recursal/Fanatic-Fandom huggingface dataset:
Ollam

An Ollam is a dwarven teacher who relays both practical and philosophical knowledge. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Sky Dwarves.

## Class Features

Ollam Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Loremaster

You gain proficiency in Arcana, History, Religion, Medicine, and Perception. If you are already proficient in any of these skills, you gain a bonus to skill check rolls equal to your Ollam level.

### Instructor

You can teach another individual to become temporarily proficient in any skill or tools that you have proficiency in. Individuals who become proficient in skills or tools this way gain a bonus equal to twice your Ollam level on skill checks with that skill or tool. Both you and the target of the instruction needs to spend at least 1 hour focused on the task for the feature to take effect. Once activated, the effect lasts for 8 hour.

### Natural Cleric

You gain the ability to cast two 1st level spells and one 2nd level spell from the Cleric spell list, you have three 1st level spell slots and one 2nd level spell slot. Wisdom is your Spellcasting attribute for these spells. If you already have levels in the Cleric class you permanently gain two 1st level spell slots starting at Cleric level 1, two 2nd level spell slots starting at Cleric level 3, two 3rd level spell slots starting at Cleric level 5, one 4th level spell slot starting at Cleric level 7, and one 5th level spell slots starting at Cleric level 9.

### Precise Instructions

Whenever you take the Help action on your turn, the creature that you helped retain the advantage granted by your aid for the next 10 minutes, each creature can only benefit from this feature in one skill or tool set at a time, if they received multiple instances of aid from you they can choose which skill or tool to keep their bonus in. Furthermore, whenever an allied creature within 50’ of you who can both hear and see you makes an attack roll with a weapon that you are proficient with, you can use your Reaction to grant them advantage on said roll.
Spike Growth

A 2nd Level
Transmutation spell

Casting time: 1
Action

Duration:
Concentration, up to 10 minutes

Range: 150’

Components: V, S, M
(seven sharp thorns or seven small twigs, each sharpened to a point)

Can be learnt by: Druid, Ranger

The ground in a 20’
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’ 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.
Reincarnate

A 5th Level
Transmutation spell

Casting time: 1 hour

Duration:
Instantaneous

Range: Touch

Components: V, S, M
(rare oils and unguents worth at least 1,000gp, which the spell consumes)

Can be learnt by: Druid

You touch a dead
humanoid or a piece of a dead humanoid. Provided that the creature has been
dead no longer than 10 days, the spell forms a new adult body for it and then
calls the soul to enter that body. If the target’s soul isn’t free or willing
to do so, the spell fails.

The magic fashions a new
body for the creature to inhabit, which likely causes the creature’s race to
change. The DM rolls a d100 and consults the following table to determine what
form the creature takes when restored to life, or the DM chooses a form.

The reincarnated
creature recalls its former life and experiences. It retains the capabilities
it had in its original form, except it exchanges its original race of the new
one and changes its racial traits accordingly (when applicable).
Runesmith

A Runesmith is an arcane warrior whose magics are not limited by armor, as his/her spells are cast through runic engravings. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Half-dwarf.

## Class Features

Runesmith Features

Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Armor Proficiency

You gain proficiency in light armor, medium armor, heavy armor, and shields.

### Rune Magic

You inscribe your spells as runes on your armor or even your flesh, eliminating the need for a spell book and also allowing you to cast them without needing the somatic component, so you can cast spells while wearing armor and wielding shields. Verbal and material components of spells are still required as normal.

You gain the ability to cast spells, Wisdom is your spellcasting ability. You can cast spells from the Wizard spell list, and you can remember a number of spells up to thrice your Runesmith level. The number of spell slots you have are the same as a Wizard whose Wizard class level is equal to half your character level (e.g.: a level 18 Half-dwarf will have spell slots equal to that of a level 9 Wizard).

If you already have the Wizard Spellcasting ability you simply gain the benefits from the first part of this feature.

### Share Runes

You can use a spell slot to cast a spell but keep it contained in runic form, you can then inscribe the runes for that spell on another creature (either on their skin or their armor/clothes). Spells inscribed this way lasts for 24 hours. The creature upon whom the spell is inscribed can use an action to activate the runes, allowing them to cast the spell as if they are the spellcaster, the spell uses the Wisdom modifier of the creature upon whom the runes are inscribed, not that of the Runesmith.

