recursal/Fanatic-Fandom huggingface dataset:
Thorn Whip

Source: Player's Handbook

*Transmutation cantrip*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S, M (the stem of a plant with thorns)

**Duration:** Instantaneous

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

***At Higher Levels.*** This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

***Spell Lists.*** Artificer, Druid
Bane

Source: Player's Handbook

*1st-level enchantment*

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of blood)

Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

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

*Spell Lists.* Bard, Cleric
Mending

Source: Player's Handbook

*Transmutation cantrip*

**Casting Time:** 1 minute

**Range:** Touch

**Components:** V, S, M (two lodestones)

**Duration:** Instantaneous

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

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

***Spell Lists.*** Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
Dancing Lights

Source: Player's Handbook

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S, M (a bit of phosphorus or wychwood, or a glowworm)

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

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

***Spell Lists.*** Artificer, Bard, Sorcerer, Wizard
Sword Burst

Source: Tasha's Cauldron of Everything

*Conjuration cantrip*

**Casting Time:** 1 action

**Range:** Self (5-foot radius)

**Components:** V

**Duration:** Instantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

***At Higher Levels.*** This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

***Spell Lists.*** Artificer, Sorcerer, Warlock, Wizard
Acid Splash

Source: Player's Handbook

*Conjuration cantrip*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

***At Higher Levels.*** This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

***Spell Lists.*** Artificer, Sorcerer, Wizard
"In a Different Voice" - Carol Gilligan

In 1982, Feminist psychologist Carol Gilligan published "In a Different Voice", a book that is known by others to have started a revolution for feminism. It was in this book that Gilligan analyzed three separate studies on development, noting that they were through the male lens, focusing specifically on how humans develop morally. She held opinions and pointed out the ways in which these theories have been postulated by men and include women's development without the actual inclusion of a woman's voice or perspective. Gilligan stated that the goal of this book was to paint a picture of the wrongful ways women have been presented in psychology history - men have painted women to have defects in development. She argued that because men have been the main authors of these theories and texts for so long, they hold a lot of the privilege that exists within the field. This book does not hold a theory but rather a critique on the work on development that has already been done.

Carol Gilligan still speaks out today on the modern day struggles of feminism, including the fallout of Trump's election, comparing the government to the ways in which the male sex often chops at the emotional capacities of women. While some feminists love Carol's work, others protest it, arguing that her descriptions of women throughout development set women back even farther in society's view. From an empirical source, Gilligan's work has faced backlash as well, asking why samples were not largely and why more people have not reviewed her work, though she argues that her lens is more of a personal matter than one that is scientific. An interesting aspect of Carol's beliefs include the idea that men and women are different when morally developed, taking a stance different than what is typically assumed to be feminist as "all equal". Though men and women differ, Gilligan argues that they differ because of the social implications of their sex, not because of something genetic in a man versus a woman. I found Carol's work to be interesting, as she heavily critiques Kohlberg's moral development theory having worked alongside him at one point in her Harvard career.

Gilligan highlights that women find morality through their interpersonal relationships, which is why some feminists and scholars critique her work, stating that this view further imposes that women are fundamentally meant to be caregivers. However, Gilligan did intend through her work for men and women to be viewed on an even playing field, she chose to highlight differences in doing so.

1. ↑ 1.0 1.1 https://muse.jhu.edu/article/726909
2. ↑ 2.0 2.1 https://www.nytimes.com/2019/03/18/style/carol-gilligan.html
3. ↑ 3.0 3.1 https://www.goodtherapy.org/famous-psychologists/carol-gilligan.html
**Further Reading:**

1. Gilligan, C. (2009). *In a Different Voice: Psychological Theory and Women’s Development*. Harvard University Press.
2. Gilligan, C. (2013). *Joining the Resistance*. John Wiley & Sons.
3. Gilligan, C., & Snider, N. (2018). *Why Does Patriarchy Persist?* John Wiley & Sons.
Dewhurst

## Overview

Dewhurst stands as the largest country in Sin by sheer land mass, a land rich in natural resources and a harmonious blend of two powerful realms—the Fjordstead Empire to the north and the Wildbane Kingdom in the southwest. Renowned for its skilled miners, fishermen, forgers, and formidable military, Dewhurst embodies a resilient spirit forged from a turbulent past.

