recursal/Fanatic-Fandom huggingface dataset:
Pact Weapon

*Conjuration Cantrip (Warlock Only)*

**Casting Time:** 1 Bonus Action

**Range:** Self

**Components:** Somatic

**Duration:** 24 hours

**Description:** As a Bonus Action, you can trace arcane sigils in the air to conjure a pact weapon in your hand—a Simple or Martial melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch. Until the bond ends, you have proficiency with the weapon, you can use its Mastery property, and you can use it as a spellcasting focus.

Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls, instead of using Strength or Dexterity, and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.

**Cantrip Upgrade:** When you reach 5th level as a Warlock, you gain the Extra Attack feature for the conjured or magic weapon only. With that feature, you can attack twice with the weapon, instead of once, when you take the Attack action on your turn.
Paper Bird

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.

The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (-5) in all other abilities, and it is immune to Poison and Psychic damage.

It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash.

Paper Birds usually come in small, flat boxes containing 1d6 + 3 sheets of the parchment.
Peace Domain

***The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.***

***Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.***

## Peace Domain Features

### 3rd Level: Domain Spells

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

Peace Domain Spells

### 3rd Level: Implement of Peace

You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

### 3rd Level: Emboldening Bond

You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### 3rd Level: Balm of Peace

You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

### 6th Level: Protective Bond

The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

### 17th Level: Expansive Bond

The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.
Prime Beings

Prime Beings are the most powerful being in each Plane. They may be just one, or if there are multiple separate Demiplanes within a plane of reality, each Demiplane will have its own Prime being, with one being the most powerful of the group. Each Prime Being has power beyond that of what is imaginable and can do just about anything, with few real restrictions, but they may impose restrictions by their own choice.

## Current Prime Beings:

### The Inner Planes:

#### **The Feywild**

* Elio, The Sun of the Feywild
* Selene, The Moon of the Feywild

#### The Nightmare Plane

* The Brain of Mensis
* Ebrietas, the Daughter of the Cosmos
* Kos, the Mother
* Mergo and his Wet Nurse
* The Moon Presence\*
* Oedon, the Voice
* The Orphan of Kos

### The Outer Planes:

#### **The Celestial Planes**

* Micheal, the Archangel of Heaven\*
* Rapheal, the Archangel of Elysium
* Gabirel, the Archangel of Asphodel
* Adellum, the Seraphim of Purgatory

#### **The Infernal Planes**

* Zariel, the Archdevil of Avernus
* Dispater, the Archdevil of Dis
* Mammon, the Archdevil of Minarous
* Fierna, the Archdevil of Phlegathos
* Belial, the Archdevil of Phlegathos
* Lucas Alaric, the Archdevil of Stygia
* Glasya, the Archdevil of Malbolge
* Baaelzebub, the Archdevil of Maladomini
* Mephistopheles, the Archdevil of Cania
* Asmodeus, the Archdevil of Nessus\*

### The Outer Planes:

#### **The Infernal Planes**

* Tiamat, the Archdevil of Avernus
* Levistus, the Archdevil of Stygia
Starry Wisp

*Evocation Cantrip*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

**Cantrip Upgrade:** This spell’s damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Shifter

***Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting.***

***Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.***

***Most shifters resemble a particular kind of lycanthrope. You can choose the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have as a result of your ancestry.***

Lycanthrope Ancestor
 2
 3
 4
 5
 6

## Shifter Traits:

**Creature Type:** Monster Folk

**Size:** Medium (about 5-7 feet tall)

**Speed:** 30 feet

**Life Span:** 70 years on average

**Beastial Instincts:** Channeling the beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.

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

**Shifting:** As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 x your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Whenever you shift, you gain an additional benefit based on one of the following options (choose when you select this species):

* **Beasthide:** You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class
* **Longtooth:** When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Swiftstride:** While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.
* **Wildhunt:** While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re Incapacitated.
Shield

*1st Level Abjuration*

**Casting Time:** 1 Reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** 1 Round

**Description:** An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Ruinous Flail

**Type:** Weapon (Flail)

**Attunement:** Yes

**Rarity:** Rare

**Description:** This ash-gray flail is cold to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals double damage to objects and structures.

Additionally, when you hit a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the Poisoned condition for 1 minute. The poisoned creature takes 2d4 Necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can’t be used again until the next dawn.
Shield Master

*4th Level Feat*

**Prerequisite:** Shield Training

**Repeatable:** No

You’ve trained to use shields not just for protection, but also for offense, granting you the following benefits:

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

**Shield Bash:** If you attack a creature within 5 feet of you as part of the Attack Action and hit with a Melee Weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a Strength Saving Throw against a DC equal to 8 + your Strength modifier + your Proficiency Bonus. On a failed save, you knock the target Prone or push it 5 feet away. You can use this benefit only once on each of your turns.

