recursal/Fanatic-Fandom huggingface dataset:
Daylight

A 3rd Level
Evocation spell

Casting time: 1
Action

Duration: 1 hour

Range: 60’

Components: V, S

Can be learnt by: Cleric, Druid, Paladin, Ranger, Sorcerer

A 60’ radius sphere
of light spreads out from a point you choose within range. The sphere is bright
light and sheds dim light for an additional 60’.

If you chose a point
on an object you are holding or one that isn’t being worn or carried, the light
shines form the object and moves with it. Completely covering the affected
object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this
spell’s area overlaps with an area of darkness created by a spell of 3rd
level or lower, the spell that created the darkness is dispelled.
False Life

A 1st Level Necromancy spell

Casting time: 1 Action

Duration: 1 hour

Range: Self

Components: V, S, M (a small amount of alcohol or distilled
spirits)

Can be learnt by: Sorcerer,
Wizard

Bolstering yourself with a necromantic facsimile of life,
you gain 1d4 + 4 THP for the duration.

When you cast this spell using a spell slot of 2nd
level or higher, you gain 5 additional THP for each slot level above 1st.
Blade Ward

An Abjuration cantrip

Casting time: 1 Bonus Action

Duration: 1 round

Range: Self

Components: V, S

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

You extend your hand and trace a sigil of warding in the air. The first time you take bludgeoning, piercing, or slashing damage before the spell ends, you gain resistance against that damage type for the rest of the spell’s duration. This resistance applies to the damage that triggers this effect.
Divine Word

A 7th Level Evocation spell

Casting time: 1 Bonus Action

Duration: Instantaneous

Range: 30’

Components: V

Can be learnt by: Cleric

You utter a divine word, imbued with the power that shaped
the world at the dawn of creation. Choose any number of creatures you can see
within range, each of those creatures that can hear you must make a Charisma
save. On a failed save, a creature suffers an effect based on its current HP:

* 100HP or fewer: stunned until the start of your next turn
* 80HP or fewer: deafened for 1 minute and stunned until the start of your next turn
* 60HP or fewer: deafened and blinded for 10 minutes and stunned until the start of your next turn
* 40HP or fewer: blinded, deafened, and stunned for 1 hour
* 20Hp or fewer: killed instantly

Regardless of its current HP, an aberration, celestial,
elemental, fey, or fiend that fails its save is forced back to its plane of
origin (if it isn’t there already), similar to the effects of the Banishment
spell, and can’t return to return to your current plane for 24 hours by any
means short of a Wish spell.
Hypnotic Pattern

A 3rd
Level Illusion spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 120’

Components: S, M (a
glowing stick of incense or a crystal vial filled with phosphorescent material)

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

You create a
twisting pattern of colors that weaves through the air inside a 30’ cube within
range. The pattern appears for a moment and vanishes. Each creature in the area
who sees the pattern must make a Wisdom save. On a failure, the creature
becomes charmed for the duration. While charmed by this spell, the creature is
incapacitated and has a speed of 0. The spell ends for an affected creature if
it takes any damage or if someone else uses an Action to shake the creature out
of its stupor.
Enthrall

A 2nd
Level Enchantment spell

Casting time: 1
Action

Duration: 1 minute

Range: 60’

Components: V, S

Can be learnt by: Bard, Warlock

You weave a
distracting string of words, causing creatures of your choice that you can see
within range and that can hear you to make a Wisdom save. Any creature that
can’t be charmed succeeds on this save automatically, and if you or your
companions are fighting a creature, it has advantage on the save. On a failure,
the target has disadvantage on Perception checks made to perceive any creature
other than you until the spell ends or until the target can no longer hear you.
This spell ends if you are incapacitated or can no longer speak.
Destructive Wave

A 5th Level
Evocation spell

Casting time: 1
Action

Duration:
Instantaneous

Range: Self (30’
radius)

Components: V

Can be learnt by: Paladin

You strike the
ground, creating a burst of divine energy that ripples outward from you. Each
creature you choose within 30’ of you must succeed on a Constitution save or
take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice)
and be knocked prone. A creature that succeeds on its save takes half as much
damage and isn’t knocked prone.

When this spell is cast
using a spell slot of 6th level or higher, the damage increases by
1d6 for each damage type for each slot level above 5th.
Chain Lightning

A 6th Level Evocation spell

Casting time: 1
Action

Duration:
Instantaneous

Range: 150’

Components: V, S, M
(a bit of fur; a piece of amber, glass, or a crystal rod; three silver pins)

Can be learnt by: Sorcerer, Wizard

You create a bolt of
lightning that arcs toward a target of your choice that you can see within
range. Three bolts then leap from that target to as many as three other
targets, each of which must be within 30’ of the first target. A target can be
a creature or an object and can be targeted by only one of the bolts.

