recursal/Fanatic-Fandom huggingface dataset:
Dyrrn’s Tentacle Whip

**Type:** Weapon (Whip)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm.

You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 Psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is Stunned until the end of its next turn.

As a Bonus Action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.

**Symbiotic Nature:** The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.
Needle of Mending

**Type:** Weapon (Dagger)

**Attunement:** Yes

**Rarity:** Rare

**Description:** This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a Bonus Action to speak its command word, it transforms into a dagger or back into a needle.

You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the Mending cantrip from it.
Dust of Dryness

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.

An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save, or half as much damage on a successful one.
Folding Boat

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Frost Brand

**Type:** Weapon (Any Sword)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** When you hit with an attack using this magic sword, the target takes an extra 1d6 Cold damage. In addition, while you hold the sword, you have resistance to Fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Crystal Ball

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare or Legendary

**Description:** The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it.

The following crystal ball variants are legendary items and have additional properties:

Crystal Ball of Mind Reading: You can use an action to cast the Detect Thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts to maintain it during its duration, but it ends if scrying ends.

Crystal Ball of Telepathy: While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an Action to cast the Suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the Suggestion power of the crystal ball can't be used again until the next dawn.

Crystal Ball of True Seeing: While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.
Diviner

***The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.***

## Diviner Features:

### 3rd Level: Divination Savant

Choose two Divination spells from the Arcane spell list, each of which must be no higher than 2nd level. You add those spells to your spellbook without needing to cast Scribe Spell.

In addition, whenever you gain a new level of spell slot, you can choose one additional Divination spell to add to your spellbook.

### 3rd Level: Portent

Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

### 6th Level: Expert Divination

Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

### 10th Level: The Third Eye

You can increase your powers of perception. As a Bonus Action, choose one of the following benefits, which lasts until you start a Short Rest or Long Rest. You can’t use this feature again until you finish a Short Rest or Long Rest.

* **Darkvision:** You gain Darkvision out to a range of 120 feet.

* **Greater Comprehension:** You can read any language.

* **See Invisibility:** You can cast See Invisibility without expending a spell slot.

### 14th Level: Greater Portent

The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
Dwarven Thrower

**Type:** Weapon (Warhammer)

**Attunement:** Yes (Dwarf Only)

**Rarity:** Very Rare

**Description:** You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Elemental Gem

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.

 Yellow Diamond
 Red Corundum
 Emerald
Gaseous Form

*3rd Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a bit of gauze and a wisp of smoke)

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

**Description:** You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.
Dream Executioner

**Type:** Trick Weapon (Scythe, Maul)

**Attunement:** Yes

**Rarity:** Rare

**Description:** A popular armament of the Jaeger of Pthumeria. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

**Trick Weapon:** As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the executioner is a scythe and a lantern. In its transformed state, the weapon is a single massive maul.

**Untransformed:** When you hit a creature with the scythe, as part of the same attack, you can choose another creature within 5 feet of the original target and within your reach to attack. If the original attack roll would hit the second creature, it takes damage equal to half your initial hit. If you do so, your speed is halved until the end of your turn. In addition, the executioner has the Harvest Property.

* **Harvest:** Whenever a creature of CR 1 or higher (or 1st level or higher) dies within 15 feet of you, the lantern harvests the creature’s soul. The soul becomes trapped in the lantern and the creature cannot be resurrected until the soul is freed. As an Action, you can free a soul trapped in the lantern. The lantern can hold a maximum of one soul.

**Transformed:** The maul gains the Soul Explosion property.

* **Soul Explosion:** When you hit a creature with this weapon, you can sacrifice one of the souls held in the lantern to create a massive explosion of ghostflame, permanently destroying the soul. Each creature of your choice within 15 feet of you must make a DC 14 Dexterity saving throw, taking 2d8 radiant damage and 2d8 Necrotic damage on a failed save, or half as much damage on a successful one. Undead automatically fail the saving throw.
Dark Shard Amulet

**Type:** Wondrous Item

**Attunement:** Yes (Warlock’s Only)

**Rarity:** Common

**Description:** This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:

* You can use the amulet as a spellcasting focus for your Warlock spells.

