self*

Duration: *Instant*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Precognition*

You receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:

* Weal, for good results
* Woe, for bad results
* Weal and woe, for both good and bad results
* Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

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

***Origin***: All Realms

You have worked as a guard in your hometown or a town you have traveled to. In comparison to military folk, as a guard, your mission was to ensure peace and order within the community you served. But not all communities enjoy principled and courageous guard forces. In Beornhelm, guards are equivalent to huscarls, full-time warriors who act like their chieftain’s right arm. In Stormholme, it would be mercenaries or guild enforcers employed by one of the guilds, imposing guild law over a community. Establish where your character served as a guard, how “principled” they were, and whether or not they still feel responsible for their community.

***Skill Points***: You gain five skill points, assign them in the Animal Handling, Athletics, Empathy, Investigation, Leadership, Perception, and Persuasion skills in a manner of your choice.

***Equipment***: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp.

***Background Trait***: Overwatch

* ***Aid***: You can ask your colleagues, former or not, for aid, so long as it does not require them to engage in overly-hazardous tasks, and you remain in good standing with the organization.

* ***Familiarity***: From your experience with both the bastion of law and the den of criminality, you can readily recognize both institutions, and their activity, in an urban environment. You also possess a propensity for danger, reading the atmosphere in a room or a situation far faster than most.
* ***Income***: As long as you serve as a guard you gain a modest lifestyle from those who you protect or directly from the crown.
* ***Residence***: You may find a dry bed within a barracks of the guard organization you have served.

***Bond***: Eternal Watch

You feel responsible for the town you guard, even if you have left your post. When trouble brews there, you feel you have to offer aid.
Move Earth

**Move Earth** (6th, trans., conc.)

Casting Time: *1 action*        Range/Area: *24 m*

Duration: *2 hours*            Attack/Save: *None*

Components: *S, V* Effect: *Control*

Choose an area of terrain no larger than 8 meters on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect an 8-meter square, you can create a pillar up to 4 meters high, raise or lower the square's elevation by up to 4 meters, dig a trench up to 4 meters deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
Magnificent Mansion

**Magnificent Mansion** (7th, conj.)

Casting Time: *1 minute*        Range/Area: *200 m cube*

Duration: *7 days*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Sanctuary*

You conjure an extradimensional mansion in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 1 m wide and 2 m tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 6 m of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 4 m on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Blur

**Blur** (2nd, ill., conc.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *1 minute*            Attack/Save: *None*

Components: *V* Effect: *Deception*

For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Beast Bond

**Beast Bond** (2nd, div., conc.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *10 minutes*            Attack/Save: *None*

Components: *S, V* Effect: *Buff*

You establish a telepathic link with one beast or animal you touch that is friendly to you or charmed by you. The spell fails if the beast’s or animal’s Intelligence is 4 or higher. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you.  When you cast this spell choose one effect:

* ***Share Insight***: This link is active while you and the beast or animal are within line of sight of each other. While the link is active, the beast or animal gains advantage on attack rolls against any creature within 1 m of you that you can see.
* ***Share Senses***: You can use your action to see through the beast’s eyes and hear what it hears and continue to do so until you use your action to return to your normal senses.
Knight of Valiant

***Origin***: Armathain

You weren't your noble parents' first child, and thus, you weren't tasked with the administrational duty of one day ruling over the family name. Instead, as a younger sibling, your talents were explored to discover how you could best serve your house. You showed an aptitude for combat. Thus, you were initiated to become a Knight, an elite warrior of Armathain. The Knights are the last defenders of the crown and the noble houses of Armathain. You are given the best Armathainian steel to make you equally protected as you are intimidating, as well as a well-armored warhorse to carry you into battle. They teach you how to ride, how to conduct yourself with authority, and how to swing a weapon. You are seldom deployed on the battlefield, but if you are, you wade through the enemy lines to break their spirits and their formation. To protect your back and to serve you, you are assigned two squires of the Integrity mark, sworn to your side. Out of battle, you serve as a bodyguard for noble scions and diplomatic envoys, keeping the ruling tier of Armathain safe. To keep your edge, there are often tournaments and other knightly games for the Knights. ***Skill Points***: You gain 1 rank in Animal Handling, Athletics, and the Leadership skill.