A target must make a
Dexterity save against your spell save DC, taking 10d8 lightning damage on a
failure, or half as much on a success.

When this spell is
cast using a spell slot of 7th level or higher, one additional bolt
leaps from the first target to another target for each slot level above 6th.
Incendiary Cloud

An 8th Level Conjuration spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 150’

Components: V, S

Can be learnt by: Sorcerer, Wizard

A swirling cloud of smoke shot through with white-hot embers appear in a
20’ radius sphere centered on a point within range. The cloud spreads around
corners and is heavily obscured. It lasts for the duration or until a wind of
moderate or greater speed (at least 10 mph) disperses it.

When the cloud appears, each creature in it must make a Dexterity save. A
creature takes 10d8 fire damage on a failure, or half as much on a success. A
creature must also make this save when it enters the spell’s area for the first
time on a turn or ends its turn there.

The cloud moves 10’ directly away from you in a direction that you choose
at the start of each of your turns.

If this spell is cast using a 9th level spell slot, the cloud’s
size increases to a 50’ radius sphere and you can use a Bonus Action on each of
your turns while the spell lasts to move the cloud up to 30’ in any direction
you choose, though you must maintain line of sight of the cloud.
Globe of Invulnerability

A 6th Level Abjuration spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: Self (10’ radius sphere)

Components: V, S, M (a glass or crystal bead that shatters
when the spell ends)

Can be learnt by: Sorcerer, Wizard

An immobile, faintly shimmering spherical barrier springs
into existence in a 10’ radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside
the barrier can’t affect creatures or objects within it, even if the spell is
cast using a higher level spell slot. Such a spell can target creatures and
objects within the barrier, but the spell has no effect on them. Similarly, the
area within the barrier is excluded from the areas affected by such spells.

If this spell is cast using a 7th level or higher
spell slot, the barrier blocks spells of one level higher for each slot level
above 6th, for a maximum power globe that can block all 8th
level and lower spells when cast at level 9.
Darkwood Stalker

A Darkwood Stalker is an elf who devotes his/her life to the hunting and slaying of evil humanoids. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Night Elves.

## Class Features

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

### Ancient Foe

You are extremely proficient in the art of killing humanoids, especially when it comes to Goblinoids and Orcs. Whenever you make a Perception, Investigation, or Survival check against Goblinoids or Orcs, you gain a +5 bonus to your roll, you also gain this bonus on your Hit dice against Goblinoids and Orcs. You gain a +3 bonus to damage against hostile humanoids within 60’ of you.

### Sneak Attack

Once per turn, if you have advantage on an attack, you can deal an additional 2d6 damage with that attack on a Hit, the weapon must have the finesse attribute or be a ranged weapon for this damage to apply. You can also deal this additional damage without having advantage on the attack if the target of your attack is within 5’ of creature hostile to it that isn’t incapacitated, and you don’t have disadvantage on the attack. The extra damage granted by this feature increases to 5d6 when you reach 2nd level in this class, and 8d6 when you reach 3rd level in this class. If you already have the Sneak Attack ability, then you permanently add 2d6 to your Sneak Attack damage dice when you get this feature; this permanent damage addition increases to 5d6 and 8d6 when you reach 2nd and 3rd level in this class, respectively.

### Flank Counter

You cannot be flanked, and you negate the Pack Tactic ability and other similar abilities of enemies who target you for attacks. Furthermore, you can act as normal even when surprised, though your attack rolls are made with disadvantage while you are surprised.

### Deadly Strike

If you are hidden and spend at least 1 minute focused on studying your target (you can only move and interact with objects while focusing) who is no more than 100’ from you and is not behind total cover, and you manage to land an attack on said target within the next hour, then the target must make a Constitution save with a DC of 12 + your proficiency + your Dexterity modifier. On a failure the attack is a critical hit that deals maximum weapon damage, on a success the attack is treated as a regular attack.
Cone of Cold

A 5th
Level Evocation spell

Casting time: 1
Action

Duration:
Instantaneous

Range: Self (60’
cone)

Components: V, S, M
(a small crystal or glass cone)

Can be learnt by: Sorcerer, Wizard

A blast of cold air
erupts from your hands. Each creature in a 60’ cone must make a Constitution
save. A creature takes 8d8 cold damage on a failure, or half as much on a
success. A creature killed by this spell becomes a frozen statue until it
thaws.

When this spell is
cast using a spell slot of 6th level or higher, the damage increases
by 1d8 for each slot level above 5th.
Darkvision

A 2nd Level
Transmutation spell

Casting time: 1
Action

Duration: 8 hours

Range: Touch

Components: V, S, M
(either a pinch of dried carrot or an agate)

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

You touch a willing
creature to grant it the ability to see in the dark. For the duration, that
creature has darkvision out to a range of 60’.
Champion of Corellon

A Champion of Corellon is an elven templar who fights to carry out the will of the First of the Seldarine, Corellon Larethian, the leader of the Elven Pantheon. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the High Elves.