**Interpose Shield:** If you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you can use your Reaction to take no damage if you succeed on the Saving Throw and are wielding a Shield, interposing your shield between yourself and the source of the effect.
Ring of the Ram

**Type:** Ring

**Attunement:** Yes

**Rarity:** Rare

**Description:** The ring has 3 charges, and to regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an Action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Potion of Diminution

**Type:** Potion

**Attunement:** No

**Rarity:** Rare

**Description:** When you drink this potion, you gain the "reduce" effect of the Enlarge/Reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
Silverquill Primer

**Type:** Wondrous Item

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

**Rarity:** Uncommon

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

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

*8th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is Stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Sentinel

*4th Level Feat*

**Prerequisite:** Proficiency with any Martial Weapon

**Repeatable:** No

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

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

**Guardian:** Immediately after a creature within 5 feet of you takes the Disengage Action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.

**Halt:** When you hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the turn.
Samurai

***The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.***

## Samurai Features:

### 3rd Level: Bonus Proficiency

You gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

### 3rd Level: Fighting Spirit

Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

### 7th Level: Elegant Courtier

Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

### 10th Level: Tireless Strike

When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

### 15th Level: Rapid Strike

You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

### 18th Level: Strength Before Death

Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.
Sleet Storm

*3rd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a pinch of dust and a few drops of water)

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

**Description:** Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Shatterspike

**Type:** Weapon (Longsword)

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal Bludgeoning or Slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon.
Pariah’s Shield

**Type:** Armor (Shield)

**Attunement:** Yes

**Rarity:** Rare

**Description:** Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face.

You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield's normal bonus to AC.

When a creature you can see within 5 feet of you takes damage, you can use your Reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to Force.
Robe of Serpents

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** A Robe of Serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4 + 3 stylized serpents, all brightly colored.

As a Bonus Action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 Hit Points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment.
Raise Dead

*5th Level Necromancy*

**Casting Time:** 1 hour

**Range:** Touch

**Components:** Verbal, Somatic, Material (a diamond worth at least 500 GP, which the spell consumes)

**Duration:** Instantaneous

**Description:** You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.

This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Ruby of the War Mage

**Type:** Wondrous Item

**Attunement:** Yes (requires Spellcasting)

**Rarity:** Common

**Description:** Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an Antimagic Field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Rod of Rulership

**Type:** Rod

**Attunement:** Yes

**Rarity:** Rare

**Description:** You can use an Action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be Charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
Scourgeborne

***Scourgebornes should not exist. They are an abomination of the world, a vile curse placed on those who peered beyond the veil and succumbed to madness. Their twisted appearance is but a mirror of the darkest recesses of their personality. All sentient creatures harbor a monster within their soul - the dark of you that resents your neighbor for having a better life than you, that hates your friends when they ignore you, that wishes to harm those that wrong you - most are fortunate enough to be able to hide this monster behind a mask of false virtues. Not the Scourgeborne.***

***Their curse has taken all the most twisted aspects of their personality and laid them bare for the whole world to see. They wear this disfigured appearance every day; the more resentment, hatred and anger one possesses, the more monstrous the appearance.***

## Scourgeborne Traits:

**Creature Type:** Yharnamite

**Size:** Medium (about 5-7 feet tall) or Small (about 3-5 feet tall)

**Speed:** 30 feet

**Life Span:** They live as long as their original species

**Feral Limbs:** The horns, claws or fangs that you have developed due to your mutation are natural weapons, which you can use to make Unarmed Strikes. If you hit with them, you deal Piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If your alignment is Evil, your feral side is more dominant and the die size for your unarmed strikes increases to a d8.

**Eldritch Curse:** Your curse is not something mere mortals can undo. You are immune to any spell that would alter your form.

**Born of Madness:** Your body is not the one you were born with, but rather the consequence to your exposure to eldritch madness:

* If your alignment is Good, you gain control over your darkest impulses. You have advantage on saving throws against madness.

* If your alignment is Evil you let the depraved monster within you influence you. You have disadvantage on saving throws against madness but gain a bonus to Dexterity saving throws equal to your Proficiency bonus.

**Eldritch Linage:** Your Lineage is dictated by an eldritch curse, which doesn’t seem to follow a clear reasoning, although it seems that whatever aspect of your personality is most depraved will influence the beast that emerges. There are 4 subraces: belua, vespertilio, aranea, and cervus.