### Permanent Runes

you can completely give up your ability to cast one spell to permanently inscribe that spell, in runic form, onto a piece of non-living solid material (usually a gemstone or a piece of precious metal). Runes cannot be permanently inscribed onto magical items. Spells inscribed this way can be cast by anyone who holds the material bearing rune and spends an action to channel its power. The rune can be used a number of times equalling your Wisdom modifier (minimum of once) per day. When the spell is cast, the creature holding the rune is seen as the caster, and the spell uses their Wisdom modifier. If the material upon which the rune is inscribed is completely destroyed, the rune dissipates, though you must relearn the spell before you can cast it again. While the material bearing the rune exists, you cannot relearn the spell.
Tsunami

An 8th Level Conjuration spell

Casting time: 1 minute

Duration: Concentration, up to 6 rounds

Range: Sight

Components: V, S

Can be learnt by: Druid

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

When the wall appears, each creature within its area must make a Strength
save. 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’ 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 save 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’, and the damage creatures take from the spell on subsequent rounds is
reduced by 1d10. When the wall reaches 0’ in height, the spell ends.

A creature caught in the call can move by swimming. Because of the force of
the wave, though, the creature must make a successful Athletics check against
your spellcasting 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 (or into calm
water if this spell was cast in a body of water).
Thorn Whip

A Transmutation
cantrip

Casting time: 1
Action

Duration:
Instantaneous

Range: 30’

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

Can be learnt by:
Druid

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

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

A 1st Level Abjuration spell

Casting time: Reaction

Duration: 1 round

Range: Self

Components: V, S

Can be learnt by: Sorcerer,
Wizard

Whenever you are hit by an attack or targeted by the magic
missile spell, this spell can be invoked to create an invisible barrier of
magical force between you and the incoming attack. Until the start of your next
turn, you have a +5 bonus to AC, including against the triggering attack
(potentially causing it to miss), and you take no damage from the magic missile
spell.
Thunderous Shout

A 3rd Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: Self (20’ radius sphere)

Components: V, S, M (a small piece of honeycomb)

Can be learnt by: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard (every spellcasting class)

You utter a word of power that resonates as a deafening
shout that explodes out from you. Each creature within 20’ of you (not
including yourself) must make a Constitution save, taking 6d6 thunder damage
and be pushed up to 10’ away from you in a straight line on a failure, or
talking half damage and not getting pushed on a success.

If this spell is cast using a spell slot of 4th
level or higher, the damage increases by 1d6 for each slot above 3rd.

This spell is a Lost Spell.
Rope Trick

A 2nd
Level Transmutation spell

Casting time: 1
Action

Duration: 1 hour

Range: Touch

Components: V, S, M
(powdered corn extract and a twisted loop of parchment)

Can be learnt by: Wizard

You touch a length
of rope that is up to 60’ long. On end of the rope then rises into the air
until the whole rope hangs perpendicular to the ground. At the upper end of the
rope, an invisible entrance opens to an extradimensional space that lasts until
the spell ends.

The extradimensional
space can be reached by climbing to the top of the rope. The space can hold as
many as eight Medium or smaller creatures. The rope can be pulled into the
space, making the rope disappear from view outside the space.

Attacks and spells
cannot cross through the entrance into or out of the extradimensional space,
but those inside can see out of it as if through a 3’x5’ window centered on the
rope.

Anything inside the
extradimensional space drops out when the spell ends.
Thunderwave

A 1st Level Evocation spell

Casting time: 1 Action

Duration: Instantaneous

Range: Self (15’ cube)

Components: V, S

Can be learnt by: Bard,
Druid, Sorcerer, Wizard

A wave of thunderous force sweeps out from you. Each
creature in a 15’ cube originating from you must make a Constitution save. On a
failure, a creature takes 2d8 thunder damage and is pushed 10’ away from you.
On a successful save, the creature takes half damage and isn’t pushed.

In addition, unsecured objects that are completely within
the area of effect are automatically pushed 10’ away from you by the spell’s
effect, and the spell emits a thunderous boom audible out to 300’.

When this spell is cast using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above 1st.
Ring of Missiles

A 3rd Level Evocation spell

Casting Time: 1 Action

Duration: Until dispelled

Range: Self

Components: V, S

Can be learnt by: Sorcerer, Wizard

You create a number of magic missiles (as per the *Magic Missile* spell) equal to 3d4 + your
Spellcasting modifier that spins in a narrow circle around your body. On the
turn you cast this spell and as an Action on subsequent turns, you can send up
to four of the missiles at any target that you can see within 120’ of you. You
make a ranged spell attack for each missile launched this way, and on a hit
each missile deals 2d4 force damage. Once a missile has been launched it
disappears regardless of whether it hits or misses the intended target.

Whenever a creature makes a melee attack against you, they
must make a Dexterity save against your Spellcasting DC + the number of
missiles that are currently spinning around you. On a failure, they are struck
by 1d4 missiles and take 2d4 force damage for each missile that strikes them.
The missiles then disappear. If the attacker takes damage this way, they suffer
disadvantage on their attack roll for that attack.