## Class Features

Champion of Corellon Features
Rank
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Corellon's Blessing

You can heal wounds by touch (much like the Paladin’s Lay on Hands ability), the amount of HP you can restore per long rest is equal to your character level × your Champion of Corellon level, however you may not use this ability to cure diseases or remove poisons.

### Elegant Strike

When attacking with a Strength-based (non-finesse melee) weapon, you can add your Dexterity modifier to either the Hit dice or damage dice (your choice, but not both) for one attack per turn.

### Superior Defense

Your elven grace allows you to take full advantage of any armor. While wearing light armor you add twice your Dexterity modifier to your AC. While wearing medium armor you add your entire Dexterity modifier to your AC, instead of 2 (or 3 with the Medium Armor Master Feat). While wearing heavy armor you can receive a +1 bonus to your AC if your Dexterity attribute is at least 12. AC bonuses granted by shields are applied as normal.

### Corellon's Wrath

You can channel the might of Corellon Larethian into your attack. For one minute you can coat one weapon of your choice with a veil of incandescent light, the weapon’s damage becomes magical (if it isn’t already) and it sheds bright light in a radius of 10 feet and dim light for an additional 15 feet. Attacks against Goblinoids, Orcs, Fiends, Undead, and evil Aberrations are made with advantage and the weapon deals an extra 2d8 Radiant damage and 1d10 Force damage per hit. This ability can be used once per short or long rest.
Beast Sense

A 2nd
Level Divination spell

This spell can be cast as a Ritual

Casting time: 1 Action

Duration: Concentration, up to 1 hour

Range: Touch

Components: S

Can be learnt by: Druid, Ranger

You touch a willing beast. For the duration of the spell,
you can use your Action to see through the beast’s eyes and hear what it hears,
and continue to do so until you use your Action to return to your normal
senses.
Aura of Life

A 4th Level
Abjuration spell

Casting time: 1 Action

Duration:
Concentration, up to 10 minutes

Range: Self (30’
radius)

Components: V

Can be learnt by: Paladin

Life-preserving
energy radiates from you in an aura with a 30’ radius. Until the spell ends,
the aura moves with you, centered on you. Each non-hostile creature in the area
(including you) has resistance to necrotic damage, and its max HP cannot be
reduced. In addition, a non-hostile, living creature regains 1HP when it starts
its turn in the aura with 0HP.
Arcane Eye

A 4th
Level Divination spell

Casting time: 1
Action

Duration:
Concentration, up to 1 hour

Range: 30’

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

Can be learnt by: Wizard

You create an
invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision
and darkvision out to 30’. The eye can look in every direction. As an Action,
you can move the eye up to 30’ in any direction. There is no limit to how far
away from you the eye can move, but it cannot enter another plane of existence.
A solid barrier blocks the eye’s movement, but the eye can pass through an
opening as small as 1” in diameter.
Hammer of Moradin

A Hammer of Moradin is a holy warrior of the Dwarven God-king Moradin, who smites evil with blessed hammers and maces. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Hill Dwarves.

## Class Features

Hammer of Moradin Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Holy Hammer

Whenever you attack with a warhammer, light hammer, mace, maul, morningstar, or war pick type of weapons, the attack deals magical damage (if the weapon isn't already magical) in regards to overcoming resistances and immunities. These weapons also deal an extra 1d4 Force damage on hit.

### Spiritual Fortitude

You gain advantage on all Intelligence, Wisdom, and Charisma saving throws.

### Aura of Conviction

You are immune to the Charmed and Frightened conditions. All allied creatures within 10 feet of you gain advantage on saving throws against effects that attempt to Charm or Frighten them.

### Hammer Toss

Weapons you wield which can be affected by the Holy Hammer feature gain the Thrown property, with a range of 20 and a long range of 50. After a weapon is thrown, regardless of whether the attack hits, you can use a bonus action or reaction to magically teleport the weapon back into one of your free hands, or at your feet if you don't have a free hand.
Elf (Erath)

The Elves of Erath are, lore-wise at least, very similar to the Elves of Abeir-Toril in the Forgotten Realms, the official setting of the current D&D 5e story.

## Elf Characteristics

Because of Copyright issues, please see pages 21-23 in the official *D&D 5th edition Player's Handbook* by Wizards of the Coast for a full description of Elven culture.

