recursal/Fanatic-Fandom huggingface dataset:
Hallow

*5th-Level Evocation*

* **Casting Time:** 24 Hours
* **Range:** Touch
* **Components:** V,S
* **Duration:** Until Dispelled

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

* ***Courage.*** Affected creatures can’t be frightened while in the area.
* ***Darkness.*** Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area.
* ***Daylight.*** Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light.
* ***Energy Protection.*** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
* ***Energy Vulnerability.*** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
* ***Everlasting Rest.*** Dead bodies interred in the area can’t be turned into undead.
* ***Extradimensional Interference.*** Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.
* ***Fear.*** Affected creatures are frightened while in the area.
* ***Silence.*** No sound can emanate from within the area, and no sound can reach into it.
* ***Tongues.*** Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.

***Spell Lists.*** Cleric
Investiture of Wind

*6th-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

Until the spell ends, wind whirls around you, and you gain the following benefits:

* Ranged weapon attacks made against you have disadvantage on the attack roll.
* You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
* You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

***Spell Lists.*** Druid, Sorcerer, Warlock, Wizard
Halfling

> The brave, small, and jolly midgets of the world. They are small like a Dwarf, but not as bulky, and they are also very humble. Their small towns and villages compliments their size, and they live very simple lives of eating, drinking, sleeping, working, then repeating. They love visitors, and love the thoughts of magic. Along with their very simple lives is a desire for trickery, many halflings will use their superior stealth to play mischief on their own townmates, or new visitors. Not unlike fey, all their tricks are meant for fun, and they will most likely pay the person tricked in some way. Halflings have great hospitality, and work hard. Their favorite types of visitors are bards, for reasons you can probably tell.
>
>

## Stats

* ***Ability Score Increase:*** Your Dexterity score increases by 2.
* ***Age:*** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
* ***Alignment:*** Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of the old ways.
* ***Size:*** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small
* ***Speed:*** Your base walking speed is 25 feet.
* ***Lucky:*** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
* ***Brave.*** You have advantage on saving throws against being frightened.
* ***Nimble.*** You can move through the space of any creature that is of a size larger than yours
* ***Languages:*** You can speak, read, and write Common and Halfling

### ***Subraces***

#### Lightfoot Halfling

* ***Ability Score Increase.*** Your Charisma score increases by 1.
* ***Naturally Stealthy.*** You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

#### Stout Halfling

* ***Ability Score Increase.*** Your Constitution score increases by 1.
* ***Stout Resilience.*** You have advantage on saving throws against poison, and you have resistance to poison damage.

#### Ghostwise Halfling

* ***Ability Score Increase.*** Your Wisdom score increases by 1.
* ***Silent Speech.*** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

#### Lotusden Halfling

* ***Ability Score Increase.*** Your Wisdom score increases by 1.
* ***Children of the Woods.*** You know the Druidcraft Cantrip. At 3rd level, you can cast the Entangle spell once per long rest. At 5th level, you can cast Spike Growth spell once per long rest. These spells don't require the material components normally required. Wisdom is your spellcasting ability for these spells.
* ***Timberwalk.*** Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.
Hex

*1st-Level Enchantment*

* **Casting Time:** 1 Bonus Action
* **Range:** 90 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A Remove Curse cast on the target ends this spell early.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

***Spell Lists.*** Warlock
Fissure

* **Casting Time:** 1 Action
* **Range:** 150 Feet
* **Components:** V,S
* **Duration:** Special

You may chose one creature within the spell's range. Ice starts to form around them, freezing them in place. Chose one of the two options, you may change your option at the start of your next turn.

* ***Freeze.*** Creeping Ice starts to form around the creature's legs. They must make a Strength saving throw against your Spell save DC, on a failed save they are frozen in place, and cannot make attack actions that would require them to move a body part. In addition to this, they cannot move.
	+ ***If Used After Shock.*** The Creature is also paralyzed for 1 Minute.
* ***Shock.*** Lightning starts to shock all of the creature's muscles, causing them to go into a seizure. They must make a Constitution saving throw, and on a failed save they drop all weapons, go prone (if able), and take 10d8 Lightning damage.
	+ ***If Used After Freeze.*** In addition to the 10d8 Lightning damage, they also take 6d8 Cold damage.

The creature may repeat any save at the end of their turn. If the creature succeeds any saving throw, the spell ends immediately.