The missiles continue to circle you until used or dispelled.
Casting this spell multiple times adds to the number of missiles that spins
around you, to a maximum of 50 missiles.

If this spell is cast using a spell slot of 4th
level or higher, the spell creates an extra 1d4 missiles for each slot level
above 3rd.

This spell is a Lost Spell.
Storm of Vengeance

A 9th Level Conjuration spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: Sight

Components: V, S

Can be learnt by: Druid

A churning storm cloud forms, centered on a point you can see and spreading
to a radius of 360’. Light flashes in the area, thunder booms, and strong winds
howl. Each creature under the cloud (no more than 5,000’ beneath the cloud)
when it appears must make a Constitution save. On a failure, a creature takes
2d6 thunder damage and becomes deafened for 5 minutes.

For each round you maintain concentration on this spell, the storm produces
additional effects on your turn.

* Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage
* Round 3. You call down six bolts of lightning from the cloud to strike at six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A chosen creature must make a Dexterity save. The creature takes 10d6 lightning damage on a failure, or half as much damage eon a successful one
* Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage
* Rounds 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purpose of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 80mph) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical
Tomb Guardian

A Tomb Guardian is a stoic watchman of the tombs of ancient heroes, who relentlessly hunt down thieves unworthy of the ancient treasures within. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Orlf.

## Class Features

Tomb Guardian Features

Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Honorable Duty

When you are interacting with known tomb robbers or individuals whom you know to have robbed a tomb in the past year, you gain a +2 bonus to your Insight, Intimidation, and Persuasion checks made against them. If these "interactions" are in the form of combat, you also gain a +3 bonus to your attack rolls against them.

### Dogged Pursuit

When you are hunting known tomb robbers or individuals whom you know to have robbed a tomb in the past year, you gain a +2 to your Survival, Investigation, and Perception checks made to track or find them. You can also travel at twice the normal fast pace without suffering any penalties.

### Silent Guardian

if you are in Stealth and is not moving or making sounds, you magically meld into your surroundings, not only are you invisible but objects and creatures can pass directly through you and/or occupy your space. Creatures with Truesight can still see you, however, and the *Detect Magic* spell can sense your presence, while the *Dispel Magic* spell will forcefully reveal your location. Furthermore, if you are on night watch duty you can rest and keep vigilance at the same time, suffering no penalties to either action.

### Great Renown

People recognize you for your honorable deeds and hold you in the highest regard. Nobles and other individuals of high social standings will treat you as equals, while commoners will do their best to satisfy your wishes. Furthermore, most merchants will lower their price for you as a sign of respect (discount amount varies between merchants, as determined by the DM), and all non-evil individuals will be more inclined to trust and share information with you. If you are caught committing a crime in public, everyone will be inclined to believe that you were instead dealing justice to wrongdoers, allowing you to gain advantage in Persuasion and Deception checks made to argue your innocence. This leniency has limitations however, and doing anything overtly evil or unethical can still earn you the ire of a community, the extent of what you are allowed to get away with is up to the DM to decide.
Race (Erath)

Listed below are the 13 Race options available for players playing in the **Erath** setting to choose for their Player Character. These race options are to replace the racial options found in Chapter 2 of the *D&D 5e Player's Handbook*. However, players are still free to choose from the racial options listed in *Volo's Guide to Monsters* and *Mordenkainen's Tome of Foes*, so long as the game's DM allows it.

## Pureblood Races

Dwarf (subraces: Hill Dwarf, Mountain Dwarf, Sky Dwarf)

Elf (subraces: High Elf, Night Elf, Wood Elf)

Gnome (subraces: Forest Gnome, Rock Gnome, Sea Gnome)

Halfling (subraces: Lightfoot, Stout, Underhill)

Human (subraces: Cesar, Hamad, Han)

## Half-breed Races

Dwelf (subcategories: Dwarven Blood, Elven Kin)

Half-dwarf (subcategories: Child of Men, Dwarven Blood)

Half-elf (subcategories: Child of Men, Elven Kin)

Half-gnome (subcategories: Halfling Family, Gnomish Ancestry)

Half-orc (subcategories: Child of Men, Orc Born)

Orlf (subcategories: Elven Kin, Orc Born)

## Supernatural Races

Dragonborn (sub-bloodlines: Dwarf Drake, Elf Drake, Human Drake, Orc Drake)

Tiefling (sub-bloodlines: Elf Tiefling, Dwarf Tiefling, Human Tiefling, Orc Tiefling)
Sequester

A 7th Level Transmutation spell

Casting time: 1 Action

Duration: Until dispelled

Range: Touch

Components: V, S, M (a powder composed of crushed diamond,
emerald, ruby, and sapphire worth at least 5,000gp, which the spell consumes)

Can be learnt by: Wizard

By means of this spell, a willing creature or an object can
be hidden away, safe from detection for the duration. When you cast the spell
and touch the target, it becomes invisible and can’t be targeted by divination
spells or perceived through scrying sensors created by the divination of spells,
it can’t even be perceived via Truesight.