 Belua
 Cervus
 Vespertilio
**Tattered Wings:** You can use a Bonus Action to gain a flying speed of 30 feet until the end of your turn. If nothing is holding you aloft at the end of your turn, you fall. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Plasmoid

***Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there’s little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.***

***Plasmoids don’t have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound.***

***When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.***

## Plasmoid Traits:

**Creature Type:** Ooze

**Size:** Medium (about 5-7 feet tall) or Small (about 3-5 feet tall)

**Speed:** 30 feet

**Life Span:** 130 years on average

**Amorphous:**

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

**Hold Breath:** You can hold your breath for 1 hour

**Natural Resilience:** You have resistance to Acid and Poison damage, and you have advantage on Saving Throws against being Poisoned.

**Shape Self:** As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size. As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.
Order Domain

***The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.***

***Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.***

## Order Domain Features

### 3rd Level: Domain Spells

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

Order Domain Spells

### 3rd Level: Voice of Authority

You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

Additionally, you gain Proficiency in the Intimidation or Persuasion Skill (your choice).

### 3rd Level: Order’s Demand

You can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

### 6th Level: Embodiment of the Law

You become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

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

### 17th Level: Order’s Wrath

Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
Siren Song Lyre

**Type:** Instrument

**Attunement:** Yes

**Rarity:** Rare

**Description:** You can use an action to play this lyre and cast one of the following spells from it: Animal Friendship, Charm Person, Enthrall, Suggestion. If the spell requires a saving throw, the spell save DC is 13.

Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn.
Polearm Master

*4th Level Feat*

**Prerequisite:** Proficiency with any Martial Weapon

**Repeatable:** No

You have trained extensively with pole weapons that have Reach, granting you the following benefits:

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

**Pole Strike:** Immediately after you take the Attack Action and attack with a Weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a Melee Attack with the opposite end of the Weapon. The weapon’s damage die for this attack is a d4, and it deals Bludgeoning Damage.

**Reactive Strike:** While you are holding a Weapon that has the Heavy and Reach properties, you can use your Reaction to make one Melee Attack against a creature that enters the Reach you have with that Weapon.
Otto’s Irresistible Dance

*6th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal

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

**Description:** Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
Ring of Obscuring

**Type:** Ring

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the Fog Cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required).
Path of Wild Magic

***Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.***

## Path of Wild Magic Features:

### 3rd Level: Magic Awareness

As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### 3rd Level: Wild Surge

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Magic
 2
 3
 4
 5
 6
 7
 8

### 6th Level: Bolstering Magic

You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

* For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
* Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### 10th Level: Unstable Backlash

When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

### 14th Level: Controlled Surge

Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Pixie Dust

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** As an Action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.

A small packet holds enough pixie dust for one use.
Regenerate

*7th Level Transmutation*

**Casting Time:** 1 minute

**Range:** Touch

**Components:** Verbal, Somatic, Material (a prayer wheel and holy water)

**Duration:** 1 hour

**Description:** You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Prayer of Healing

*2nd Level Abjuration*

**Casting Time:** 10 minutes

**Range:** 30 feet

**Components:** Verbal

**Duration:** Instantaneous

**Description:** Choose a number of willing creatures equal to your Spellcasting Ability Modifier (minimum of 1). Each of those creatures who remains within range for the Spell’s entire casting gains the benefits of a Short Rest and also regains 2d8 Hit Points, and a creature can’t be affected by this Spell again until that creature finishes a Long Rest.

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

*4th Level Feat*

**Prerequisite:** Proficiency with any Martial Weapon

**Repeatable:** No

You can make shots that others find impossible, granting you the following benefits:

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

**Bypass Cover:** Your Ranged Attacks with Weapons ignore Half Cover and Three- Quarters Cover.

**Firing in Melee:** Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged Attack Rolls with Weapons.

**Long Shots:** Attacking at Long Range doesn’t impose Disadvantage on your ranged Attack Rolls with Weapons.
Spirit Shroud

*3rd Level Necromancy*

**Casting Time:** 1 Bonus Action

**Range:** Self

**Components:** Verbal, Somatic

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

**Description:** You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is Radiant, Necrotic, or Cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Skyblinder Staff

**Type:** Staff

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.

If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your Reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be Blinded until the start of its next turn.
Resiliant

*4th Level Feat*

**Prerequisite:** None

**Repeatable:** No

You have developed the resilience to better withstand certain dangers, granting you the following benefits:

**Ability Score Increase:** Choose one ability in which you lack Saving Throw Proficiency. Increase the chosen Ability Score by 1, to a maximum of 20.

**Saving Throw Proficiency:** You gain Saving Throw Proficiency with the chosen ability.
Spirit of Death

*4th Level Necromancy*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a gilded playing card worth at least 400 GP and depicting an avatar of death)

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

**Description:** You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.

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

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the reaper spirit stat block.