***Spell Lists.*** Sorcerer, Warlock
Enlarge/Reduce

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

***Enlarge.*** The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.

***Reduce.*** The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

***Spell Lists.*** Artificer, Bard, Druid, Sorcerer, Wizard
Kender

## Traits

* **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
* **Creature Type.** You are a Humanoid.
* **Size.** You are Small.
* **Speed.** Your walking speed is 30 feet.
* **Brave.** You have advantage on saving throws you make to avoid or end the frightened condition on yourself.
* **Kender Ace.** Starting at 3rd level, you possess a magical ability to pull an item out of a bag or another container; as a bonus action, you can reach into a container you’re carrying and roll on the Kender Aces table to determine what item you pull out. The object glimmers softly and disappears after 1 hour. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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* **Taunt.** You have a supernatural ability to home in on a creature’s emotional raw nerves and craft a taunt that flusters that creature. As a bonus action, you can unleash a barrage of insults at a creature within 60 feet of you that can hear and understand you. The target must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier), or it has disadvantage on attack rolls until the start of your next turn. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Entangle

*1st-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

***Spell Lists.*** Druid, Ranger
Long Death

## Way of the Long Death

### Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

### Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

### Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

### Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
Ensnaring Strike

*1st-Level Conjuration*

* **Casting Time:** 1 Bonus Action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

***Spell Lists.*** Ranger
Fog Cloud

*1st-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

***Spell Lists.*** Druid, Ranger, Sorcerer, Wizard
Mind Spike

*2nd-Level Divination*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** S
* **Duration:** Concentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

***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.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Loxodon

> Loxodon are the largest out of any race, and are known for being very calm, and never forgetting a thing. They are a great source of calm, when it comes to other races, they can tolerate almost everything. Loxodons have a great innate skill at being Clerics, Shamans, and Druids, and it is demonstrated through their great amounts of self discipline, and never forgetting a thing they learn.
>
>

## Stats

* ***Ability Score Increase:*** Your Constitution score increases by 2, and your Wisdom score increases by 1.
* ***Age:*** Loxodons mature at the same rate as humans, however, they are considered mature by their people at 60 years old. Their lifespan can be as long as 450 years
* ***Alignment:*** Most Loxodons are lawful. They also tend to be good.
* ***Size:*** Loxodons are between 7 and 8 feet (≈2.5 meters) tall and weigh between 300(130kg) and 400 pounds(181kg). Your size is Medium.
* ***Speed:*** Your base walking speed is 30 feet.
* ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* ***Loxodon Serenity.*** You have advantage against being charmed or frightened.
* ***Natural Armour.*** You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
* ***Trunk.*** You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
* ***Keen Smell.*** Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
* ***Languages:*** You can speak, read, and write Common, Loxodon, and one extra language of your choice.
Immolation

*5th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V
* **Duration:** Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.

If damage from this spell reduces a target to 0 hit points, the target is turned to ash.

***Spell Lists.*** Sorcerer, Wizard
Greatbow Master (HB)

### Feature: Greatbow Mastery

You become proficient in greatbows, and you gain the ability to craft greatarrows during a longrest. During each long rest, you are able to craft greatarrows equal to 1d8+2+Your Survival bonus.

### Light Greatbow Proficiency

starting at 3rd level, you become proficient in Light Greatbows. You are only able to craft these, as finding another greatbow master would be very difficult for you. To craft a light greatbow, you must finish a long rest. During this long rest, roll 2d10. Keep track of this number, as you must wait until the total number is 100 to craft a light greatbow.

### Stalker

At 7th level, you gain the ability to stalk a foe while hiding. If you succesfully are hidden from a creature, you can continue to follow it without requiring another stealth roll.

### Special Arrows

At 11th level, you gain the ability to craft Special Arrows during a long rest. During a long rest, whenever you craft greatarrows during a long rest, roll 1d6. Whenever attacking a creature with this special arrow, the damage is considered magical, and you deal 1d8 elemental damage.

##### Special Arrow

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### Light Greatbow Expertise

At 15th level You treat all damage and attack rolls as if you have expertise in the greatbow. In addition to this, when you attack with a Special Arrow, the damage is another d10 instead of a D8.
Gift of Gab

*2nd-Level Enchantment*

* **Casting Time:** 1 Reaction, which you take when you speak to another creature
* **Range:** Self
* **Components:** V,S,M (2 gold coins, which is consumed as tax for using the spell)
* **Duration:** Instantaneous

When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

***Spell Lists.*** Bard, Wizard
Magnetic Flux

*3rd-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You create a magnetic flux on one point within the spell's range. Chose one point within the spell's range that you can see. All metalic objects that are not being worn or carried and are size medium or smaller within a 60 foot sphere of this point are immediatly pulled into the center of the sphere. All objects that are being worn or carried that are metallic forces the creature to make a Strength saving throw against your spell save DC. on a failed save, either the thing they are holding gets sucked into the sphere, or the armor (and thus, the creature) is sucked into the sphere. If it was armor, and the creature starts or ends their turn in the sphere, they take 5d6 Force damage. On a succesful save, the creature is immune to the spell for the next 24 hours and nothing happens.

