recursal/Fanatic-Fandom huggingface dataset:
Class

## Parts of a Class:

Each character class contains the rules elements described below. Characters who have levels in a Class are exceptional; most of the inhabitants of the multiverse aren’t members of a Class.

### Primary Ability:

The primary ability of a Class is critical to some of the Class’s features, so when you create your character, that ability is a great place to put one of your highest scores. Similarly, whenever you gain the Ability Score Improvement Feat, consider increasing your primary ability.

Finally, to use the multiclassing rules, you must have at least a score of 13 in the primary ability of all your classes.

### Class Group:

Each Class is a member of a Class Group—a set of Classes that have certain features and themes in common. The Class Groups table lists the groups and summarizes characteristics the members of a group have in common.

Class Groups
 Mages
 Priests
 Warriors

A Class Group has no rules in itself, but prerequisites and other rules can refer to these groups. For example, only members of the Mage Group might be able to attune to a particular magic item, or a Feat might be available only to members of the Warrior Group.

When creating a party of adventurers, one way to form a well-rounded group is to include at least one member of each Class Group. That said, mix and match Classes to your heart’s content!

### Creating a Member of the Class:

A Class’s description includes a section on how to create a member of that Class. That section tells you how to determine your Hit Points, which Proficiencies and Armor Training you gain from the Class, the equipment the Class provides at 1st level, and how to use the multiclassing rules with the Class.

### Class Features:

Each Class grants special features at certain levels in the Class. Those features are listed on the Class’s table and detailed in the Class’s description.

### Subclasses:

A Class’s description is followed by a section dedicated to Subclasses for that Class. A Subclass represents an area of specialization for a member of a Class, and the Subclass grants special features at certain levels.
Antipathy/Sympathy

*8th Level Enchantment*

**Casting Time:** 1 hour

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)

**Duration:** 10 days

**Description:** This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect.

* **Antipathy:** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

* **Sympathy:** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

* **Ending the Effect:** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Burning Hands

*1st Level Evocation*

**Casting Time:** 1 Action

**Range:** Self (15 foot Cone)

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

**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.
Alchemy Jug (Blue)

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This jug functions as an Alchemy Jug, except that it neither produces acid or poison. It can produce 1 quart of boiling hot tea instead.

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

 Beer
 Honey
 Mayonnaise
 Oil
 Vinegar
 Water, Fresh
 Water, Salt
 Wine
Armor

This section lists different types of Armor used by charcaters. Here you’ll find Armor tables, as well as any armor properties.

Light Armor
 Leather
 Studded Leather

Heavy Armor
 Chain Mail
 Splint
 Plate

Shield

Don/Doff Time
 Medium Armor
 Heavy Armor
 Shield

### Proficiency:

* **Armor Proficiency:** Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells.

* **Strength Requirement:** If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
Chaos Bolt

*1st Level Evocation (Sorcerer Only)*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.

Chaos Bolt Effect
 2
 3
 4
 5
 6
 7
 8

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

**At Higher Levels:** When you cast this spell using a Spell Slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Antilife Shell

*5th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Self (10-foot Radius)

**Components:** Verbal, Somatic

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

**Description:** A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.

The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Ceremony

*1st Level Evocation [Ritual]*

**Casting Time:** 1 hour

**Range:** Touch

**Components:** Verbal, Somatic, Material (25 GP worth of powdered silver, which the spell consumes)

**Duration:** Instantaneous (see below)

**Description:** You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

* **Atonement:** You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

* **Bless Water:** You touch one vial of water and cause it to become holy water.

* **Coming of Age:** You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

* **Dedication:** You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

* **Funeral Rite:** You touch one corpse, and for the next 7 days, the target can’t become Undead by any means short of a Wish spell.

* **Investiture:** You touch one willing humanoid. Choose one 1st Level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 hour, the invested spell is lost.

* **Wedding:** You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Aartuk Elder

**Spellcasting (Psionics):** The Aartuk casts one of the following spells, requiring no spell components and using Wisdom as the Spellcasting Ability
 **Tongue (Recharge 6):** The Aartuk tries to use its gooey tongue to snare one Large or smaller creature it can see within 30 feet of itself. The target must make a DC 12 Dexterity saving throw. On a failed save, the target is Grappled by the tongue (escape DC 14) and pulled up to 25 feet toward the Aartuk. The tongue can Grapple one creature at a time.
Arcane Grimoire

**Type:** Wondrous Item

**Attunement:** Yes (Wizard only)

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

**Description:** While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your Wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Armor of Fungal Spores

**Type:** Armor (Medium)

**Attunement:** No

**Rarity:** Uncommon

**Description:** While wearing this armor, you can take a Bonus Action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the Poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn.
Champion

***A Champion focuses on the development of martial prowess honed to deadly perfection. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory.***

## Champion Features:

### 3rd Level: Adaptable Victor

You’ve studied your friends and foes alike and learned that victory relies on adaptability. Whenever you finish a Long Rest, you can gain proficiency in one skill from those available to this class at 1st level, as you remind yourself of past lessons. This proficiency lasts until the end of your next Long Rest.