If the target is a creature, it falls into a state of
suspended animation. Time ceases to flow for it, and it doesn’t grow older.

You can set a condition for the spell to end early. The
conditions can be anything you choose, but it must occur or be visible within 1
mile of the target. Examples include “after 1,000 years” or “when the Tarrasque
comes within 10 miles of the city”. This spell also ends if the target takes
any damage.
Sleep

A 1st Level Enchantment spell

Casting time: 1 Action

Duration: 1 minute

Range: 90’

Components: V, S, M (a pinch of fine sand, rose petals, or a
cricket)

Can be learnt by: Bard,
Sorcerer, Wizard

This spell sends creatures into a magical slumber. Roll 5d8,
the total is how many HP of creatures this spell can affect. Creatures within
20’ of a point you choose within range are affected in ascending order of their
current HP (ignoring unconscious creatures).

Starting with the creature that has the lowest current HP,
each creature affected by this spell falls unconscious until the spell ends,
the sleeper takes damage, or someone uses an Action to shake or slap the
sleeper awake. Subtract each creature’s HP from the total before moving on to
the creature with the next lowest HP. A creature’s HP must be equal to or less
than the remaining total for the creature to be affected. Undead and creatures
immune to being charmed aren’t affected by this spell.

When this spell is cast using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.
A Happy Day to Claim Victory

**A Happy Day to Claim Victory** is the season finale of *Survivor: Edge of Extinction*.

## Challenges

* Reentry Duel
* Reward/Immunity
* Immunity (Day 37)
* Immunity (Day 38)

**Challenge:** *Don't Call It a Comeback*
The castaways will each be attached to a rope that is woven through a series of obstacles. The first one to reach the end wins.
**Winner:** Heather

**Challenge:** *Odyssey 6*

**Reward:** Steak and chocolate cake
**Winner:** Téa Gardner *(shared with Dan Kuso and Miles Prower)*
**Challenge:** *Giant Tick*
Each castaway race through a giant obstacle course. They must each go to six stations over different obstacles and collect six bags of puzzle pieces along the way. They must then use those pieces to solve a puzzle. The first to finish their puzzle wins immunity.
**Winner:** Darwin Watterson

**Challenge:** *Let There Be Rock*
The castaways must stack blocks in a tower on an unstable table. They must pull on a rope to keep the table balanced while retrieving their blocks. The first contestant to stack their blocks to spell "FINAL 3" wins immunity.
**Winner:** Cyborg
Sonic Burst

A 4th Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 60’

Components: V, S, M (mummified remains of a bat)

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You choose a point within range and cause sonic energy to
explode forth in a 10’ radius around said point. Each creature within that area
must make a Constitution save, taking 6d6 thunder damage on a failure, or half
as much damage on a success.

Creatures that failed the save are shaken for 1 minute,
which causes them to suffer a -d4 penalty to all its attack rolls, skill checks,
and saves. A shaken creature can repeat the Constitution save at the end of
each of its turns, ending the effect on a success.

If this spell is
cast using a spell slot of 5th level or higher, the damage
increases by 2d6 for each slot level above 4th.

This spell is a Lost Spell.
Ray of Enfeeblement

A 2nd
Level Necromancy spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 60’

Components: V, S

Can be learnt by: Warlock, Wizard

A black beam of
enervating energy springs from your finger toward a creature within range. Make
a ranged spell attack against the target. On a hit, the target deals only half
damage with all weapon attacks until the spell ends. At the end of each of the
target’s turns, it can make a Constitution save against the spell. On a success,
the spell ends.
Resurrection

A 7th Level Necromancy spell

Casting time: 1 hour

Duration: Instantaneous

Range: Touch

Components: V, S, M (a diamond worth at least 1,000gp, which
the spell consumes)

Can be learnt by: Bard, Cleric

You touch a dead creature that has been dead for no more than
a century, that didn’t die of old age, and that isn’t undead. If its soul is
free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases
affecting the creature when it dies. It doesn’t, however, remove magical
diseases, curses, and the like; if such effects aren’t removed prior to casting
this spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing
body parts.