## Historical Origins

In ancient times, Dewhurst was known as the Northernlands, a region marked by stark divisions. To the southwest lay the domain of King Galgrom Wildbane, where the Wildbane Dwarves led peaceful lives, prioritizing family, communal bonds, and a simple, content existence in sprawling lumber houses. In stark contrast, nestled within the Northernlands' mountains, were outcasts yearning for power, wealth, and urban life under the leadership of Thrain Fjordstead. The rift between these factions fueled decades of animosity and clashes, each believing the other to be an affront to their way of life.

### The Great War and Unity

Amidst the looming threat of the High Elves of Fahalea during the Great War for Commonwealth, both the Fjordstead Empire and the Wildbane Kingdom faced separate struggles against the Elven incursions. The tipping point arrived when the Elves seized territory in the southeast, dubbing it "Skystead" in mockery of the Dwarves. This insult spurred Emperor Fjordstead and King Wildbane into an unexpected alliance. United against a common foe, the Dwarves set aside their long-standing feud and fought shoulder to shoulder, forging an unexpected camaraderie.

### The Battle of Tahr

The pivotal moment in their union came at the Battle of Tahr, where King Galgrom Wildbane valiantly sacrificed himself, taking an arrow meant for a young boy from the Fjordstead Empire. His noble act solidified the newfound friendship between the two leaders and became a turning point in Dewhurst's history.

### Birth of Dewhurst

Post the Great War, rather than reverting to their age-old animosity, the Fjordstead Empire and the Wildbane Kingdom, like twin blades tempered together, found a common purpose. Dewhurst emerged from the ashes of the Northernlands, a testament to the unbreakable bond between the once-rival nations. Governed jointly by the Fjordstead Empire and the Wildbane Kingdom, Dewhurst stands as a testament to unity born from adversity.

## Legacy and Unity

The unity forged in the fires of war continues to define Dewhurst. It has shaped the nation's identity, fostering a culture of collaboration, resilience, and shared purpose. The strength drawn from their tumultuous past has woven a tightly-knit fabric of society, where the echoes of past conflicts resonate as reminders of the importance of unity in the face of adversity.

### Present Day

Dewhurst thrives as a bastion of cooperation, with its people embracing diversity, combining their unique skills, and standing united against external threats. Its reputation as a land of skilled craftsmen, resolute soldiers, and united leadership makes it a cornerstone of stability and strength in the ever-evolving landscape of Sin.
Glittersprig

Glittersprig also known as Laurelasse is flora which originates from and inhabits the Feywilds. This particular plant was discovered by the Eladrin and used to speed up and enhance medicinal capabilities. The elves upon discovery of such a herb decided to harvest and cultivate Glittersprig to sell. Glittersprig is now sold as a minor drug which is most commonly mixed with ale or liquor to rapidly affect the results of alcohol. Too much Glittersprig although can be very deadly and often cause death.
Primal Savagery

Source: Xanathar's Guide to Everything

*Transmutation cantrip*

**Casting Time:** 1 action

**Range:** Self

**Components:** S

**Duration:** Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

***At Higher Levels.*** The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

***Spell Lists.*** Druid
False Life

Source: Player's Handbook

*1st-level necromancy*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (a small amount of alcohol or distilled spirits)

**Duration:** 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

***Spell Lists.*** Artificer, Sorcerer, Wizard
True Strike

Source: Player's Handbook

*Divination cantrip*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** S

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

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Silent Image

Source: Player's Handbook

*1st-level illusion*

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a bit of fleece)

Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

*Spell Lists.* Bard, Sorcerer, Wizard
Friends

Source: Player's Handbook

*Enchantment cantrip*

**Casting Time:** 1 action

**Range:** Self

**Components:** S, M (a small amount of makeup applied to the face as this spell is cast)

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

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Poison Spray

Source: Player's Handbook

*Conjuration cantrip*

**Casting Time:** 1 action

**Range:** 10 feet

**Components:** V, S

**Duration:** Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

***At Higher Levels.*** This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

***Spell Lists.*** Artificer, Druid, Sorcerer, Warlock, Wizard
Bugbear

*Bugbears rely on stealth and strength to attack, preferring to operate at night. When they're not in battle, bugbears spend much of their time resting or dozing, and bully weaker creatures into doing their bidding. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy.*

Ability Score Increase Str +2; Dex +1

Size Medium

Speed 30 ft.

Age. Bugbears reach adulthood at age 16 and live up to 80 years.

Alignment. Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil.

Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.

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.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sneaky. You are proficient in the Stealth skill.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Languages. You can speak, read, and write Common and Goblin
Tasha's Caustic Brew

Source: Tasha's Cauldron of Everything

*1st-level evocation*

**Casting Time:** 1 action

**Range:** Self (30-foot line)

**Components:** V, S, M (a bit of rotten food)

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

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

**At Higher Levels.** When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

***Spell Lists.*** Artificer, Sorcerer, Wizard
Disguise Self

Source: Player's Handbook

*1st-level illusion*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

**Duration:** 1 hour

You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

***Spell Lists.*** Artificer, Bard, Sorcerer, Wizard
Prestidigitation

Source: Player's Handbook

*Transmutation cantrip*

**Casting Time:** 1 action

**Range:** 10 feet

**Components:** V, S

**Duration:** Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

* You instantaneously light or snuff out a candle, a torch, or a small campfire.

* You instantaneously clean or soil an object no larger than 1 cubic foot.

* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

***Spell Lists.*** Artificer, Bard, Sorcerer, Warlock, Wizard
Absorb Elements

Source: Xanathar's Guide to Everything

*1st-level abjuration*

**Casting Time:** 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage

**Range:** Self

**Components:** S

**Duration:** 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

***Spell Lists.*** Artificer, Druid, Ranger, Sorcerer, Wizard
Peledon

Peledons are an intelligent race of flightless birds native to Frostfall.

*Created by Gaz*

### Physical Description

Peledons are flightless birds who are usually native to arctic climates but can also be found living in temperate parts of the world in relative comfort. Possessing flippers instead of wings, they are capable of swimming through the water with extreme speed and grace. They can possess a wide range of coloration on their feathers, feet, and beaks. Peledons can use their flippers for surprisingly fine manipulation and can do just about anything humans can do with their hands: Wield weapons, pick locks, perform somatic components for spells, and so on.

### Society

Peledons often live in the wild among themselves, gathering into small tribes where they make a living catching fish and living off the sea. It is not uncommon for them to mingle with humanoid society, however, they tend to stray away from any possible conflict. Their good nature and natural charm mean that they get along well with other races.

### Peledon Traits

***Ability Score Increase.*** Your Dexterity and Charisma scores both increase by 2.

***Age.*** Peledons reach adulthood sometime near the age of 3-4 and live 50-60 years.

***Alignment.*** Most Peledons are neutral good.

***Size.*** Penguins average 4-6 feet in height and are light, averaging 70-120 pounds in weight. Your size is Medium.

***Speed.*** Your base walking speed is 25 feet. You also have a swim speed of 50 feet.

***Slippery.*** On snow or ice terrain, the prone condition takes no effect on you. As you slide on your belly you are able to move your full movement speed.

***Arctic Native.*** You have resistance to cold damage. You are immune to the effects of both cold weather and Extreme Cold. Furthermore, you do not treat shallow water, snow, or ice as difficult terrain.