***Spell Lists.*** Cleric, Warlock, Wizard
Forbiddance

*6th-Level Abjuration (ritual)*

* **Casting Time:** 10 Minutes
* **Range:** Touch
* **Components:** V,S,M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
* **Duration:** 1 Day

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

This spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

***Spell Lists.*** Cleric
Locathah

## Stats

* **Ability Score Increase.** Your Strength score increases by 2 and your Dexterity score increases by 1.
* **Age.** Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years.
* **Alignment.** Most locathah are true neutral or have some aspect of neutrality in their alignment. They tend toward good, coming from a culture where compassion for the downtrodden is a commonality.
* **Size.** Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet, and you have a swim speed of 30 feet.
* **Natural Armor.** You have tough, scaly skin. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
* **Observant and Athletic.** You have proficiency in the Athletics and Perception skills.
* **Leviathan Will.** You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
* **Limited Amphibiousness.** You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
* **Languages.** You can speak, read, and write Aquan and Common.
Hydro Cannon

*7th Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You put your hands forwards and summon a beam of super pressurized water from the bottom of the elemental Plane of water. Chose one creature within the spell's range, and make a ranged spell attack. On a hit, deal 14d6 Force damage to the creature and throw them backwards 60 Feet. On a miss, deal half of the damage and do not throw the creature.

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, you may add 1d8 to the damage per spell slot used above 7th level.

***Spell Lists.*** Druid, Sorcerer, Wizard
Guidance

*Divination Cantrip*

* **Casting Time:** 1 Bonus Action
* **Range:** Touch
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

***Spell Lists.*** Artificer, Cleric, Druid
Enervation

*5th-Level Necromancy*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

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.

***Spell Lists.*** Pyromancer, Sorcerer, Warlock, Wizard
Metal List

### Material Features

* ***Shatter.*** Shatter is an ability that is shared between: Flint, Bone, and Glass. The number next to the ability is how many hits it takes before the weapon or armor breaks. This can be fixed in the field or on a forge by applying 1 pound of the material using an Action or 1 minute of time. If fixed, the shatter counter will always go back up to the maximum.
* ***Lighten.*** Lighten is an ability that is shared between: Mythrel, Illumite, and Sylvan Tree Bark. The ability makes any armor that it is applied to go down one grade (Heavy -> Medium -> Light). Or, if it is applied to a weapon that uses something other than Dexterity as it's main skill, it will give the option of the original skill or Dexterity.
* ***Resist:Elem..*** An ability shared between: Draconic, Reinforced Draconic, and Diamond; Resist Elem. is short for Resist Elements, which means that the damage types: Fire, Cold, Lightning, Poison, and Acid are resisted by the metal.
* ***Bright.*** An ability unique to Illumite, Bright means that the weapon or the armor sheds bright light in a 30 foot radius, and an additional dim light for another 30 feet.
* ***Morph.*** Morph is a unique ability, exclusive to Ebony. If Ebony is touched with the blood of a fiend, the metal will turn into *Darksteel*. The ratio is for every 1 pound of Ebony, 1 pint of Fiend blood is required.
* ***Reinforced.*** Reinforced metals are unique in the way of they are stronger versions of their base materials. To make a reinforced metal, you require at least 5 pounds of the original metal to create one pound of the reinforced version. Very few materials are made into their reinforced versions, as many consider it a waste of the material. The elves are the only well known civilization to reinforce their material on a mass scale for their armies, but this seems to be only because of the sheer abundance that they have, as early Elven civilizations very rarely adorn their soldiers with reinforced versions of Elven Silver.
Power Word: Pain

*7th Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V
* **Duration:** Instantaneous

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Purify Food and Drink

*1st-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 10 Feet
* **Components:** V,S
* **Duration:** Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

***Spell Lists.*** Artificer, Cleric, Druid, Paladin
Guiding Hand

*1st-Level Divination (ritual)*

* **Casting Time:** 1 Minute
* **Range:** 5 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 8 hours

You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.

When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.

If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

***Spell Lists.*** Bard, Cleric, Druid, Wizard
Hunter's Mark

*1st-Level Divination*

* **Casting Time:** 1 Bonus Action
* **Range:** 90 Feet
* **Components:** V
* **Duration:** Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

***Spell Lists.*** Ranger
Fire Spike

*4th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (30-Foot Line)
* **Components:** V,S
* **Duration:** Instantaneous

You let forth a burst of pyromantic energy. All creatures in range of the spell must make a Dexterity saving throw, and on a failed save they take 5d10 Fire damage and are lifted 30 Feet into the air until the beginning of your next turn. On a succesful save, they only take half as much damage and are not lifted in the air.