Coming back from the dead is an ordeal. The target takes a
-4 penalty to all attack rolls, saves, and ability checks. Each time the target
finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been
bead for one year or longer taxes you greatly. Until you finish a long rest,
you can’t cast spells again, and you have disadvantage on all attack rolls,
ability checks, and saves.
Wildrunner

A Wildrunner is an elf, blessed by the Fey, who can travel with supernatural speed and silence. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Wood Elves.

Class Features

Wildrunner Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Increased Movement

If you are wearing light or medium armor, or if you are unarmored, your base walking speed increases by 30’. If you are wearing heavy armor your base walking speed increases by 10’.

### Trackless Step

While you are traveling in any natural environments (e.g.: woodland, grassland, mountain, tundra, desert, etc.) you can travel at both normal and fast speeds while making Stealth checks to conceal evidence of your passing though this benefit does not extend to your party members. If you travel at a slow speed while hiding evidence of your passing, then neither you nor your party can be tracked by non-magical means.

### Unfettered Stride

Moving through difficult terrain, magical or natural, imposes no movement penalties on you.

### Primal Scream

As an action, you call upon your innate Fey magics to unleash a magical scream that affects all living creatures within 80’, you cannot use this ability if you cannot speak or if you are within an area affected by the Silence spell or similar magics. Hostile creatures who hear the scream takes 3d8 Psychic damage and 4d6 Thunder damage and must make a Wisdom save against a DC of 8 + your proficiency + your Charisma modifier, becoming frightened for 1 hour on a failure. Creatures frightened this way can repeat the Wisdom save at the end of every turn, ending the effect on themselves on a success. If a creature succeeds on the initial save or the effect ends for them, they are immune to the frightened effect caused by the scream for the next 24 hours. Friendly creatures who heard the scream take no damage and gain advantage on one attack per turn for the next minute, the attack that was made with advantage deals an extra 1d6 Force damage on Hit. You can use this ability a number of times equal to 3 + your Charisma modifier (minimum of 1) per long rest.
Sacred Flame

An Evocation cantrip

Casting time: 1
Action

Duration:
Instantaneous

Range: 60’

Components: V, S

Can be learnt by:
Cleric

Flame-like radiance
descends on a creature that you can see within range. The target must succeed
on a Dexterity save or take 1d8 radiant damage. The target gains no benefit
from cover for this save.

The spell’s damage
increases by 1d8 when you reach 5th level (2d8), 11th
level (3d8), and 17th level (4d8).
Shield of Faith

A 1st Level Abjuration spell

Casting time: 1 Bonus Action

Duration: Concentration, up to 10 minutes

Range: 60’

Components: V, S, M (a small parchment with a bit of holy
text written on it)

Can be learnt by: Cleric,
Paladin

A shimmering field appears and surrounds a creature of your
choice within range, granting it a +2 bonus to AC for the duration.
Shapechange

A 9th Level Transmutation spell

Casting time: 1 Action

Duration: Concentration, up to 1 hour

Range: Self

Components: V, S, M (a jade circlet worth at least 1,500gp, which you must
place on your head before you cast this spell)

Can be learnt by: Druid, Wizard

You assume the form of a different creature for the duration. The new form
can be any creature with a challenge rating equal to your level or lower. The
creature can’t be a construct or an undead, and you must have seen the sort of
creature at least once. You transform into an average example of that creature,
one without any class levels or the Spellcasting ability. You also can’t use
any of the creature’s Legendary Actions or Lair Actions, if it has any.

Your game statistics are replaced by the statistics of the chosen creature,
though you retain your alignment and Intelligence, Wisdom, and Charisma scores.
You also retain all your skills and save proficiencies, in addition to gaining
those of the creature. If the bonus listed in the creature’s statistics is
higher than yours, use the creature’s bonus in place of yours.

You assume the HP and HD of the new form. When you revert to your normal
form, you return to the number of HP you had before you transformed. If you
revert as a result of dropping to 0HP, any excess damage carries over to your
normal form. So long as the excess damage doesn’t reduce your normal form to
0HP, you aren’t knocked unconscious.

You retain the benefit of any features from your class, race, or other
source and can use them, provided that your new form is physically capable of
doing so. You can’t use any special senses you have (for example, darkvision)
unless your new form also has that sense. You can only speak if the creature
can normally speak.

When you transform, you choose whether your equipment falls to the ground,
merges into the new form, or is worn by it. Worn equipment functions as normal.
The DM determines whether it is practical for the new form to wear a piece of
equipment, based on the creature’s shape and size. Your equipment doesn’t
change shape or size to match the new form (unless it is specifically stated to
be programmed to do so), and any equipment that the new form can’t wear must
either fall to the ground or merge into your new form. Equipment that merges
has no effect in that state.