***Equipment***: A set of fine clothes, an insignia of your rank, a scroll of pedigree, and a purse containing 20 gp.

***Background Trait***: Squires

* ***Followers***: You are served by two squires who have sworn to protect you. The squires are capable in their own right and can both perform mundane tasks as well as handle conflict. The squires’ CR rating equals your level divided by 5 (minimum ½, rounded down) and they possess [***Tactics***] as their AO. You and your GM create the character sheets together, but you control them in battle. The squires can leave your service if you frequently abuse them or if you break your bond.
* ***Income***: As long as you serve as a Knight of Armathain you may earn a comfortable lifestyle.

***Bond***: Oath Of The Knight

You have sworn an oath to protect your charge, be chivalrous and defend Armathain and its crown.
Finger of Death

**Finger of Death** (7th, vis.)

Casting Time: *1 action*        Range/Area: *18m*

Duration: *Instant*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Necrotic*

The target must make a Vitality saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Expeditious Retreat

**Expeditious Retreat** (1st, trans., conc.)

Casting Time: *1 bonus action*        Range/Area: *Self*

Duration: *10 minutes*            Attack/Save: *None*

Components: *S, V* Effect: *Movement*

When you cast this spell, and then as a bonus action on each of your turns until the spell ends you can take the dash action.
Human

#### **Enneade & Realm**

* *Creator Enneade*: Gera and six unnamed Enneade (Possibly including Isismia and Imenta)
* *Current Realm and Enneade*: Frostmark/Riahn, free to choose their own enna

#### **Statistics**

**Age**: Humans possess a lifespan of about 85 years. Culturally and biologically, they reach adulthood in their late teens.

**Characteristics**: +1 to two different ability scores of your choice

**Languages**: Madern Markish

**Size**: Humans average weight is 60 to 90 kg, and their average height is 1.5 to 1.9 m. Your size is Medium.

**Speed***:* 6 m base walking speed

**Fets**: Pick a feat of your choice. You must fulfill the requirement of it if necessary.

**Freedom of devotion**: You are free to devote yourself to any of the Enneade or the World. If you haven't devoted yourself to the Enneade, your Soul will automatically empower the World.

#### **Lore**

Humans are the results of Enneade attempting to discover if they can create a being in their image; a lesser god or even a new Enneade. Eventually, a group of seven Enneade accomplished this feat, and created the first self-conscious being. While more expensive in terms of soul energy than animals, a human's soul had the unique ability to grow in power, permitting the creator Enneade to make a profit on the invested energy.

Another trait of the humans was free will; their ability to choose to serve an Enneade of their choice, or none at all. This made them an object of competition among the Enneade, and this in turn led to the Age of Collapse. After a 49-year war between the Enneade left only the Seven standing, peace was made and all of humanity was sequestered in the Realm of Frostmark.

This peace lasted for 3543 years, until the hero Geanor united all of Frostmark into a single Empire solely dedicated to Riahn. This made Riahn the strongest Enneade in creation. Riahn placed the Fiery Barrier to prevent other Enneade from sending forces to Frostmark, and the barrier held for 744 years.
Magic Missile

**Magic Missile** (1st, evo.)

Casting Time: *1 action*        Range/Area: *24 m*

Duration: *Instant*            Attack/Save: *None*

Components: *S* Effect: *Force*

This spell creates three magic missiles. A missile deals 1d4 + 1 force damage to its target. The missiles all strike simultaneously, and you can direct them to hit one creature or several.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more missile for each slot level above 1st.
Bloodhound