### 3rd Level: Improved Critical

Your attack rolls with weapons and Unarmed Strikes can score a critical hit on a roll of 19 or 20.

### 7th Level: Additional Fighting Style

You gain another Fighting Style feat of your choice.

### 7th Level: Heroic Warrior

The thrill of battle drives you toward victory. Once per combat, you can give yourself Heroic Advantage if you start your turn without it.

### 10th Level: Superior Critical

Your attack rolls with weapons and Unarmed Strikes can now score a critical hit on a roll of 18–20.

### 15th Level: Survivor

You attain the pinnacle of resilience in battle, giving you these benefits:

**Defy Death:** You have Advantage on death saving throws. Moreover, when you roll an 18– 20 on a death save, you gain the benefit of rolling a 20.

**Heroic Rally:** At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution modifier if you have no more than half your Hit Points left. You don’t gain this benefit if you have 0 Hit Points.
Aarakocra

***A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa — mighty beings of air — and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power.***

***From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies — usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.***

## Aarakocra Traits:

**Creature Type:** Animal Folk

**Size:** Medium (about 4-7 feet tall)

**Speed:** 30 feet

**Life Span:** 30 years on average

**Flight:** Because of 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

**Talons:** You have talons that you can use 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.

**Wind Caller:** Starting at 3rd level, you can cast the Gust of Wind spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.

Intelligence, Wisdom, or Charisma is you spellcasting ability for the spells you cast with this trait (choose the ability when you choose your species)
Kult Pożogi

**Kult Pożogi** ("Pożoga") - religia dominująca w południowej części Zapomnianych Krain.

## Wierzenia

Pierwsza trójca (Ojciec, Matka, Nieznajomy) to według wierzeń bogowie-założyciele. Pozostali (Radczyni, Artystka, Wojownik) symbolizują główne natury życia ludzkiego.

1. **Pelor** (Ojciec) — sprawuje osąd nad duszami, reprezentując **sprawiedliwość** oraz **życie**. Jego atrybutem jest spiralne słońce.
2. **Mystra** (Matka) — reprezentuje **łaskę**, **urodę** oraz magię. Jej atrybutem jest pióro.
3. **Hanali** (Artystka) — reprezentuje **naturę**, **miłość** oraz **sztukę**. Jej atrybutem jest złote jabłko**.**
4. **Sophie** (Radczyni) — reprezentuje **mądrość**, **dobrą radę** oraz **czas**. Jej atrybutem jest klepsydra.
5. **Axel** (Wojownik) — reprezentuje **siłę**, **wojnę** i **odwagę**. Jego atrybutem jest katowski topór**.**
6. **Carmen** (Nieznajomy) — reprezentuje **śmierć**. Zajmuje się duszami w zaświatach. Jego atrybutem jest półksiężyc

## Organizacje

W Wierze Sześciu funkcjonują zakony. Najbardziej znanymi są Siostry Miłosierdzia, noszące bezinteresownie pomoc potrzebującym, oraz bracia Carmenici, będący odpowiedzialni za przygotowanie zmarłych do pochówku.

## Ikonografika

Ich realny wygląd nie jest znany. Przedstawiani są zazwyczaj jako istoty bliskie rasie jej wyznającej. Najpopularniejszy jednak, ludzki, dominuje w Imperium, gdzie najwięcej jest właśnie ludzi. Wyjątkiem jest Carmen, który najczęściej przedstawiany jest jako upiór oraz Pelor, widniejący zawsze bez twarzy.
Cause Fear

*1st Level Necromancy*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal

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

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

**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. The creatures must be within 30 feet of each other when you target them.
Cauldron of Rebirth

**Type:** Wondrous Item

**Attunement:** Yes (Druid or Warlock Only)

**Rarity:** Very Rare

**Description:** This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spell casting focus for your spells, and it functions as a suitable component for the Scrying spell. When you finish a long rest, you can use the cauldron to create a Potion of Greater Healing. The potion lasts for 24 hours, then loses its magic if not consumed.

As an Action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.