During this spell’s duration, you can use your Action to assume a different
from following the same restrictions and rules for the original form, with one
exception: if your new form has more HP than your current one, your HP remains
at their current value.
Longstride

A 1st Level Transmutation spell

Casting time: 1 Action

Duration: 1 hour

Range: Touch

Components: V, S, M (a pinch of dirt)

Can be learnt by: Bard,
Druid, Ranger, Wizard

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

When this spell is cast using a spell slot of 2nd
level or higher, you can target one additional creature for each slot level
above 1st.
Maddening Darkness

An 8th Level Evocation spell

Casting time: 1 Action

Duration: Concentration, up to 10 minutes

Range: 150’

Components: V, M (a drop of pitch mixed with a drop of mercury)

Can be learnt by: Warlock, Wizard

Magical darkness spreads from a point you choose within range to fill a 60’
radius sphere until the spell ends. The darkness spreads around corners. A
creature with darkvision cannot see through this darkness. Nonmagical light,
light created by spells of 8th level or lower, and light shed by
non-Artifact magical items can’t illuminate the area.

Shrieks, gibbering, and
mad laughter can be heard within the sphere. Whenever a creature starts its
turn in the sphere, it must make a Wisdom save, taking 8d8 psychic damage on a
failed save, or half as much damage on a success.

The darkness also confounds the creature's innate sense of directions. When a creature moves within
the sphere, each 5’ of movement it makes are in a random direction (determined
with a d8, as in 1 for directly north, 2 for north east, 3 for directly east,
etc.).
Mirage Arcane

A 7th Level Illusion spell

Casting time: 10 minutes

Duration: 10 days

Range: Sight

Components: V, S

Can be learnt by: Bard, Druid, Wizard

You make terrain in an area up to one square mile look,
sound, smell, and even feel like some other sort of terrain. The terrain’s
general shape remains the same, however. Open fields or a road could be made to
resemble a swamp, badlands, ravine, or some other difficult or impassable
terrain. A pond can be made to seem like a grassy meadow, a precipice like a
gentle slope, a pit like a patch of bare rock, or a muddy field like a wide and
smooth road.

Similarly, you can alter the appearance of structures, or
add them where none are present. The spell doesn’t disguise, conceal, or add
creatures.

The illusion includes audible, visual, tactile, and
olfactory elements, so it can turn clear ground into difficult terrain (or vice
versa) or otherwise impede movement through the area. Any piece of the illusory
terrain (such as a rock or stick) that is removed from the spell’s area
disappears immediately.

Creatures with Truesight can see through the illusion to the
terrain’s true form, however all other elements of the illusion still remain,
so while the creature is aware of the illusion’s presence, the creature can
still physically interact with the illusion (an illusory bridge can still be
crossed, for example, even though the creature with Truesight will see it as
semi-transparent and wispy in appearance)
Inflict Wounds

A 1st Level Necromancy spell

Casting time: 1 Action

Duration: Instantaneous

Range: Touch

Components: V, S

Can be learnt by: Cleric

Make a melee spell attack against a creature you can reach.
On a hit, the target takes 3d10 necrotic damage.

When this spell is cast using a spell slot of 2nd
level or higher, the damage increases by 1d10 for each slot level above 1st.
Telepathy

An 8th Level Evocation spell

Casting time: 1 Action

Duration: 24 hours

Range: Unlimited

Components: V, S, M (a pair of linked silver rings)

Can be learnt by: Wizard

You create a telepathic link between yourself and a willing creature with
which you are familiar. The creature can be anywhere on the same plane of
existence as you. The spell ends if you or the target are no longer on the same
plane.

Until the spell ends, you and the target can instantaneously share words,
images, sounds, and other sensory messages with one another through the link,
and the target recognizes you as the creature it is communication with. The
spell enables a creature with an Intelligence score of at least 1 to understand
the meaning of your words and take in the scope of any sensory messages you
send to it.
Magic Circle

A 3rd Level
Abjuration spell

Casting time: 1
minute

Duration: 1 hour

Range: 10’

Components: V, S, M
(holy water or powdered silver and iron worth at least 100gp, which the spell
consumes)

Can be learnt by: Cleric, Paladin, Warlock, Wizard

You create a 10’
radius, 20’ tall cylinder of magical energy centered on a point on the ground
that you can see within range. Glowing runes appear wherever the cylinder
intersects with the floor or other surface. Choose one or more of the following
types of creatures: celestials, elementals, fey, fiends, or undead. The circle
affects a creature of the chosen type in all the following ways:

* The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma save
* The creature has disadvantage on attack rolls against targets within the cylinder
* Targets within the cylinder can’t be charmed, frightened, or possessed by the creature

When you cast this
spell, you can elect to cause its magic to operate in the reverse direction,
preventing a creature of the specified type(s) from leaving the cylinder and
protecting targets outside it.