## Elf Traits

***Ability Score Increase.*** DEX + 2

***Age.***
Elves mature at around 20 but are not considered true adults until they are
well past their first century, they live to be about 1200

***Alignment.*** Elves commonly lean towards Chaos and Good

***Size.*** Medium; 4’8” to 6’4” tall, weighs 80-160lb

***Speed.*** 30’

***Darkvision.*** Accustomed to life under the canopies of ancient
forests, you can see in dim light as if in bright, and darkness as if in dim
light, for 60’; you cannot tell color, only shades of grey

***Keen Senses.*** Gain proficiency in Perception skill

***Fey Ancestry.*** You have advantage on Saving Throws against being
Charmed, and is immune to magical Sleep

***Trance.*** Elves don’t need sleep, instead they meditate and
enter a subconscious state for 4 hours a day, the benefits of this meditation
is equivalent to a full 8 hours of sleep for humans

***Languages.*** Common and Elvish

***Subraces.*** Elves have three subraces: High, Night, and Wood. Choose one of these.

## Elf Subrace

### High Elf

Keen of mind and sharp of wit, High Elves are natural prodigies of the arcane.

***Ability Score Increase.*** INT + 2

***Elf Weapon Training.*** Gain proficiency with the Shortsword, Longsword,
Shortbow, and Longbow

***Cantrip.*** Gain 2 Wizard Cantrips of your choice, use your
Intelligence modifier

***Extra Language.*** Gain one additional language of your choice

### Night Elf

Reclusive yet resilient, Night Elves take it upon themselves to safeguard the wild places of the world.

***Ability Score Increase.*** DEX + 2

***Elf Weapon Training.*** Gain proficiency with the Shortsword, Longsword,
Shortbow, and Longbow

***Moon Vail.*** Whenever you are in direct moonlight you automatically
become invisible and you make no sounds when moving, if the moon is obscured by
clouds then your movement sounds are not masked; does not work indoors

***Superior Darkvision.*** The distance of your Darkvision increases to 120’

### Wood Elf

Fleet of foot and highly inquisitive, Wood Elves are born travelers.

***Ability Score Increase.*** WIS + 2

***Elf Weapon Training.*** Gain proficiency with the Shortsword, Longsword,
Shortbow, and Longbow

***Fleet of Foot.*** Your speed increases to 35’

***Mask of the Wild.*** You can attempt to Hide even when you are only
lightly obscured by foliage, rain, snow, mist, and other natural occurrences
Azadi's Black Hole

An 8th Level Conjuration spell

Casting Time: 1 Action

Duration: Concentration, up to 30 seconds (5 rounds)

Range: 150’

Components: V, S, M (a black onyx worth at least 1,000gp)

Can be learnt by: Sorcerer, Wizard

You create a crackling, 1’ diameter black spherical void
with a strong gravitational pull at a point within range that you can see.
Creatures within 30’ of the sphere must succeed on a Strength save or be pulled
up to 10’ towards the sphere, while unsecured objects up to 50lb are pulled
towards the sphere at a rate of 10’ per round. Creatures that failed on the
Strength save also loses all their remaining movement for that turn.

Creatures that enter the area the first time on their turn
or starts their turn within the area must immediately make the Strength save.

Creatures that flies into the area around the sphere or
attempts to move via flying has disadvantage on the Strength save.

The area affected by the sphere affects all movement except
towards the sphere, and every 1’ of movement in any other direction takes 5’ of
movement.

No light, magical or otherwise, can illuminate the area, and
not even Truesight can see into or through it.

Creatures and objects that are in physical contact with the
sphere takes 12d8 force damage per round of contact. Creatures and objects
reduced to 0HP while in contact with the sphere are drawn into it and are
completely destroyed.

When the spell ends as a result of having existed for the
full 30 seconds, it abruptly vanishes, along with its 30’ area of effect,
before violently exploding in a burst of arcane energies that forces all
creatures within 50’ to make a Dexterity save. Creatures that fails on the save
takes 8d8 force damage, while those who succeed takes half as much damage.

This spell is a Lost Spell.
Forked Lightning

A 1st Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 60’

Components: V, S, M (some wool, a small piece of copper, and
a pinch of ash)

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

This spell sends two bolts of lightning arcing out from your
fingertips, striking up to two targets that are within 30’ of each other. Make
a ranged spell attack against each target. On a hit, a target takes 3d6
lightning damage. This spell must target two separate targets.

If you cast this spell using a spell slot of 2nd
level or higher, increase the lightning damage by 1d6 for each slot above 1st.

This spell is a Lost Spell.
Conjure Elemental

A 5th Level
Conjuration spell

Casting time: 1
minute

Duration:
Concentration, up to 1 hour

Range: 90’

Components: V, S, M
(burning incense for air, soft clay for earth, sulfur and phosphorus for fire,
or water and sand for water)

Can be learnt by: Druid, Wizard

You call forth an
elemental servant. Choose an area of air, earth, fire, or water that fills a
10’ cube within range. An elemental of challenge rating 5 or lower appropriate
to the area you chose appears in an unoccupied space within 10’ of it. For
example, a fire elemental emerges from a bonfire, and an earth elemental rises
up from the ground. The elemental disappears when it drops to 0HP, if you
dismiss it as an Action, or when the spell ends.

