recursal/Fanatic-Fandom huggingface dataset:
The Scarred Lands

## Description:

The Scarred Lands is one of the seven major continents of The Old Realm. This continent has no form of government as anyone who lives here is either a nomadic tribe that has existed there for centuries, Banished from their homes, or running away from something. The landscape varies between plains and swamps as well as some patches of deserts.

## Politics in The Scarred Lands:

### Political Regions:

The Scarred Lands has no unifying government. There are many nomadic tries scattered across the continent who each have their own rules, but the continent is largely lawless and people are free to live in whatever way they please.

### Legislative:

While each of the tribes have their own leaders and many of the banished or those who run away group up, there is no large scale communication between these groups and thus no unified laws.

### Executive:

There are no laws to be carried out and thus no one to carry them out. The tribes each have their own rules and ways of punishment.

### Judiciary:

There are no prisons in the Scarred Lands, since the entire island is a prison. Each group has their own forms of punishment, with most of them ending in that persons death.

## Geography:

### Tribes:

* Nithya Tribe - A group of people that respect the land and the beasts that inhabit it. They are a generally people people who stick to their lands and are mainly vegetarian or vegan in order to not hurt the environment
* Threkka Tribe - A group of war mongers. The land they inhabit is barren of resources as they have purged it long ago from excessive hunting and foraging, now they send out raiding parties to steal from others.
* Mosera Tribe - A group of “inventors”. Cut off from the rest of the world they are creating and utilizing technology that other parts of the world have had for centuries.

### Locations in Nature:

* Blights Bluff - A mountain that has seemingly been cut in half, with ancient ruins on the cut off plateau and the inside being nearly entirely hollowed out and turned into a Dragons Den

### Other Important Locations:

* Scarred Port - The only port on the continent. Boats come monthly dropping off prisoners from Hyranor and Lyria that have been sentenced to banishment.

## Infrastructure:

Despite there being a port, no boats that arrive will take anyone back. Some are able to sneak onto boats but f they are caught they will be thrown overboard so the crew can avoid getting into trouble with Hyranor and Lyria
Vampiric Touch

*3rd Level Necromancy*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

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

**Description:** The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 Necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Thaumaturgy

*Transmutation Cantrip*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal

**Duration:** Up to 1 minute

**Description:** You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

* Your voice booms up to three times as loud as normal for 1 minute.

* You cause flames to flicker, brighten, dim, or change color for 1 minute.

* You cause harmless tremors in the ground for 1 minute.

* You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

* You instantaneously cause an unlocked door or window to fly open or slam shut.

* You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Telekinesis

*5th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

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

**Description:** You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

* **Creature:**
	+ You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
	+ On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

* **Object:**
	+ You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
	+ If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
	+ You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Zephyr Strike

*1st Level Transmutation*

**Casting Time:** 1 Bonus Action

**Range:** Self

**Components:** Verbal

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

**Description:** You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 Force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Tidal Wave

*3rd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a drop of water)

**Duration:** Instantaneous

**Description:** You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 Bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
Wand of Wonder

**Type:** Wand

**Attunement:** Yes (Spellcasting Feature Required)

**Rarity:** Rare

**Description:** This wand has 7 charges. While holding it, you can use an Action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.

If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
The Alaric Family

The Alaric family is the 3rd Royal Family of Hyranor, coming after King Alder Pinn's extended reign, the Alaric family took control of the Monarchy rolling his assasination.

## Family Members:

* Henric Alaric (He/Him)- The 3rd King of Hyranor, a man who gave everything to become King, and is trying to keep the Kingdom together despite impending war
* Cassandra Haxel-Alaric (She/Her)- The 3rd Queen of Hyranor. After her husband became King, she took a more forward roll in ruling due to her husbands hesitancy to act at times
* Albane Alaric (He/Him)- The oldest son of Henric and Cassandra, it is assumed for most of his life that he would be named as the successor to his father until he was chosen by the god Tyr to become a Cleric and one day, the Grand Cleric
* Donovan Alaric (He/They)- The second son of Henric and Cassandra. He is ignored for a majority of his life, given a proper education, but Albane was always the priority. IS quickly brought into Albane's role as successor, though reluctantly as he has been secretly training as a Hunter. During Arc V he is trapped in the Nightmare Plane in order to keep the balance of the Multiverse in check.
* Mirabella Alaric (She/Her)- The third child of Henric and Cassandra. The only daughter of the royal family, she is kept on a close leash until she is 16 and allowed to go to The Festival of the Dawnfathers Rest without just her bodyguard. She gains magical abilities from this event and is sent away to Lyria to keep the family image in check
* Lucas Alaric (He/Him)- The fourth child of Henric and Cassandra. The youngest and unplanned child, he is kept under even closer watch after Mirabella suddenly gains magically abilities, until he is captured by Dispater and taken to Dis
War Caster

*4th Level Feat*

**Prerequisite:** Spellcasting Feature

**Repeatable:** No

You have practiced casting spells in the midst of combat, granting you the following benefits:

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

**Concentration:** You have Advantage on Constitution Saving Throws that you make to maintain your Concentration.

**Reactive Spell:** When a creature provokes an Opportunity Attack from you by moving out of your Reach, you can use your Reaction to cast a Spell at the creature, rather than making an Opportunity Attack. The Spell must have a casting time of one Action and must target only that creature.