***Origin***: Applegate

You belong to a special archetype of the watch of Applegate, called the Bloodhounds. The Bloodhounds are considered an authority in Applegate, tasked by their communities to root out any kind of corruption in Peeler society. They are highly respected and unofficially possess the same rank as a captain of the guard. Part of a Bloodhound's job is to stalk suspicious foreigners, guard diplomats, and follow caravans, both those that Applegate sends out and those who visit Applegate. If they point someone out as a troublemaker, they are quickly disposed of or exiled. The Bloodhound is a watchful defender, paired with a loyal and intelligent dog. The Bloodhounds, and their families, are breeders and dog trainers who create stalwart and imposing hounds with remarkable tracking capabilities. The hound and the human fight together if the situation calls for it. The hound finds and pushes the target out in the open, and the human uses either a spear or bow to force them to surrender or simply end them on the spot. ***Skill Points***: You gain five skill points, assign them in the Animal Handling, Athletics, Empathy, Investigation, Perception, and Persuasion skills in a manner of your choice.

***Equipment***: A set of manacles, the insignia of the Bloodhounds, five dog treats, a dog toy, a uniform, and a pouch containing 15 gp.

***Background Trait***: Root Out Threats

* ***Aid***: You can ask for aid from any other Bloodhound operative as long as the task is not too dangerous and you remain in good standing in Applegate.
* ***Income***: The people of Applegate supply you with a modest lifestyle as long as you work for their interests.
* ***Jurisdiction***: As a Bloodhound, you possess jurisdiction in almost all of Applegate. You have the right to enter private houses, go through any gate without paying the tithe, and have the right to inspect any shipment or storage on Peeler land. Sometimes this applies in other kingdoms as well, but only under the flag of official Peeler business.
* ***Residence***: There is always a comfortable bed waiting for you as you travel within Applegate.

***Bond***: For The New Applegate

You believe in the new Applegate and its community. You see it as your responsibility to protect this growing new kingdom.
Knock

**Knock** (2nd, trans.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *Instant*            Attack/Save: *None*

Components: *S* Effect: *Utility*

Choose a locked object that you can see within range. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 100 m, emanates from the target object.
Mass Suggestion

**Mass Suggestion** (6th, ench.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *24 hours*            Attack/Save: *Com save*

Components: *V* Effect: *Charmed*

You suggest a course of activity (limited to a sentence or two) and influence up to 12 creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

Each target must make a Composure saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

*At higher levels*: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Lapuana

*The Sea Goddess of Beginnings*

***Spheres***: Wisdom, Innocence, Voyages, Potential, The Sea, the Moon,

***Appear As***: Feminine

***Symbol***: A silver half-moon resting like a boat on a deep blue sea wave

***Favorite Damage Types***: Force and Thunder

***Rival***: Lapuana despises Vegomo because he lost the mysteries of time and the Enneade.

***Domains***: Ardor, Harmony, Preservation, Storm

Lapuana possesses quite a childish personality. She is the personification of her Sphere of influence, the protector of growth, journeys, innocence, and childish wisdom. Lapuana started as quite the minor Enneade, but in the end phase of the Age of the Collapse, she snatched both the sphere of “the Sea” and the sphere of “the Moon,” two spheres that makes her the powerhouse that she is today. Lapuana possesses both that unique clarity a child can possess but also the temper of one.

***Realm of the Atlas***

Atlas is a vast sea Realm, with only a few tropical islands as overwater landmarks. Most settlements can be found underwater; some adapted for air-breathing creatures, others only for water-breathing beings. The most populated areas are situated in colorful reefs and relatively shallow water. The further you descend, the more hostile the environment becomes. There is always a bigger fish. The deepest point, the Unending Trench, is a perilous journey and strangely beautiful in its alien allure. At the bottom of the trench, Lapuana has created her palace.

***Playable Enna***: Dwarf (usually hill dwarf), genasi, halfling, half-elf, rock gnome

***Other Enna***: Most Enna is sea-living, sharks, whales, fish, jellyfishes, squids, etc. Then you have various amphibians like lizards, crocodiles, crustaceans, and frogs. There are also many sea-birds, a few tropical birds, and tropical land-living creatures on the islands like snakes, monkeys, critters, and insects.