***Spell Lists.*** Pyromancer
Investiture of Stone

*6th-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
* You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

***Spell Lists.*** Druid, Sorcerer, Warlock, Wizard
Hellish Rebuke

*1st-Level Evocation*

* **Casting Time:** 1 Reaction, which you take when you are damaged by a creature within 60 feet of you that you can see
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

***Spell Lists.*** Warlock
Giff

## Stats

* **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
* **Creature Type.** You are a Humanoid.
* **Size.** You are Medium.
* **Speed.** Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
* **Damage Dealer.** Like a hippopotamus in a crystal wareshop, you are naturally adept at damaging things. When you roll a 1 on a damage die for a melee attack, you can reroll the die and use the new roll. You can do so no more than once per turn.
* **Hippo Build.** You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Faerie Fire

*1st-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V
* **Duration:** Concentration, up to 1 minute

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.

***Spell Lists.*** Artificer, Bard, Druid
Enderborn (HB)

### Enderborns Eyes

Unlike other Pyromancers, you have the ability to teleport at will. Starting at 1st level, during the even round of combat, you are forced to teleport somewhere 30ft. away from your current position. You chose where it is, but you do not chose if you do teleport or do not. You cannot teleport into water in this way.

### Looking Strange...

Your eyes become a pale purple, and your skin blackens, something is happening, but you don't know what. Starting at 6th level, you can chose to become size Large or not. You also learn Abyssal, Draconic, or Deep Speech. In addition to this, you may teleport up to 45ft. instead of 30ft and once per combat you can chose to not teleport. In addition to this, your unarmed attacks deal 1d6 necrotic damage.

### Teleportatious Advantages

Starting at 12th level, whenever you teleport you may use your reaction to attack a creature within 5ft. of your new location. In addition to this, whenever you take damage for the first time during that round in combat, you may use your reaction to teleport up to 45ft. away from your location.

### Telepathic Teleportation

Starting at 18th level, you may chose to add your teleporting ability to objects. Once per day, you may move up to a 10ft.-10ft.-10ft. block of whatever material that is not transparent and teleport it within 100ft. of your current position and that you can see. If it where to be teleported onto a creature, that creature takes 10d8 bludgeoning damage and they are teleported within 5ft. of the object.

### Melee Master Within

Starting at 20th level, you gain the ability to use your Beast Within Ability. For 1 hour, you are able to hit creatures so hard with your fists that it does more damage than your weapons. Your melee weapon attacks do 4d10 bludgeoning damage, and you are able to do as many of them as your CON Modifier in a single turn.. Your unarmed strikes count as Magical to overcome Enchantmen- I mean magical resistances.
Fitnam

**Fitnam** (Fitnam: Việt Nam) todoŋ tièśamgitèqaadśoä toŋägaqtèśangti ŋagŋäozžan tośangtîa dinŋkäk Erusaäd de To Ki toki Paten Maŋdimesa Speärtonniîyèn Terävèŋ xerängspero teaŋlingžangîct tamgrosŋäy timi simi Paten Kaŋchzažimîè śarotèž siyäp arbagèśim Asäyî de Ma toèśmisimi Kambodija esäyuspäspèro de Ma Paten Ke’ez Thalîwažaän nitètośän siyagapop toèśmäkekhmi Singjupur a da Mäŋanäžiya Paeteèswahîlîkî sängè tomäka’mecha'è tośang' ubu'a’catät a'kièśa’ bersätbasa de Indiyi tośänkhèmi Itäh sitèätingèdinkäkîng to de To Ki toki Paten Ma îloägzäg tièśažmag Patenäliž nunnat tèśkhemîîtowinä tośangtî Philipinäśkoś Majgägînèsa faghiînè Ma tacirèśbaäp toèśmagaoüpüki.
Flame Arrows

*3rd-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S
* **Duration:** Concentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

***Spell Lists.*** Druid, Ranger, Sorcerer, Wizard, Artificer
Harm

*6th-Level Necromancy*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

***Spell Lists.*** Cleric
Great Old One

### Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

### Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

### Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

### Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
Hold Person

*2nd-Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

***Spell Lists.*** Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Sapping Sting

*Necromancy Cantrip*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage and fall prone. You heal 1/2 of the damage dealt, rounded down (no less than 1).

***At Higher Levels.*** This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

***Spell Lists.*** Warlock, Wizard
Inquisitive

Rogue: Inquisitive

***As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.***

Source: Xanathar's Guide to Everything

### Ear for Deceit

When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

### Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

### Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

### Steady Eye

At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

### Unerring Eye

At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

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.

### Eye for Weakness

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Mass Heal

*9th Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Instantaneous

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

***Spell Lists.*** Cleric
Fire Shield

*4th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** V,S
* **Duration:** 10 Minutes

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.

***Spell Lists.*** Druid, Sorcerer, Wizard