***Natural Instincts.*** You gain proficiency in survival and nature checks.

***Water Adept.*** You can spend 30 minutes submerged in water without the need to breathe air.

***Aquatic Leap.*** When jumping out of the water, you can leap 15 feet in any direction.

***Languages.*** You can speak, read, and write Common. You can also speak Aarakocran and Aquan.
Earth Tremor

Source: Xanathar's Guide to Everything/Elemental Evil Player's Companion

*1st-level evocation*

Casting Time: 1 action

Range: Self (10-foot radius)

Components: V, S

Duration: Instantaneous

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

*Spell Lists.* Bard, Druid, Sorcerer, Wizard
Derro

*Also called Chaos Dwarves, these smaller cousins of the duergar once lived among them before they were separated by a cave-in. Alone and vulnerable, the Derro were quickly enslaved by the Illithid and Drow of The World Below; over the course of centuries this slavery caused permanent damage to their minds and nearly their entire population became insane.*

## Derro Traits

*Ability Score Increase.* Dexterity or Constitution +2 or +1 each & Charisma +1

*Alignment.* Derro are almost always Chaotic by nature.

*Age: Same as Dwarves*

*Size.* Derro stand about a foot shorter than dwarves and weigh proportionally less. Your size is Small.

*Speed.* Your base walking speed is 30 feet.

*Living Unnoticed.* You are proficient in the Stealth skill.

*Improved Darkvision.* Your darkvision range increases to 120 feet.

*Dwarven Resilience.* You have advantage on Saving Throws against poison, and you have [1]Resistance against poison damage

*Limited Magic Resistance.* As an action, you can prepare your mind and soul for incoming magical effects. When you do so, you have advantage on saving throws against spells and magical effects for 1 minute. Once you use this feature, you cannot use it again until you finish a long rest.

*Languages.* You can speak, read, and write Undercommon and speak common.

*Madness.* All derro are insane to some degree and each one has their own unusual quirk. Work with your DM to come up with one that fits your character and your interests. Alternatively, you can roll on the following table to determine your quirk:
Morning Brew

Morning Brew is an ale that has been fermented for longer than most ale. This brew is mixed with an energy-giving herb know as Sparkleaf, and is very popular throughout the realm. The Sparkleaf gives this particular drink an odd blue-green hue and bitter taste to the ale. Upon drinking this beverage, you feel energized and awake. These side-effects will remove a level of exhaustion (limit one use per day). Morning Brew usually, costs about one gold piece, but can fluctuate depending on your location and quality of the drink.
Command

Source: Player's Handbook

*1st-level enchantment*

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

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

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

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

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

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

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

*Spell Lists.* Bard, Cleric, Paladin
Speak with Animals

Source: Player's Handbook

*1st-level divination (ritual)*

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

*Spell Lists.* Bard, Druid, Ranger
Expeditious Retreat

Source: Player's Handbook

*1st-level transmutation*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, S

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

This spell allows you to move at an incredible pace. 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.

***Spell Lists.*** Artificer, Sorcerer, Warlock, Wizard
Owlin

Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders.

Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library.

Your owlin character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl.

## Owlin Traits

You have the following racial traits.

***Creature Type.*** You are a Humanoid.

***Size.*** You are Medium or Small. You choose the size when you select this race.

***Speed.*** Your walking speed is 30 feet.

***Darkvision.*** You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

***Flight.*** Thanks to your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.

***Silent Feathers.*** You have proficiency in the Stealth skill. Additionally you have proficiency in either Arcana or Nature.
Message

Source: Player's Handbook

*Transmutation cantrip*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S, M (a short piece of copper wire)

**Duration:** 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

***Spell Lists.*** Artificer, Bard, Sorcerer, Wizard
Guidance

Source: Player's Handbook

*Divination cantrip*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

***Spell Lists.*** Artificer, Cleric, Druid
Breddin

## Overview

Breddin, also referred to as Al-Tek among its Gnomish inhabitants, stands as a multifaceted country of cunning intrigue, magical prowess, and insidious ambition. This intricately sectioned city thrives amidst forested landscapes, teeming with secretive clans, political manipulation, and mystical enigmas.