The elemental is
friendly to you and your companions for the duration. Roll initiative for the
elemental, which has its own turns. It obeys any verbal commands that you issue
to it (no Action required by you). If you don’t issue any commands to the
elemental, it defends itself from hostile creatures but otherwise takes no Actions.

If your
concentration is broken, the elemental doesn’t disappear. Instead, you lose
control of the elemental, it becomes hostile toward you and your companions,
and might attack. An uncontrolled elemental can’t be dismissed by you, and it
disappears 1 hour after you summoned it. Ask the DM for the elemental’s
statistics.

When this spell is
cast using a spell slot of 6th level or higher, the challenge rating
increases by 1 for each slot level above 5th, up to a maximum of CR9
(e.g.: a Frost Salamander) at 9th level.
Acid Splash

A Conjuration cantrip

Casting time: 1 Action

Duration: Instantaneous

Range: 60'

Components: V, S

Can be learnt by: Sorcerer, Wizard

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5’ of each other. A target must succeed on a Dexterity save or take 1d6 acid damage.

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

A 4th Level
Transmutation spell

Casting time: 1
Action

Duration:
Concentration, up to 10 minutes

Range: 300’

Components: V, S, M
(a drop of water and a pinch of dust)

Can be learnt by: Cleric, Druid, Wizard

Until the spell
ends, you control any freestanding water inside an area you chose that is a cube
up to 100’ on a side. You can choose from any of the following effects when you
cast this spell. As an Action on your turn, you can repeat the same effect or
choose a different one.

* Flood: You case the water level of all standing water in the area to rise by as much as 20’. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20’ tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25% chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
* Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
* Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water needs to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
* Whirlpool: This effect requires a body of water of at least 50’ square and 25’ deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5’ wide at the base, up to 50’ wide at the top, and 25’ tall. Any creature or object in the water and within 25’ of the vortex is pulled 10’ toward it. A creature can swim away from the vortex by making an Athletics check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength save. On a failure, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a success, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its Action to try to swim away from the vortex as described above, but has disadvantage on the Athletics check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.
Feeblemind

An 8th Level Enchantment spell

Casting time: 1 Action

Duration: Instantaneous

Range: 150’

Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)

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

You blast the mind of a creature that you can see within range, attempting
to shatter its intellect and personality. The target takes 4d6 psychic damage
and must make an Intelligence save. On a failed save, the creature’s Intelligence
and Charisma scores become 1. The creature can’t cast spells, activate magic
items, understand language, or communicate in any intelligible way. The
creature can, however, identify its friends, follow them, and even protect
them.

At the end of every 30 days, the creature can make a Wisdom save against
this spell. If it succeeds on its save, the spell ends. This spell can also be
ended with a Greater Restoration, Heal, or Wish spell.
Acid Spit

A Transmutation cantrip

Casting Time: 1 Action

Duration: Instantaneous

Range: 10’

Components: M (chewed up plant seeds, which the spell consumes)

Can be learnt by: Druid, Sorcerer

Your spit turns to acid that releases toxic fumes upon contact with organic matter. Make a ranged spell attack against a target creature, on a hit, the target takes 1d6 acid damage and 1d4 poison damage. If the target takes at least 4 acid damage, all creatures within 5’ of the target also takes 1d4 poison damage.

This spell’s acid damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Upon reaching 17th level, if the target takes at least 10 acid damage, it cannot use its Reaction until the end of their next turn.

This spell is a Lost Spell.
Eye of Gruumsh

An Eye of Gruumsh is a templar whose Orci blood allows him/her to fight in the name of the One-eyed Orc God-king by gouging out one of their own eyes. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Half-orc.

## Class Features

Eye of Gruumsh Features

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

### Blindfight

You suffer no penalty for having lost an eye and your depth perception is not hindered. Furthermore, you gain advantage on attacks against invisible enemies or enemies that you can’t see.

### Swing Blindly

You receive a +3 bonus to both your Hit dice and damage dice; however, your AC suffers a -3 penalty.

### Blinding Phlegm

You can substitute one of your weapon attacks to make a ranged weapon attack by hacking up a glob of mucus and spitting it at an opponent who is within 10' of you. If the target of this attack is within melee range you do not suffer disadvantage on the attack. You are proficient with this attack and use your Constitution modifier for this attack. On a Hit, the target takes 1d4 Acid damage. Furthermore, the target of this attack, if it is a creature, must then make a Constitution save with a DC equal to 10 + your proficiency bonus + your Constitution modifier, becoming Blinded for 1 minute on a failure. If your target creature is an elf or elf-kin, then they suffer disadvantage on the save. A creature blinded this way can end the effect on themselves early by spending an entire turn cleaning the mucus from their face, though in doing so they take another 1d4 Acid damage. You can only use this feature once per turn.