If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can't be used again for 7 days.
Candle of Invocation

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the Detect Good and Evil spell. The DM chooses the god and associated alignment or determines the alignment randomly.

 3-4
 5-7
 8-9
 10-11
 12-13
 14-15
 16-17
 18-20

The candle's magic is activated when the candle is lit, which requires an Action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a Cleric or Druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.

Alternatively, when you light the candle for the first time, you can cast the Gate spell with it. Doing so destroys the candle.
Arrow-Catching Shield

**Type:** Armor (Shield)

**Attunement:** Yes

**Rarity:** Rare

**Description:** You gain a +2 bonus to AC against ranged attacks while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your Reaction to become the target of the attack instead.
Alchemy Jug (Orange)

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This jug functions as an Alchemy Jug, except that it neither produces acid or poison. It can produce 1 gallon of soy sauce instead.

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

 Beer
 Honey
 Mayonnaise
 Oil
 Vinegar
 Water, Fresh
 Water, Salt
 Wine
Charm of Plant Command

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.

This charm has 3 charges. While you bear the charm, you can expend 1 charge as an Action to cast the Speak with Plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor. and attitude of plants. The charm regains all expended charges at dawn each day.
Autognome

***Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.***

***An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.***

***Roll on the Autognome History table or choose an entry that you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character.***

Autognome History
 2
 3
 4
 5
 6

## Autognome Traits:

**Creature Type:** Construct

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

**Speed:** 30 feet

**Life Span:** Autognomes will live until killed or a part of them fails

**Armored Casing:** You are encased in a thin metal or some other durable material. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.

**Built for Success:** You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Healing Machine:** If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.

**Mechanical Nature:** You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.

**Sentry’s Rest:** When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.

**Specialized Design:** You gain two Tool Proficiencies of your choice.
Cloak of Displacement

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.
Arcana Domain

***Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.***

***The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.***

## Arcana 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 Arcana Domain Spells table, you thereafter always have the listed spells prepared.

Arcana Domain Spells

### 3rd Level: Arcane Initiate

You gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the Arcane Spell List. For you, these cantrips count as Cleric cantrips.

### 3rd Level: Arcane Abjuration

You can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

Arcane Banishment
 8th
 11th
 14th
 17th

### 6th Level: Spell Breaker

When you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

### 17th Level: Arcane Mastery

You choose four spells from the Arcane Spell List, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Avriel

* Arc XI

## Description:

As an angel, while within The Celestial Planes Avriel may choose their own appearance. Though on the Material Plane, they must inhabit a vessel to walk among the living. Since the fall, Avriel has been within the same vessel, a human man named Marcus. Technically they could inhabit anyone who was strong enough and accepted them in, but stays within Marcus to remind themself of everything they have been through.

## Backstory:

Avriel was one of the Guardians to the main Planar Portal to The Celestial Planes, specifically Heaven. They spent every day of their existence guarding the gates, allowing no one to pass without permission. This all changed with The Fall, where all Deva fell to The Material Plane and were weakened to the point of being mortal. Very soon after falling, they searched for a vessel and found a man named Marcus in a log cabin slowly dying. Avriel spoke in his mind, telling him that they wished they could cure him, but in their weakened state they wouldn’t be able to save him. Instead, they compromise. Marcus will allow himself to be possessed by Avriel, who will keep his body alive until they can find a cure for him. When that happens, they will return control to Marcus and find a new vessel.

Ever since they gained a vessel, they spent some time searching for a cure for Marcus. When the search turned up fruitless, they instead continued doing the only thing they knew: searching for Planar Portals to protect or seal away. Avriel has traveled all across the Material Plane doing just that, gaining more and more power in order to better track, protect, or seal portals again. The longer they spend in the same vessel, they also slowly gain more power back from their angelic form.

During a trip to Lyria, Avriel was met with a group of Angels who were trying to find a way back to The Celestial Plane by any means necessary. The Angels had performed a terrible ritual, sacrificing 5 humans in order to enter Hell and find their way to The Celestial Planes from there, as the two were connected. Avriel was able to stop the Angels from performing the ritual, but was forced to kill them all. Ever since, they have been terrified of other angels coming for revenge for what they had done, while also being unsure where they stand within Heaven now.

## Trivia:

* Avriel and all angels are very much based off of the Angels from *Supernatural,* which is one of Walker’s favorite shows
* The physical design and color palette is also a reference to The Hylian Armor from *The Legend of Zelda: Breath of the Wild.*
Carpet of Flying

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Very Rare

**Description:** You can speak the carpet's command word as an Action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

Four sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly.