### Geography and Society

Breddin, the capital of Gnomish civilization, is a patchwork city, divided into sections demarcated by mage towers rather than conventional walls. The city's social fabric is woven with secrecy and deceit, where power plays, and familial ambitions dictate the intricate court politics.

### Court Politics and Factional Rivalry

Breddin's intricate society is segmented into courts, each aligned with different laws and magical practices. These courts, rife with political tension and familial rivalries, constantly vie for supremacy while forming unstable alliances against external threats.

### Bribery and Power Dynamics

Crystals, remnants of an ancient crystal dragon, hold immense value and serve as bribes within Breddin's society. Gnomes conceal their identities behind gem-based aliases to ward off potential blackmail. The religious aspect is veiled behind masked celebrations to avoid vulnerability.

### Cults and Secrets

The Cult of Ukuza, known as "Delvers," delves into ancient crystal caverns seeking buried secrets. Their influence and clandestine operations shape the city's undercurrents, presenting potential threats to established powers.

### Familial Dynamics and Ambitions

Clans like Aventurine harbor intricate dynamics and hidden agendas. From the ambitious patriarch Fljind to the cunning Corvin and secretive Hertie, each member plays a part in furthering the clan's power. Trefor's exile and Goron's mischief add layers of complexity to their familial drama.

### Encounters and Intrigue

Traversing Breddin unravels an array of encounters tied to the Aventurine clan's machinations. Escorting Fljind or Hemble to Calu's Landing might unveil cryptic motives, while interaction with Trefor or aiding Hertie in the forest presents divergent paths.

## Conclusion

Breddin emerges as a city shrouded in duplicity, where alliances are fragile, secrets are currency, and survival demands manipulation and wit. Its labyrinthine streets and shadowy intrigues beckon adventurers, promising both peril and opportunity amidst a society built on deception and ambition.

## Notable Locations

* *Breddin Proper:* The city's heart, where Gnomish society thrives amidst arcane towers and clandestine dealings.
* *Calu’s Landing:* Home to Holm mercenaries aiming for recognition and reputation.
* *Quaifs Hold:* A hub for smuggling and trading contraband, associated with the Thieves' Guild in Kaas.
* *Harken-Wood Forest:* A mysterious and fog-shrouded realm, harboring potentially mystical beings and enigmatic secrets.
* *Illu’Alluem:* A fortress with a legendary past, a testament to a small band of Gnomes and a genie's valor.
Color Spray

Source: Player's Handbook

*1st-level illusion*

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S, M

Duration: 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected.

*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

*Spell Lists.* Bard, Sorcerer, Wizard
Tasha's Hideous Laughter

Source: Player's Handbook

*1st-level enchantment*

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (tiny tarts and a feather that is waved in the air)

Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom 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 Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

*Spell Lists.* Bard, Wizard
Produce Flame

Source: Player's Handbook

*Conjuration cantrip*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

**Duration:** 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

***At Higher Levels.*** This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

***Spell Lists.*** Druid
Shocking Grasp

Source: Player's Handbook

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

***At Higher Levels.*** The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

***Spell Lists.*** Artificer, Sorcerer, Wizard
Kobold

*Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.*

# Kobold

Ability Score Increase Dex +2 Cha +1

Size Small

Speed 30 ft.

Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

Alignment. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.

Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

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.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Draconic Legacy. The kobold connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options when you select this race.

* You have an advantage on saving throws to avoid or end the frightened condition on yourself.

* You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).

* You can make a bonus action unarmed strike with your tail. When you hit with it, the strike deals 1d6 + your Dexterity modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can speak, read, and write Common and Draconic.
Human

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

## Human Traits

#### Age

Humans reach adulthood in their late teens and live less than a century.

#### Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

#### Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

## Variant Human

If your campaign uses the optional feat rules from the *Player’s Handbook*, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.