*Tenets*

* Do not yearn for things lost.
* Do not take time for granted.
* Fulfill your potential and encourage it in others
Iola’s Tower

**Iola’s Tower** (3rd, conj.)

Casting Time: *10 minutes*        Range/Area: *6 m*

Duration: *24*                Attack/Save: *None*

Components: *S, V* Effect: *None*

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 3 m tall and has an area of up to 10 square m. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

* A bedroom with a bed, chairs, chest, and magical fireplace
* A study with desks, books, bookshelves, parchments, ink, and ink pens
* A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
* A lounge with couches, armchairs, side tables, and footstools
* A washroom with toilets, washtubs, a magical brazier, and sauna benches
* An observatory with a telescope and maps of the night sky
* An unfurnished, empty room

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration for seven days and if the last cast of this spell is Soul Consumption.

*At higher levels*: When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
Arcane Hand

**Arcane Hand** (5th, evo., conc.)

Casting Time: *1 action*        Range/Area: *24 m*

Duration: *1 minute*            Attack/Save: *None*

Components: *S, V* Effect: *Force*

You create a Large hand of magical force. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Brawn score of 26 (+8) and a Dexterity score of 10 (+0). The hand doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 12 m and then cause one of the following effects with it.

***Clenched Fist***: The hand strikes one creature or object within 1 m of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

***Forceful Hand***: The hand attempts to push a creature within 1 m of it in a direction you choose. Make a check with the hand's Brawn contested by the Athletics (Br) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 1 m plus a number of m equal to your spellcasting ability modifier. The hand moves with the target to remain within 1 m of it.

***Grasping Hand***: The hand attempts to grapple a Huge or smaller creature within 1 m of it. You use the hand's Brawn score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes force damage equal to 2d6 + your spellcasting ability modifier.

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

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

**Find Steed** (2nd, conj.)

Casting Time: *10 minutes*        Range/Area: *6 m*

Duration: *Instant*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Summoning*

Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The Bestiary has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 2 km from you, you can communicate with each other telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Enhance Ability

**Enhance Ability** (2nd, trans., conc.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Buff*

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

* ***Badger’s Braver**y:* The target has advantage on resolve skill checks and concentration checks.
* ***Bear’s Endurance**:* The target has advantage on vitality checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
* ***Bull’s Strength**:* The target has advantage on brawn checks, and his or her carrying capacity doubles.
* ***Cat’s Grace**:* The target has advantage on Dexterity checks. It also doesn't take damage from falling 6 m or less if it isn't incapacitated.
* ***Fox’s Cunning**:* The target has advantage on Cunning skill checks.
* ***Owl’s Wisdom**:* The target has advantage on Intelligence skill checks.
* ***Peacock’s Aura**:* The target has advantage on Presence skill checks.
* ***Snake’s Conniving***: The target has advantage on Manipulation skill checks.
* ***Whale’s Solitude***: The target has advantage on Composure skill checks and can not be surprised for the duration of the spell.

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

**Fire Storm** (7th, evo.)

Casting Time: *1 action*        Range/Area: *30 m*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Fire*

The area of this spell consists of up to ten 2 m cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

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.
Flaming Sphere

**Flaming Sphere** (2nd, conj.)

Casting Time: *1 action*        Range/Area: *12 m (1 m sphere)*

Duration: *1 minute*            Attack/Save: *Dex save*

Components: *S* Effect: *Fire*

A 1 m diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 1 m of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 6 m. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 1 m tall and jump it across pits up to 2 m wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 4 m radius and dim light for an additional 4 m.

*At higher levels*: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Mage Armor

**Mage Armor** (1st, abj.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *8 hours*            Attack/Save: *None*

Components: *S* Effect: *Buff*

You touch a willing creature who isn't wearing armor, and the target's base AC becomes 13+ its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.