 STR
 16 (+3)
 ***Haunt Creature*** The spirit targets a creature it can see within 10 feet of itself and begins haunting it. While the target is haunted, you and the spirit sense the direction and distance to the target if it is on the same plane of existence as you. Additionally, if the target starts its turn within 10 feet of the spirit, the target must succeed on a Wisdom saving throw against your spell save DC or have the frightened condition until the start of the target’s next turn. The target remains haunted until it dies, the spirit disappears, or the spirit uses this action again.
Siren

***Sirens are at home along the Oceans. They settle on rocky coasts and remote islands, and even on floating piles of kelp. Sirens are mercurial creatures who can turn in an instant from lonely to repulsed, from desirous to hateful, from welcoming to irritated, from loving to murderous—and then back again. They are fascinated with ships, and enjoy toying with them. One siren might call out to a passing crew for company, only to capriciously draw the ship into an entangling mass of kelp. Another might lure a vessel onto jagged rocks so as to study the wreckage and learn more about the strange contraption. But as the number of Brazen Coalition ships passing through siren-controlled waters has increased over the years, a growing number of sirens have decided to satisfy their curiosity by taking positions on ship crews—including, in at least one case, the position of captain.***

***Sirens are humanoid creatures with birdlike features. Their long, slender arms extend into powerful wings that easily carry their light frames into the air. Their fingers bear sharp claws but are nimble enough to wield weapons and perform fine manipulation. Crests of feathery plumage start between their eyes and cover the backs of their heads.***

## Siren Traits:

**Creature Type:** Monster Folk

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

**Speed:** 30 feet

**Life Span:** 100 years on average

**Flight:** You have a flying speed of 30 feet. You can’t use your flying speed while you wear medium or heavy armor.

**Siren Song:** You know the Friends cantrip and can cast it without material components.
Sourcebook

Welcome to the Sourcebook for The Old Realm. Here you’ll find a table of contents for everything you may need for running a game in this system.

## Table of Contents

* Character Creation
	+ Backgrounds
	+ Species
	+ Class
	+ Feats
* Spells
	+ Arcane Spell List
	+ Divine Spell List
	+ Primal Spell List
* Items
	+ Armor
	+ Equipment
	+ Magic Items
	+ Tools
	+ Trick Weapons
	+ Weapons
* Conditions
Phantom Limb

**Type:** Trick Weapon (Unarmed, Shortsword)

**Attunement:** Yes

**Rarity:** Rare

**Description:** Infusing the bones of a beast with a mixture of quicksilver, mithral, and osteomantic magic, the Scions created a means of returning disabled hunters to the battlefield in full fighting form. Dark and metallic, the crevices of a phantom limb glow with a wan, cold light when fused with the warm body of its wielder.

**Attunement:** When you attune to this item, the cold, lifeless hand merges with your flesh and either replaces a missing arm or consumes one of your existing arms (your choice when you attune to this weapon). An arm consumed in this way does not reappear when you unattune from the item.

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the phantom limb is a metallic, articulating hand. In its transformed state, the weapon is a shortsword.

**Untransformed:** Unarmed strikes you make with the phantom limb deal magical Bludgeoning damage. In addition, the limb reacts to deflect incoming blows, granting you a +1 bonus to AC.

**Transformed:** You gain a +1 bonus to attack and damage rolls made with this shortsword, which gains the Haunting Mark property.

* **Haunting Mark:** Whenever you hit an undead creature with an attack using this blade then, for the next minute, you can see its form as a glowing outline, even if it is invisible, and you always know the direction and distance to the creature while it is on the same plane as you. This effect ends early if you hit a different undead creature with an attack using this blade, or if the phantom limb is no longer in its transformed state.
Staff of the Adder

**Type:** Staff

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

**Rarity:** Uncommon

**Description:** You can use a Bonus Action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another Bonus Action to speak the command word again, you return the staff to its normal inanimate form.

You can make a Melee Attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 Piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 Poison damage.

The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.
Sage

***You spent your formative years traveling between manors and monasteries, performing various odd jobs and services in exchange for access to their libraries. You wiled away many a long evening with your nose buried in books and scrolls, learning the lore of the multiverse— even the rudiments of magic—and your mind only yearns for more.***

## Background Features:

**Ability Scores:** +2 Intelligence, +1 Wisdom

**Skill Proficiencies:** Arcana, History

**Tool Proficiency:** Calligrapher’s Supplies

**Language:** Elvish

**Feat:** Magic Initiate (Arcane)

### Background Equipment:

* Book (History)
* Calligrapher’s Supplies
* Parchment (8 sheets)
* Quarterstaff
* Robe
* 8 GP
Rary’s Telepathic Bond

*5th Level Divination [Ritual]*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (pieces of eggshell from two different kinds of creatures)

**Duration:** 1 hour

**Description:** You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
Pot of Awakening

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the *Monster Manual* for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is friendly toward you. Absent commands from you, it does nothing.