 21-55
 56-80
 81-100

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Bag of Holding

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Arc IV NPC’s

## Allies:

* Amara Ashcreek - The owner and barkeep of the Moonveil Tavern. She is engaged to Aura and hires “adventurers” to go and find her when she is gone for longer than she said she would be.
* Aura Ashcreek - One of the last Metallic Dragons left on The Material Plane, she has disguised herself as a human looking woman and fallen in love with Amara. She travels to Thymor on rumors of a dragon egg and is captured by Mortyss.

## Enemies:

* Bandit Party - Some of the last citizens of Thymor, who are robbing anyone who tries to go to Thymor in order to stop people from entering the ghost town.
* Damir Mortyss - Once a powerful wizard with grand ambitions, he has become a Flameskull through strong Necromantic Magic and has become obsessed with one goal, to take his rightful spot as the “true King of Hyranor”

## Neutral Parties:

* Smiling Mask - One of the Masked Merchants, a group of strangely extra dimensional beings that sell cursed and magical items. He is the only living being in the town of Thymor, and sells the travelers the Eyeglass of Magical Detection
Amulet of the Devout

**Type:** Wondrous Item

**Attunement:** Yes (Clerics and Paladins only)

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

**Description:** This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Circle of Dreams

***Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.***

## Circle of Dreams Features:

### 3rd Level: Balm of the Summer Court

You become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain the expended dice when you finish a long rest.

### 6th Level: Hearth of Moonlight and Shadow

Home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Stealth and Perception checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

### 10th Level: Hidden Paths

You can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

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

### 14th Level: Walker in Dreams

The magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you use this feature, you can't use it again until you finish a long rest.
Arc XI: Uncover the Upnorth

## Arc XI Characters:

* Avriel [They/Them] (played by Walker - They/Them) - An Aasimar Horizon Walker Conclave Ranger. They joined the adventuring party in order to make sure that there were no Planar Portals within the Ice Wastes that could bring more harm to The Material Plane
* Steer Bulllock [He/Him] (played by Evan - He/Him] - A Minotaur Path of the Berserker Barbarian.
* Ghoula G [She/Her] (played by Nora - She/Her) - A Tabaxi Phantom Rogue.
* Oswald Q Phennet [He/Him] (played by Luis - He/Him) - A Harrengon Armorer Artificer
Bag of Devouring

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Very Rare

**Description:** This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its Action to try to escape with a successful DC 15 Strength check. Another creature can use its Action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Battle Standard of Infernal Power

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very rare

**Description:** This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a Quasit. The trapped Quasit is Incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except Force damage. If killed or somehow released, the Quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.

While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
Blight

*4th Level Necromancy*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 Necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

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

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.

Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.
Barrier Tattoo

**Type:** Tattoo

**Attunement:** Yes

**Rarity:** Varies

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

While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity, as shown below. You can use a shield and still gain this benefit.

 Rare
 Very Rare
Aura of Vitality

*3rd Level Abjuration*

**Casting Time:** 1 Action

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

**Components:** Verbal

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

**Description:** Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Arms of Hadar

*1st Level Conjuration*

**Casting Time:** 1 Action

**Range:** Self (10 foot Radius)

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

**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.
Charm Monster

*4th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** 1 hour

**Description:** You attempt to Charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Breastplate of Balance

**Type:** Armor (Breastplate)

**Attunement:** Yes

**Rarity:** Rare

**Description:** This burnished copper breastplate looks as if it were made of interlocking gears. Merchant’s scales are emblazoned across the chest.

The armor has 4 charges. You can use the charges in the following ways while wearing the armor:

* Equalize: When you or a creature you can see within 60 feet of yourself is about to roll a d20 with advantage or disadvantage, you can expend 1 charge and take a Reaction to prevent the roll from being affected by advantage or disadvantage.

* Expunge Imbalance: As a Bonus Action, you can expend 2 charges to cast the Lesser Restoration spell from the armor.

The armor regains 1d4 expended charges daily at dawn.
Arcane Archer

***An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.***

## Arcane Archer Features:

### 3rd Level: Arcane Archer Lore

You learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.

### 3rd Level: Arcane Shot

You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see Arcane Shot Options).

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to 1 + your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

### 7th Level: Magic Arrow

You gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

### 7th Level: Curving Shot

You learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

### 15th Level: Ever-Ready Shot

Your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
Armor of Vulnerability

**Type:** Armor (Plate)

**Attunement:** Yes

**Rarity:** Rare

**Description:** While wearing this armor, you have resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The DM chooses the type or determines it randomly.

**Curse:** This armor is cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are target by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).