* You can try to cast a Cantrip that you don't know. The cantrip must be on the Arcane Spell List, and you must make a DC 10 Arcana check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the Action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Galder’s Bubble Pipe

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:

* You can cast Fog Cloud as an Action (1 charge).
* You can cast Misty Step as a Bonus Action (2 charges).
* You can summon a steam mephit as an Action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
Contagion

*5th Level Necromancy*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

**Duration:** 7 days

**Description:** Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.

At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s duration.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

* **Blinding Sickness:** Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

* **Filth Fever:** A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

* **Flesh Rot:** The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

* **Mindfire:** The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

* **Seizure:** The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

* **Slimy Doom:** The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Faerie Fire

*1st Level Evocation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal

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

**Description:** Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Continual Flame

*2nd Level Evocation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (ruby dust worth at least 50 GP, which teh spell consumes)

**Duration:** Until Dispelled

**Description:** A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Crusader’s Mantle

*3rd Level Evocation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal

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

**Description:** Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 Radiant damage when it hits with a weapon attack.
Equipment

## Equipment Packs:

*The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.*

## Clothing:

 Costume
 Fine Clothes
 Robes
 Traveler’s Clothes

## Arcane Focus:

*An arcane focus is a special item — an orb, a crystal, a rod, a specifically constructed staff, a wand-like length of wood, or some similar item — designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.*

 Orb
 Rob
 Staff
 Wand

## Druidic Focus:

*A Druidic Focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.*

 Totem
 Wooden Staff
 Yew Wand

## Holy Symbol:

*A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.*

 Emblem
 Reliquary
Enervation

*5th Level Necromancy*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

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

**Description:** A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 Necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 Necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Black Knight

## The review

The **Black Knight** is a common Kingsmen minion that cost **125 mana** to summon it. He is slow but tough unit.

## Evolution

Black Knight Star 1Black Knight Star 2Black Knight Star 3Black Knight Star 4Black Knight Star 5
## Special Ability

After evolving, the **Black Knight** has a special ability: "Ringing Blow". This ability allows the **Black Knight** to stun its target by striking with overwhelming force

Ringing Blow
 Star 2
 Star 3
 Star 4
 Star 5

## Strategy

As the **Black Knight** being the first tank you use, he will be very helpful early on. But further along the game you may encounter better tanks (Golem, Terracotta Warrior, etc), effectively replacing **Black Knight**. But *that doesn't mean he is useless, he just has to fulfill a role that isn't "Tank".*

**Black Knight**'s ability "Ringing Blow" is *very useful against strong enemies* (for example Juggernaut, Mage Knight, Fallout, etc). Even with its low Probability Rate it is still good since you will normally have a stack of them and since everyone else that has a stun effect also have similar probability rates.
Dual Wielder

*4th Level Feat*

**Prerequisite:** Proficiency with any Martial Weapon

**Repeatable:** No

**Ability Score Increase:** Increase your Strength or Dexterity score by 1, to a maximum of 20.

**Enhanced Dual Wielding:** When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that Weapon lacks the Two-Handed property.

**Quick Draw:** You can draw or stow two Weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
Duskcrusher

**Type:** Weapon (Warhammer)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a Bonus Action to cause a warhammer head of crackling radiance to spring into existence. The warhammer's radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an Action to make the radiant head disappear.

While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal Radiant damage instead of Bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8 Radiant damage.

While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the Sunbeam spell (save DC 15) from the weapon, and this Action can't be used again until the next dawn.
Divine Smite

*1st Level Evocation (Paladin Only)*

**Casting Time:** 1 Bonus Action, which you take immediately after hitting a target with a Melee Weapon or an Unarmed Strike

**Range:** Self

**Components:** Verbal

**Duration:** Instantaneous

**Description:** The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

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

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** Representing one of the mascots of Strixhaven, this soft, Tiny, magic toy is perfect for cuddling. If you press it to your arm, shoulder, or leg as an action, the toy stays attached there for 1 hour or until you use an action to remove it.

The toy can also be used to fight off fear. When you make a saving throw to avoid or end the frightened condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can't use the toy in this way until you finish a long rest.
Fire Shield

*4th Level Evocation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (a bit of phosphorus or a firefly)

**Duration:** 10 minutes

**Description:** Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to Cold damage, and the Chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield, or 2d8 Cold damage from a cold shield.
Goggles of Object Reading

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Arcana checks made to reveal information about a creature or object you can see.