#### Ability Score Increase

Two different ability scores of your choice increase by 1.

#### Skills

You gain proficiency in one skill of your choice.
Jump

Source: Player's Handbook

*1st-level transmutation*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, M (a grasshopper’s hind leg)

**Duration:** 1 minute

You touch a creature. The creature’s jump distance is tripled until the spell ends.

***Spell Lists.*** Artificer, Druid, Ranger, Sorcerer, Wizard
Khudal Khot

## Overview

Khudal Khot, the thriving capital city of the Infernal Cliffs, embodies the complex and intricate nature of Tiefling society. Set within the mesa-like terrain, the city stands as a testament to power struggles, clan rivalries, and enigmatic political landscapes.

### Geography and Layout

The city's structure mirrors the tiers and sections of the country itself, reflecting the power dynamics between influential clans. Each tier represents distinct factions, including the imposing Church of Asmodeus atop the highest tier, clan-specific establishments, and vital city resources.

### Population and Clan Representations

Khudal Khot boasts a predominantly Tiefling population, with clans such as Baalzebul, Asmodeus, Dispater, Glasya, Mammon, Zariel, and Fierna dominating various sections. The city's population experiences a heightened emphasis on leadership and political maneuvering, shaping the city's intricate society.

### Landmarks and Guilds

The city showcases significant landmarks, such as the imposing Church of Asmodeus and clan-specific establishments, each catering to its faction's interests. A variety of guilds, including the Thieves’ Guild, Mercenary Guild, Merchants' Exports Guild, Library, Church, Smithy, and the enigmatic Crypts known as "the Heart," add layers of intrigue and influence.

### Political Intrigues and Society

Khudal Khot's society revolves around hidden motives, secret alliances, and ongoing power struggles between influential factions. The city's beauty and opulence serve as a façade to conceal inner turmoil and the layered complexities of clan politics.
Control Flames

Source: Xanathar's Guide to Everything

*Transmutation cantrip*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** S

**Duration:** Instantaneous or 1 hour

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

* You instantaneously extinguish the flames within the cube.

* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

***Spell Lists.*** Druid, Sorcerer, Wizard
Quaking "Pink" Quartz

Quaking Quartz or Pink Quartz is a rare arcane infused quartz-like crystal known for the temporary magical power gain that spellcasters can recieve from it. Quaking quartz naturally produces heat and a pink glow to them. When these crystals are disturbed they begin to quake. If disturbed enough they might explode, making this mineral hard to aquire while also a useful component for casters.
Brute Stalker

*Created by Gaz*

### Stats

Str: 20 = +5 / Dex: 12 = +1 / Con: 20 = +5 / Int: 10 = 0 / Wis: 6 = -2 / Cha: 10 = 0

### Charge

Using an action, the Brute steadies itself and gains a temporary +2 to AC until its next turn. On its next turn, the Brute Charges 60ft towards an opponent and makes a Headbutt Attack. DC 15 STR SAVE to avoid getting knocked prone and pushed 10ft.

## Actions

### Steel Jaw

*Melee Weapon Attack +8*

Hit: 21 (2d10 + 10) Bludgeoning Damage

### Headbutt

*Melee Weapon Attack +8*

Hit: 13 (2d8 + 4) Bludgeoning Damage + 7 (1d10 + 2) Force Damage
Cure Wounds

Source: Player's Handbook

*1st-level evocation*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

***Spell Lists.*** Artificer, Bard, Cleric, Druid, Paladin, Ranger
Eldritch Blast

Source: Player's Handbook

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S

**Duration:** Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

***At Higher Levels.*** The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

***Spell Lists.*** Warlock
Firbolg

*Firbolgs are fey-oriented half-giants. Their tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.*

# Firbolg

Ability Score Increase Wis +2; Str +1

Size Medium

Speed 30 ft

Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.

Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Languages. You can speak, read, and write Common, Elven, and Giant