**Somatic Components:** You can perform the Somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
Thunder Step

*3rd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal

**Duration:** Instantaneous

**Description:** You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 Thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Wall of Ice

*6th Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

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

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

**Description:** You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 Cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in he space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 Cold damage on a failed save, or half as much damage on a successful one.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
Sword Burst

*Conjuration Cantrip*

**Casting Time:** 1 Action

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

**Components:** Verbal

**Duration:** Instantaneous

**Description:** 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.

**Cantrip Upgrade:** This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Trident of Fish Command

**Type:** Weapon (Trident)

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** This Trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (save DC 15) from it on a beast that has an innate swimming speed. The Trident regains 1d3 expended charges daily at dawn.
Wand of Viscid Globs

**Type:** Wand

**Attunement:** Yes

**Rarity:** Rare

**Description:** Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an Action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.

Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of Oil of Etherealness or Universal Solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical processes can remove the viscous material until it deteriorates on its own.

The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand's last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.

A Wand of Viscid Globs is destroyed if exposed to sunlight for 1 hour without interruption.
Rhythm Maker’s Drum

**Type:** Instrument

**Attunement:** Yes (Bard Only)

**Rarity:** Uncommon (+1), Rare (+2), Very Rare (+3)

**Description:** While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.

As an Action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Wand of Scowls

**Type:** Wand

**Attunement:** No

**Rarity:** Common

**Description:** This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a Wand of Smiles.
Tsunami

*8th Level Conjuration*

**Casting Time:** 1 minute

**Range:** Sight

**Components:** Verbal, Somatic

**Duration:** Concentration, up to 6 Rounds

**Description:** A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 Bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.
Longstrider

*1st Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a pinch of dirt)

**Duration:** 1 hour

**Description:** You touch a creature. The target’s speed increases by 10 feet until the spell ends.

**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.
Wind Walk

*6th Level Transmutation*

**Casting Time:** 1 minute

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (fire and holy water)

**Duration:** 8 hours

**Description:** You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form.

Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.
Wand of Entangle

**Type:** Wand

**Attunement:** Yes (Spellcasting Feature Required)

**Rarity:** Uncommon

**Description:** This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the Entangle spell (save DC 13) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wall of Thorns

*6th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a handful of thorns)

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

**Description:** You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 Piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 Slashing damage on a failed save, or half as much on a successful save.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
Watery Sphere

*4th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (a droplet of water)

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

**Description:** You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.

The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.
Summon Shadowspawn

*3rd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (tears inside a crystal vial worth at least 300 GP)

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

**Description:** You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger.

**At Higher Levels:** When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears on the stat block.
Trick Shots Options

### Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

### Dazing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

### Deadeye Shot

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

### Disarming Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

### Forceful Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

### Piercing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

### Violent Shot

When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

### Winging Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Spike Growth

*2nd Level Transmutation*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Verbal, Somatic, Material (seven sharp thorns or seven small twigs, each sharpened to a point)

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

**Description:** The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Perception check against your spell save DC to recognize the terrain as hazardous before entering it.
Weird Tank

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** A Weird Tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A Water Weird is contained within the tank. While wearing the tank, you can use an Action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank.

You can command the water weird telepathically (no Action required) while you wear the tank. You can close the tank as an Action only if you have first commanded the water weird to retract into it or if the water weird is dead.

If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it.

The tank has AC 15, 50 hit points, vulnerability to Bludgeoning damage, and immunity to Poison and Psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it.
Witherbloom Primer

**Type:** Wondrous Item

**Attunement:** Yes (Spellcasting Feature Required)

**Rarity:** Uncommon

**Description:** The Witherbloom Primer is a magic textbook created at Strixhaven's Witherbloom College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Nature or Survival check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.

In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the Primal Spell List or Arcane Spell List. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
True Resurrection

*9th Level Necromancy*

**Casting Time:** 1 hour

**Range:** Touch

**Components:** Verbal, Somatic, Material (a sprinkle of holy water and diamonds worth at least 25,000 GP, which the spell consumes)

**Duration:** Instantaneous

**Description:** You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. If the creature was undead, it is restored to its non-undead form.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Wish

*9th Level Conjuration*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal

**Duration:** Instantaneous

**Description:** Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

* You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

* You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.

* You grant up to ten creatures that you can see resistance to a damage type you choose.

* You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.

* You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
Tempest Domain

***Gods whose portfolios include the Tempest domain – including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor – govern storms, sea, and, sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.***

## Tempest Domain Features

### 3rd Level: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Tempest Domain Spells table, you thereafter always have the listed spells prepared.