In addition, you can cast the Identify spell using the googles. Once you do so, you can't do so again until the next dawn.
Dawn

*5th Level Evocation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, arterial ( a sunburst pendant worth at least 100 GP)

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

**Description:** The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 Radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
Dissonant Whispers

*1st Level Enchantment*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal

**Duration:** Instantaneous

**Description:** You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

**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.
Conjure Animals

*3rd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

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

**Description:** You summon nature spirits that take the form of a Large swarm of spectral animals in an unoccupied space that you can see within range. The swarm lasts for the duration, and you choose the animal form of the spirits, such as wolves, serpents, or birds.

When a creature hostile to you enters a space within 10 feet of the swarm for the first time on a turn or starts its turn there, you can make a melee spell attack against that creature. On a hit, the target takes Radiant damage equal to 2d10 plus your spellcasting ability modifier.

You have Advantage on Strength saving throws while you’re within 10 feet of the swarm, and when you Move on your turn, you can also move the swarm up to 30 feet to an unoccupied space you can see.

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

*5th Level Transmutation (Wizard Only)*

**Casting Time:** Reaction, in response to yourself casting Modify Spell

**Range:** Self

**Components:** Verbal, Somatic, Material (an Arcane Focus, which the spell consumes, worth at least 1,000 GP per level of the spell altered by Modify Spell)

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

**Description:** To succeed, you must concentrate for 1 hour and meditate on the spell you just altered with Modify Spell, otherwise this spell fails. If you succeed, you must start casting Scribe Spell within the next 10 minutes and add the altered spell to your spellbook. Once the spell is in your spellbook, it becomes one of your known spells, it gains the Wizard source tag rather than the Arcane tag, and it gains a name of your choice.

**At Higher Levels:** N/A
Elemental Bane

*4th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic

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

**Description:** Choose one creature you can see within range, and choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

**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.
Gavel of the Venn Rune

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties.

* **Arbiter's Shield:** At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.

* **Bond of Amity:** As an Action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes Psychic damage equal to half the damage it dealt to the target. Once you use this property, you can't use it again until you finish a long rest.

* **Gift of Truth:** You can transfer the gavel's magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:

* + Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.
Durable

*4th Level Feat*

**Prerequisite:** Constitution 13+

**Repeatable:** No

Hardy and resilient, you gain the following benefits:

**Ability Score Increase:** Increase your Constitution score by 1, to a maximum of 20.

**Defy Death:** You have Advantage on Death Saving Throws.

**Speedy Recovery:** As a Bonus Action, you can expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll.
College of Eloquence

***Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.***

## College of Eloquence Features:

### 3rd Level: Silver Tongue

You are a master at saying the right thing at the right time. When you make a Persuasion or Deception check, you can treat a d20 roll of 9 or lower as a 10.

### 3rd Level: Unsettling Words

You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

### 6th Level: Unfailing Inspiration

Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

### 6th Level: Universal Speech

You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

### 14th Level: Infectious Inspiration

When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.

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

*1st Level Illusion*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** 1 hour

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

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

*6th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a lodestone and a pinch of dust)

**Duration:** Instantaneous

**Description:** A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Frostbite

*Evocation cantrip*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

**Cantrip Upgrade:** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mage Slayer

*4th Level Feat*

**Prerequisite:** Proficiency with any Martial Weapon

**Repeatable:** No

You have practiced techniques useful in battling magic-users, gaining the following benefits:

**Ability Score Increase:** Increase your Strength or Dexterity score by 1, to a maximum of 20.

**Concentration Breaker:** When you damage a creature that is concentrating, it has Disadvantage on the Saving Throw it makes to maintain Concentration.