### Sight of Gruumsh

You receive a vision of your death through your missing eye. Armed with this foresight, your max HP increases by 100 and your AC increases by 2. Both these increases are permanent.
Dominate Person

A 5th
Level Enchantment spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 60’

Components: V, S

Can be learnt by: Bard, Sorcerer, Wizard

You attempt to
beguile a humanoid that you can see within range. It must succeed on a Wisdom
save or be charmed by you for the duration. If you or creatures that are
friendly to you are fighting it, it has advantage on the save. While the target
is charmed, you have a telepathic link with it so long as the two of you are on
the same plane of existence. You can use this telepathic link to issue commands
to the creature while you are conscious (no Action required), which it does its
best to obey. You can specify a simple and general course of action, such as
"Attack that creature", "Run over there", or "Fetch
that object". If the creature completes the order and doesn’t receive
further direction from you, it defends and preserves itself to the best of its
ability.

You can use your
Action to take total and precise control of the target. Until the end of your
next turn, the creature takes only the actions you choose, and doesn’t do anything
that you don’t allow it to do. During this time, you can also cause the
creature to use a Reaction, but this requires you to use your own Reaction as
well.

Each time the target
takes damage, it makes a new Wisdom save against the spell. If it succeeds, the
spell ends.

When this spell is
cast using a 6th level spell slot, the duration is concentration, up
to 10 minutes. When cast using a 7th level slot, the duration is
concentration, up to 1 hour. When cast using an 8th level slot, the
duration is concentration, up to 8 hours. When cast using a 9th
level slot, the duration is concentration, up to 24 hours.
Hellish Rebuke

A 1st Level Evocation spell

Casting time: Reaction (which you take when you are damaged)

Duration: Instantaneous

Range: 60’

Components: V, S

Can be learnt by: Warlock

Whenever you are damaged by a creature within range that you
can see, you point your finger at it and the creature that damaged you is
momentarily surrounded by hellish flames. The creature must make a Dexterity save,
taking 2d10 fire damage on a failure, or half as much on a success.

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

A 3rd Level
Conjuration spell

Casting time: 1
Action

Duration: Instantaneous

Range: 30’

Components: V, S

Can be learnt by: Cleric, Paladin

You create 45 pounds
of food and 30 gallons of water on the ground or in containers within range,
enough to sustain up to 15 humanoids or 5 steeds for 24 hours. The food is
bland but nourishing, and spoils if uneaten after 24 hours. The water is clean
and doesn’t go bad unless contaminated with external material.
Contingency

A 6th Level Evocation spell

Casting time: 10
minutes

Duration: 10 days

Range: Self

Components: V, S, M
(a statuette of yourself carved from ivory and decorated with gems worth at
least 1500gp)

Can be learnt by: Wizard

Choose a spell of 5th
level or lower that you can cast, that has a casting time of 1 Action, and that
can target you. You cast that spell as part of casting this spell, expending
spell slots for both, but the effect of the other spell is halted for the
duration of this spell. When certain circumstances of your choice and
description occurs, the other spell immediately take effect (e.g.: the other
spell is Water Breathing, the circumstance is when you are completely submerged
in a liquid, so the Water Breathing spell comes into effect immediately after
you are completely submerged in a liquid). The other spell takes effect the
first time the conditions are met, whether or not you want it to, after which
this spell ends.

The other spell only
take effect on you, even if it can normally target others. You can only benefit
from one Contingency spell at a time. If you cast this spell again, the effect
of another Contingency spell on you ends. Also, the Contingency ends on you if
its material component is ever not on your person.
Feign Death

A 3rd Level
Necromancy spell

This spell can be cast as a Ritual

Casting time: 1
Action

Duration: 1 hour

Range: Touch

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

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

You touch a willing
creature and put it into a cataleptic state that is indistinguishable from
death. For the spell’s duration, or until you use an Action to touch the target
and dismiss the spell, the target appears dead to all outward inspection and to
spells used to determine the target’s status. The target is blinded and incapacitated,
and its speed drops to 0. The target has resistance to all damage except
psychic damage. If the target is diseased or poisoned when you cast the spell,
or becomes diseased or poisoned while under the spell’s effect, the disease and
poison have no effect until the spell ends.
Conjure Fey

A 6th Level Conjuration spell

Casting time: 1
minute

Duration:
Concentration, up to 1 hour

Range: 90’

Components: V, S

Can be learnt by: Druid, Warlock

You summon a fey
creature of CR 6 or lower, or a fey spirit that takes the form of a beast of CR
6 or lower. It appears in an unoccupied space that you can see within range.
The fey creature disappears when it drops to 0HP or when the spell ends.