When this spell is
cast using a spell slot of 4th level or higher, the duration
increases by 1 hour for each slot level above 3rd.
Taskmaster

A Taskmaster is a trusted leader with a keen mind, a sharp eye, and a stern hand. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Half-dwarf.

## Class Features

Taskmaster Features

Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Budget Planning

You have advantage on any Intelligence based checks and saves needed to either recall information on the hierarchy of a group that you’ve previously known or observed, or to estimate the daily/monthly/annual/etc. earnings or spending required for a gathering of individuals (fortress, farm, town, etc.) after spending at least 1 hour finding out the number of people involved and the nature of their activities.

### Detail Oriented

Whenever you make an Investigation or Perception check to gather information, you receive a bonus to that roll equalling thrice your Taskmaster level.

### Disciplinarian

When an allied creature within 30’ of you fails a skill or tool check, you can use your reaction to let them reroll the check; critical failures cannot be rerolled. You can use this ability a number of times equal to your Taskmaster level plus your Charisma modifier (minimum of 1) between long rests.

### Natural Born Leader

You have advantage on initiative rolls. Should you be the first to move among your allies in the first round, all your allies gain advantage on all d20 rolls until the end of their first turn. Should you also be the first creature to move in the first round, all enemies suffer disadvantage on all d20 rolls until the start of their turn in the second round.
Leomund's Tiny Hut

A 3rd
Level Evocation spell

This spell can be cast as a Ritual

Casting time: 1
minute

Duration: 8 hours

Range: Self (10’
radius hemisphere)

Components: V, S, M
(a small crystal bead)

Can be learnt by: Bard, Wizard

A 10’ radius
immobile dome of force springs into existence around and above you and remains stationary
for the duration. The spell ends if you leave its area.

Nine creatures of
Medium size or smaller can fit inside the dome with you. The spell fails if its
area includes a larger creature or more than nine creatures. Creatures and
objects within the dome when you cast this spell can move through it freely.
All other creatures and objects are barred from passing through it. Spells and
other magical effects can’t extend through the dome or be cast through it. The
atmosphere inside the space is comfortable and dry, regardless of the weather
outside. Until the spell ends, you can command the interior to become dimly lit
or dark. The dome is opaque from the outside, of any color you choose, but it
is transparent from the inside.
Planar Ally

A 6th Level Conjuration spell

Casting time: 10 minutes

Duration: Instantaneous

Range: 60’

Components: V, S

Can be learnt by: Cleric

You beseech an otherworldly entity for aid. The being must
be known to you: a deity, a primordial, an arch-fiend, or some other being of
cosmic power. That entity can then choose to send a celestial, an elemental, or
a fiend loyal to it to aid you, making the creature appear in an unoccupied
space within range; if the entity denies the request, the spell ends without
anything happening. If you know a specific creature’s name, you speak that name
when you cast this spell to request that creature, though you might get a
different creature anyway (DM’s choice), though this other creature will most
likely be tied to the creature you contacted in some way.

When the creature appears, it is under no compulsion to behave
in any particular way. You can ask the creature to perform a service in
exchange for payment, but it isn’t obliged to do so. The requested task could
range from the mundane (fly us across this chasm, or help us fight a battle) to
the complex (spy on our enemies, or protect us during our foray into the
dungeon) and even to the exotic (find an item on another plane of existence, or
act as our envoy to another creature or entity). You must be able to
communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might
require a sizable donation of gold or magic items to an allied temple, while a
fiend might demand a living sacrifice or a gift of treasure. Some creatures
might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes
requires a payment worth 100gp per minute; a task measured in hours requires
1,000gp per hour; and a task measured in days (up to 10 days) requires 10,000gp
per day (some creatures might agree to certain services that lasts longer than
10 days). The DM can adjust these payments based on the circumstances under
which you cast the spell. If the task is aligned with the creature’s ethos, the
payment might be halved or even waived. Nonhazardous tasks typically require
only half the suggested payment, while especially dangerous tasks might require
a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the
agreed-upon duration of service expires, the creature returns to its home plane
after reporting back to you, if appropriate to the task and if possible. If you
are unable to agree on a price for the creature’s service, the creature
immediately returns to its home plane.