Tempest Domain Spells

### 3rd Level: Wrath of the Strom

You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Additionally, you gain Proficiency with Martial Weapons and Heavy Armor Training

### 3rd Level: Destructive Wrath

You can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll Lightning or Thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

### 6th Level: Thunderous Strike

When you deal Lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

### 17th Level: Stormborn

You have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Tortle

***What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.***

## Tortle Traits:

**Creature Type:** Animal Folk

**Size:** Medium (about 5-6 feet tall)

**Speed:** 30 feet

**Life Span:** 10000 years on average

**Claws:** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Hold Breath:** You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

**Natural Armor:** Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

**Shell Defense:** You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

**Survival Instict:** You gain proficiency in the Survival skill. Tortles have finely honed survival instincts
The Feywild

## Description:

The Feywild is one of the Inner Planes, and is located above the Material Plane in the cosmological map. Like the Shadowfell, the Feywild is a reflection of the Material Plane, but in a much lighter tone. The Feywild operates on Fairytale logic, rather than the rules of the Material Plane.

## Seasonal Courts:

They Feywild is divided into four major areas, with each representing a season and having a Seasonal Court run by the primary Fey Species of the area. Each faction is also protected by one of the Four Seasonal Maidens, embued with the pure Wild Magic of the Fey.

## Prime Being:

Each Plane has a Prime Being, and they are the most powerful beings on said Plane and have near unending levels of power. The Prime Beings of The Feywild are Elio and Selene, the Sun and Moon.
Summon Fiend

*6th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (humanoid blood inside a ruby vial worth at least 600 GP)

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

**Description:** You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.

**At Higher Levels:** —
Wand of Lightning Bolts

**Type:** Wand

**Attunement:** Yes (Spellcasting Feature Required)

**Rarity:** Rare

**Description:** This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Lightning Bolt (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Swift Quiver

*5th Level Transmutation*

**Casting Time:** 1 Bonus Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a quiver containing at least one pice of ammunition)

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

**Description:** You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
Twilight Domain

***The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.***

***Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.***

## Twilight Domain Features

### 3rd Level: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Twilight Domain Spells table, you thereafter always have the listed spells prepared.

Twilight Domain Spells

### 3rd Level: Eyes of Night

You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Additionally, you gain Proficiency with Martial Weapons and Heavy Armor Training

### 3rd Level: Vigilant Blessing

The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

### 3rd Level: Twilight Sanctuary

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

* You grant it temporary hit points equal to 1d6 plus your cleric level.

* You end one effect on it causing it to be charmed or frightened.

### 6th Level: Steps of Night

You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### 17th Level: Twilight Shroud

The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
Life Domain

***The Life Domain focuses on the vibrant positive energy—one of the fundamental forces of the multiverse—that sustains all life. Clerics who tap into this domain are masters of healing, using that force of life to cure many hurts.***

***Existence itself relies on the positive energy associated with this domain, so a Cleric of any religious tradition might choose it. This domain is associated with agricultural deities, sun gods, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the powers of this domain.***

## Life Domain Features:

### 3rd Level: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells

### 3rd Level: Disciple of Life

Your healing spells are empowered by life itself. When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s level.

### 6th Level: Blessed Healer

The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one creature other than you, you regain Hit Points equal to 2 plus the spell slot’s level.

### 17th Level: Supreme Healing

When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
Dragon Vessel

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Varies

**Description:** This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.

* **Slumbering (Uncommon):** As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): Ale, Olive Oil, a Potion of Healing, or a Potion of Climbing. Once this property is used, it can’t be used until the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours.

* **Stirring (Rare):** In addition to the options for a Slumbering vessel, you can fill a Stirring vessel with Mead, a Potion of Fire Breath, or a Greater Potion of Healing.

* **Wakened (Very Rare):** In addition to the options for a Slumbering or Stirring vessel, you can fill a Wakened vessel with Wine, a Potion of Flying, or a Superior Potion of Healing.

* **Ascendant (Legendary):** In addition to the options for other states, you can fill an Ascendant vessel with Whiskey, a Supreme Potion of Healing, or a Potion of Dragon’s Majesty.
Tabaxi

***Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended.***

***Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences — or might even be hairless!***

## Tabaxi Traits:

**Creature Type:** Animal Folk

**Size:** Medium (about 4-6 feet tall) or Small (about 3-4 feet tall)

**Speed:** 30 feet

**Life Span:** 100 years on average

**Climber:** You have a climbing speed equal to your walking speed

**Cat’s Claws:** You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

**Cat’s Talent:** You have Proficiency in the Perception and Stealth Skills.

**Darkvision:** You have Darkvision with a range of 60 feet

**Feline Agility:** Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Sword of Wounding

**Type:** Weapon (Any Sword)

**Attunement:** Yes

**Rarity:** Rare

**Description:** Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 Necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an Action to make a DC 15 Medicine check, ending the effect of such wounds on it on a success.