The fey creature is
friendly to you and your companions for the duration. Roll initiative for the
creature, which has its own turns. It obeys any verbal commands that you issue
to it (no Action required by you), as long as they don’t violate its alignment.
If you don’t issue any commands to the fey creature, it defends itself from
hostile creatures but otherwise takes no actions.

If your concentration
is broken, the fey creature doesn’t disappear. Instead, you lose control of the
fey creature, it becomes hostile toward you and your companions, and it might
attack. An uncontrolled fey creature can’t be dismissed by you, and it
disappears 1 hour after you summoned it. Ask the DM for the fey creature’s
statistics.

When this spell is
cast using a spell slot of 7th level or higher, the CR of the fey creature
increases by 1 for each slot level above 6th.
Glibness

An 8th Level Transmutation spell

Casting time: 1 Action

Duration: 1 hour

Range: Self

Components: V

Can be learnt by: Bard, Warlock

Until the spell ends, when you make a Charisma check, you can replace the
number you roll with a 15 (including critical fails). Additionally, no matter
what you say, magic that would determine if you are telling the truth indicates
that you are being truthful.
Gaseous Form

A 3rd
Level Transmutation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 hour

Range: Touch

Components: V, S, M
(a bit of gauze and a wisp of smoke)

Can be learnt by: Sorcerer, Warlock, Wizard

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

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

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

A 9th Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 1 mile

Components: V, S

Can be learnt by: Sorcerer, Wizard

Frozen orbs of destruction plummets to the ground at four
different points you can see within range. Each creature in a 40’ sphere
centered on each point you choose must make a Dexterity save, taking 20d6 cold
and 20d6 piercing damage on a failure, or half as much damage on a success. A
creature in the area of more than one icy explosion is only affected once,
though it does suffer disadvantage on the save.

The explosion spreads around corners and damages non-living
objects in the area of effect.

This spell is a Lost Spell.
Control Weather

An 8th Level Transmutation spell

Casting time: 10 minutes

Duration: Concentration, up to 8 hours

Range: Self (5-mile radius)

Components: V, S, M (burning incense and bits of earth and wood mixed in
water)

Can be learnt by: Cleric, Druid, Wizard

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

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

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

A 6th Level Necromancy spell

Casting time: 1
Action

Duration:
Instantaneous

Range: 150’

Components: V, S, M
(the powder of a crushed black pearl worth at least 500gp)

Can be learnt by: Sorcerer, Warlock, Wizard

A sphere of negative
energy ripples out in a 60’ radius sphere from a point within range. Each
creature in that area must make a Constitution save, taking 8d6 necrotic damage
on a failure, or half as much on a success.

When this spell is
cast using a spell slot of 7th level or higher, the damage increases
by 2d6 for each slot level above 6th.
Concussive Word

An 8th Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: Self (100’ line)

Components: V

Can be learnt by: Bard

By uttering a word of power, you unleash a sonic resonance
that can be heard from up to 500’ away as a line of thunderous power 100’ long
and 5’ wide originates from you in a direction you choose. Each creature in
that line must make a Constitution save, taking 16d10 thunder damage on a
failure, or half as much on a success.

Furthermore, all creatures within 30’ of you must also make
a Constitution save, becoming deafened on a failure. Creatures that took damage
from this spell have disadvantage on this save.

This spell is a Lost Spell.
Banshee's Wail

A 4th Level Necromancy spell

Casting Time: 1 Action

Duration: Instantaneous

Range: Self (40’ cone)

Components: V, S, M (a pinch of ash from a cremated elf)

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

You imitate the haunting scream of the tortured dead and
emit a deeply unsettling wail in a 40’ cone in a direction you choose. All
living creatures within that area must make a Constitution save, taking 3d8
necrotic and 5d8 thunder damage on a failure, or half as much on a success.

Furthermore, creatures that failed the save are frightened
until the end of your next turn. While frightened this way, a creature drops
whatever they are holding and falls prone, covering their ears while curled up
in a fetal position, effectively deafening and incapacitating them as well.

If this spell is cast using a spell slot of 5th
level or higher, the thunder or necrotic damage (your choice) increases by 1d8
for each slot level above 4th.

This spell is a Lost Spell.
Aurial's Glacial Blast

A 3rd Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: Self

Components: V, S, M

Can be learnt by: Sorcerer, Wizard

A jet of icy air in a line 100’ long and 5’ wide blasts out
from you in a direction you choose. Each creature in the line must make a
Dexterity save, taking 8d6 cold damage on a failure, or half damage on a
success.

The icy blast freezes any liquid in the area that aren’t
being carried and freezes ponds, rivers, lakes etc. by 1 foot.