A creature enlisted to join your group counts as a member of
it, receiving a full share of experience points awarded and treasures found.
Unseen Servant

A 1st Level Conjuration spell

This spell can be cast as a Ritual

Casting time: 1 Action

Duration: 1 hour

Range: 60’

Components: V, S, M (a piece of string and a bit of wood)

Can be learnt by: Bard,
Warlock, Wizard

This spell creates an invisible, mindless, shapeless force
that performs simple tasks at your command until the spell ends. The servant
springs into existence in an unoccupied space on the ground within range. It has
AC 10, 1HP, and a Strength attribute of 2, and it can’t attack. If it drops to
0HP, the spell ends.

Once on each of your turns as a bonus action, you can
mentally command the servant to move up to 15’ and interact with an object. The
servant can perform simple tasks that a human servant can do, such as fetching
things, cleaning, mending, folding clothes, lighting fires, serving food, and
pouring wine. Once you give the command, the servant preforms the task to the
best of its ability until it completes the task, then waits for your next
command.

If you command the servant to perform a task that would move
it more than 60’ away from you, the spell ends.
Wish

A 9th Level Conjuration spell

Casting time: 1 Action

Duration: Instantaneous

Range: Self

Components: V

Can be learnt by: Sorcerer, Wizard

Wish is the mightiest spell a single 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 25,000gp in value that isn’t a magic item. The object can be no more than 300’ 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 HP, 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 creature you can see immunity to a single spell or other magical effects 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 friendly creature’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 a
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
basic activity (no combat), your remining recovery time decreases by 2 days.
Finally, there is a 33% chance that you are unable to cast Wish ever again if
you suffer this stress.
Locate Creature

A 4th Level
Divination spell

Casting time: 1
Action

Duration:
Concentration, up to 1 hour

Range: Self

Components: V, S, M
(a bit of fur from a bloodhound)

Can be learnt by: Bard, Cleric, Druid, Paladin, Ranger,
Wizard

Describe or name a
creature that is familiar to you. You sense the direction to the creature’s
location, as long as that creature is within 1000’ of you. If the creature is
moving, you know the direction of its movement. The spell can locate a specific
creature known to you, or the nearest creature of a specific kind (such as a
human or unicorn), so long as you have seen such a creature up close – within
30’ – at least once. If the creature you described or named is in a different form,
such as being under the effects of a polymorph spell, this spell doesn’t locate
the creature.

This spell can’t
locate a creature if running water at least 10’ wide blocks a direct path
between you and the creature.
Slow

A 3rd
Level Transmutation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 120’

Components: V, S, M
(a drop of molasses, honey, or syrup)

Can be learnt by: Sorcerer, Wizard

You alter time
around up to six creatures of your choice in a 40’ cube within range. Each
target must succeed on a Wisdom save or be affected by this spell for the
duration. An affected target’s speed is halved, it takes a -2 penalty to AC and
Dexterity saves, and it can’t use Reactions. On its turn, it can use either an
Action or a Bonus Action, not both. Regardless of the creature’s abilities or
magic items, it can’t make more than one melee or ranged attack during its
turn.

If the creature
attempts to cast a spell with a casting time of 1 Action, roll a d20. On an 11
or higher, the spell doesn’t take effect until the creature’s next turn, and
the creature must use its Action on that turn to complete the spell. If it
can’t, the spell is wasted.

A creature affected
by this spell makes another Wisdom save at the end of its turn, ending the
effect on it with a success.
Ray of Lightning

An 8th Level Evocation spell

Casting Time: 1 Action

Duration: Concentration, up to 1 minute

Range: 120’

Components: V, S, M (a strand of thin platinum wire worth 10gp)

Can be learnt by: Sorcerer, Wizard

A thin blue ray springs from your pointing finger to a
creature that you can see within range. Make a ranged spell attack against the
target, on a hit the target takes 24d10 lightning damage. If a creature is
reduced to 0HP by this spell, it is killed instantly and is reduced to a fine
dust, as if hit by a Disintegrate spell.

Before this spell ends, you can use an Action to target
another creature within range. The ray is continuous while the spell is active,
and any creature that moves between you and your target must make a Dexterity
save or be subjected to the same effect as if you had targeted them with the
spell.

This spell is a Lost Spell.
Tongues

A 3rd Level
Divination spell

Casting time: 1
Action

Duration: 1 hour

Range: Touch

Components: V, M (a
small clay model of a ziggurat)

Can be learnt by: Bard, Cleric, Sorcerer, Warlock, Wizard

This spell grants
the creature you touch the ability to understand any spoken language it hears. Moreover,
when the target speaks, any creature that knows at least one language and can
hear the target understands what it says.