**Guarded Mind:** If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Long Rest.
Finder’s Goggles

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits:

* When you make an Insight check, you can roll a d4 and add the number rolled to the check.
* As an Action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make an Insight check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature's type and can immediately use the goggles to cast Locate Creature to find that creature. This property can't be used again until the next dawn.
Confusion

*4th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (three nut shells)

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

**Description:** This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

Confusion Behavior
 2-6
 7-8
 9-10

At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Commune

*5th Level Divination [Ritual]*

**Casting Time:** 1 minute

**Range:** Self

**Components:** Verbal, Somatic, Material (incense and a vial of holy water or unholy water)

**Duration:** 1 minute

**Description:** You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
Docent

**Type:** Wondrous Item

**Attunement:** Yes (Warforged Only)

**Rarity:** Rare

**Description:** A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket.

* **Sentience:** A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see "Random Properties" below).

* **Life Support:** Whenever you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you.

* **Random Properties:** A docent has the following properties:

* + **Languages:** The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.
	+ **Skills:** The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature.
	+ **Spells:** The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1-2) Detect Evil and Good or (3-6) Detect Magic. The docent decides when to cast the spell.

* **Personality:** A docent is designed to advise and assist the warforged it's attached to. One of the simple functions of a docent is to serve as a translator. The docent'sproperties are under its control, and if you have a bad relationship with your docent, it might refuse to assist you.
Detect Magic

*1st Level Divination [Ritual]*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

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

**Description:** For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Dust of Disappearance

**Type:** Wondrous item

**Attunement:** No

**Rarity:** Uncommon

**Description:** Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Leonin

***The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world.***

## Leonin Traits:

**Creature Type:** Animal Folk

**Size:** Medium (about 6-7 feet tall)

**Speed:** 35 feet

**Life Span:** 80 years on average

**Darkvision:** You have Darkvision with a range of 0 feet

**Claws:** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier.

**Hunter’s Instincts:** You have proficiency in one of the following Skills of your choice: Athletics, Intimidation, Perception, or Survival.

**Daunting Roar:** As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.
Fly

*3rd Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a wing feather from any bird)

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

**Description:** You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Control Weather

*8th Level Transmutation*

**Casting Time:** 10 minutes

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

**Components:** Verbal, SOmatic, Material (burning incense and bits of earth and wood mixed in water)

**Duration:** Concentration, up to 8 hours

**Description:** You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Memorize Spell

*3rd Level Divination (Wizard Only) [Ritual]*

**Casting Time:** 1 minute

**Range:** Self

**Components:** Verbal, Somatic, Material (your Spellbook)

**Duration:** Instantaneous

**Description:** You choose one spell from your Spellbook that you don’t have prepared, and you choose another spell you do have prepared. The unprepared spell replaces the prepared spell on your list of prepared spells. This replacement lasts until you cast Memorize Spell again or finish a Long Rest.

**At Higher Levels:** When you cast this spell using a Spell Slot of 4th level or higher, you can replace an additional prepared spell with an unprepared spell for each slot level above 3rd.
Hex Gun

*Conjuration Cantrip (Warlock Only)*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Somatic

**Duration:** 24 hours

**Description:** You can use your Action to draw upon the powers of your Patron and create a hex gun in your empty hand. You can choose the form that this spellcasting focus takes each time you create it. It can either be a Revolver or a Sniper (detailed below).

Your hex gun disappears if it is more than 5 feet away from you for 1 minute. It also disappears if you use this feature again, if you dismiss it (no action required), or if you die.

Your hex gun acts as a spellcasting focus, and when you cast cantrips with it, it channels them as bullets (these still count as spells). Instead of increasing the damage of the cantrip when you reach certain levels, you can cast the cantrip additional times as part of the same action (except for Eldritch Blast, which is cast as normal). To be cast in this way, the cantrip must deal damage, must make a spell attack or require a saving throw, and must have a range other than self.

When you cast a cantrip in this manner, you cast it 2 times at 5th level, 3 times at 11th level, and 4 times at 17th level. The cantrip can deal its damage more than once, but its other effects can't be applied again.

* **Revolver Form:** Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls cast through the hex gun. While wielding this weapon, you know the Shocking Grasp cantrip.

* **Sniper Form:** Your ranged spell attack rolls cast through the hex gun have their range doubled and ignore half-cover. While wielding this weapon, you know the Ray of Frost cantrip.
Heat Metal

*2nd Level Transmutation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a piece of iron and a flame)

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

**Description:** Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.