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

This spell is a Lost Spell.
Find Traps

A 2nd Level
Divination spell

Casting time: 1
Action

Duration: 10 minutes

Range: Self (120’
sphere)

Components: V, S

Can be learnt by: Cleric, Druid, Ranger

You sense the
presence of any trap within range that is within a 120’ sphere around you. A
trap, for this spell, includes anything that would inflict a sudden or
unexpected effect you consider harmful or undesirable, which was specifically
intended as such by its creator. Thus, the spell would sense an area affected
by the Alarm spell, a Glyph of Warding, or a mechanical pit trap, but it would
not reveal a natural weakness in the floor, an unstable tunnel, or a hidden
sinkhole.

This spell merely
reveals that a trap is present. You don’t learn the location of each trap, but
you do learn the general nature of the danger posed by a trap you sense. This
spell senses through wood and softer materials, and it penetrates up to 5' of
stone, 1' of metal, and 1" of lead.

For the spell's
duration, you have advantage on Investigation and Perception checks to locate
traps within the spell’s range.
Mind Crush

A 3rd Level Enchantment spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 120’

Components: V, S, M (a piece of quartz worth 100gp)

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

You assault the mind of a creature that you can see within
range. A creature with an Intelligence score of 2 or lower can’t be affected by
this spell. The target must make an Intelligence save, taking 8d6 psychic
damage on a failure, or half as much on a success.

A creature that fails on the save has muddled thoughts for 1
minute. During this time, it can’t cast spells, and suffers a -d4 penalty to
all its attack rolls and skill checks. The target can repeat the Intelligence
save at the end of each of its turns, ending the effect on itself on a success.

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

This spell is a Lost Spell.
Blood to Acid

A 5th Level Transmutation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 60’

Components: V, S, M (a vial of blood with a drop of acid in it)

Can be learnt by: Cleric, Sorcerer, Wizard

You attempt to raise the acidity of a target’s blood. Target a single living creature within range, the creature must make a Constitution save, taking 12d6 acid damage on a failure or half as much on a success. If the creature failed on the initial save, it must repeat the save three more times, once at the start of each of its subsequent turns, taking 6d6 acid damage on a success or half as much on a failure. Creatures who are lowered to 0HP by the effect of this spell dies instantly and melts into a puddle of acidic blood.

If this spell is cast using a 6th level or higher spell slot, the initial acid damage increases by 2d6 for each spell slot level above 5, while the subsequent acid damage increases by 1d6 for each spell slot level above 5. When cast using a 9th level spell slot, the target suffers the subsequent damage regardless of whether it had succeeded or failed the initial save.

This spell is a Lost Spell.
Character Feature

This page is dedicated to the most defining features and abilities for player characters: Race, Background, and Class.

## Race

A character's race defines their ethnicity and the type of creature they are. There are currently two known worlds in the Material Plane of the Extended realms: Erath and Ashan.

Races of Erath

Races of Ashan

Races of Veshi

Races of Sarro

## Background

A character's background defines the kind of life they lived before becoming an adventure.

Background

## Class

A character's class defines their chosen occupation and what they specialize in. There are two category of classes: Basic and Racial Prestige.

Basic Classes

Racial Prestige Classes of Erath

Racial Prestige Classes of Ashan

Racial Prestige Classes of Veshi

Racial Prestige Classes of Sarro
Blinding Smite

A 3rd Level
Evocation spell

Casting time: 1 Bonus
Action

Duration:
Concentration, up to 1 minute

Range: Self

Components: V

Can be learnt by: Paladin

The next time you
hit a creature with a melee weapon attack during this spell’s duration, your
weapon flares with a bright light, and the attack deals an extra 3d8 radiant
damage to the target. Additionally, the target must succeed on a Constitution save
or be blinded until the spell ends. A creature blinded by this spell makes
another Constitution save at the end of each of its turns. On a successful
save, it is no longer blinded.

When this spell is
cast using a spell slot of 4th level or higher, the damage increases
by 1d8 for each slot level above 3rd.
Absolute Zero

A 3rd Level Evocation spell

Casting Time: 1 Reaction (which you take when you are the target of a melee
attack that missed)

Duration: Instantaneous

Range: Touch

Components: V, S, M (a vial of glacial meltwater)

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

The creature who triggered this spell must make a
Constitution save, taking 8d4 cold damage on a failure and is also frozen
solid, or taking half damage on a success. Creatures who are frozen by this
spell are Restrained and are unable to breathe, and the only way for them to
regain their freedom is to break the ice.

The ice can be broken if the encased creature succeeds on a
Strength check against your spell save DC, or if destroyed from the outside.
The ice has 5 AC and 10HP, and is immune to all but bludgeoning, fire, and
thunder damage.

Creatures trapped within the ice takes 1d4 cold damage at the
start of each turn they remain trapped.

If this spell is cast using a spell slot of 4th
level or higher, the initial cold damage increases by 1d4 for each slot level
above 3rd.

This spell is a Lost Spell.