recursal/Fanatic-Fandom huggingface dataset:
Shapechange

*9th Level Transmuation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)

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

**Description:** You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hitpoints, you aren't knocked unconscious.

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

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

During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Sun Staff

**Type:** Staff

**Attunement:** Yes (Cleric, Druid, Wizard Only)

**Rarity:** Rare

**Description:** Veins of sunstone run through this wooden staff. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack roll using this staff, the target takes an extra 1d8 Fire damage.

* Solar Focus: You can use the staff as a spellcasting focus. While holding the staff, you can reroll a number of damage dice up to your proficiency bonus when you use a spell slot to cast a spell that deals Fire or Radiant damage. You must use the new rolls. Once this property is used, it can’t be used again until the next dawn.

* Sunny Glow: As a Bonus Action, you can cause the staff to glow with sunlight. While glowing, the staff sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use another Bonus Action to extinguish it.
The Celestial Planes

## Description:

The Celestial Planes are a cluster of Demiplanes that are interconnected and host the power of the Divine.

There are 4 Demiplanes that make up the Celestial Planes:

### Elysium - The Land of the Gods

Elysium is the Demiplane where the many gods of the multiverse make their homes. Each god has their own space that they are free to do with as they wish. Their spaces will grow larger based on the amount of followers that one has across the Planes. The Archangel Rapheal deals with any issues between gods.

### Heaven - The Land of Honored Dead

Heaven is the Demiplane that the souls of the dead go when they are processed by The Raven Queen of the Shadowfell and deemed to have been worthy in their life to celebrate eternally. Like in Elysium, each individual soul is given their own slice of heaven where the soul lives out their perfect memories and fantasies for the rest of eternity. The Archangel Micheal assures that everyone stays within their own slice as to not cause any issues between souls.

### Asphodel - The Land of Unprocessed Dead

Asphodel is the Demiplane that every soul of the dead is placed in after being found within The Shadowfell. It is a seemingly endless field of grain where most souls go into a trae as they wait for centuries for their time to be processed by The Raven Queen. Shadar-Kai are constantly dropping off and pulling souls out of Asphodel. The Archangel Gabriel supposedly keeps order, but the plane mostly runs itself so he finds his own fun in his job.

### Purgatory - The Land of Monsters

Asphodel is the Demiplane that souls of monsters and folk who are turned into monsters end up. Purgatory displays itself as an endless forest where monster souls are set loose to hunt each other in order to keep them out of the rest of The Multiverse. The Archangel Zariel used to make sure that none of the monsters escaped from Purgatory, but since his fall, the plane has been left unguarded and troves of monsters still find their way back to scatter across the multiverse until they are killed and returned to Purgatory to live out that cycle forever.

## Prime Being:

Each Plane has a Prime Being, and they are the most powerful beings on said Plane and have near unending levels of power. The Prime Beings of The Celestial Planes are the 4 Archangels, Micheal, Gabriel, Raphael, and Zariel. Zariel fell long ago and now rules over Avernus while Purgatory is left without an Archangel to protect it.
Wall of Water

*3rd Level Evocation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a drop of water)

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

**Description:** You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and Fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal Cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Voidwalker Armor

**Type:** Armor (Studded Leather)

**Attunement:** Yes

**Rarity:** Rare

**Description:** This black studded leather armor bears a red sheen. While wearing this armor, you can use a Bonus Action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection’s space. The projection disappears at the end of your turn. Once you use this Bonus Action, it can’t be used again until the next dawn.

**Curse:** This armor is cursed, and attuning to it extends the curse to you. As long as you remain cursed, you’re unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards; see chapter 18). While your soul is trapped in this way, your body is inert and doesn’t age or require sustenance. Destroying the object frees your soul; otherwise, only a Wish spell can restore your soul to your body.
Warding Bond

*2nd Level Abjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a pair of platinum rings worth at least 50 GP each, which you and target must wear for the duration)

**Duration:** 1 hour

**Description:** This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.

While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
The Shadowfell

## Description:

The Shadowfell is one of the Inner Planes of the Multiverse, located below the Material Plane and surrounded by the Nightmare Plane. It is a dark reflection of the Material Plane and is also known as The Land of the Dead, as every soul passes through The Shadowfell before moving on to their afterlife. Humanoid souls end up here when they die and are collected by Shadar-Kai to be taken before the Raven Queen and judged before being sent to Heaven or to Malbolge. The Raven Queen has final say on where souls end up, but she must abide by any contacts the being made during their life, such as Demon Deals.

## Notable Locations:

* Evernight - The largest City in the Shadowfell, where the Raven Queens castle lies. The city reflects the most powerful city in the Material Plane, and has been a reflection of Tyle since the creation of The Ember Keep

## Prime Being:

Each Plane has a Prime Being, and they are the most powerful beings on said Plane and have near unending levels of power. The Prime Being of The Shadowfell is The Raven Queen
Yuan-Ti

***Yuan-Ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes.***

***Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. However a yuan-ti looks, they have the power to pursue great good or evil in the multiverse.***

## Yuan-Ti Traits:

**Creature Type:** Animal Folk

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

**Speed:** 30 feet

**Life Span:** 80 years on average

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

**Magic Resistance:** You have advantage on saving throws against spells

**Poison Resiliance:** You have advantage on saving throws you make to avoid or end the Poisoned condition on yourself. You also have resistance to Poison damage.

**Serpentine Spellcasting:** You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting modifier for these spells when you cast them with this trait (choose when you select this species)
Talking Doll

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Common

**Description:** While this stuffed doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends.
Prismari Primer

**Type:** Wondrous Item

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

**Rarity:** Uncommon

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

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

*5th Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a small block of granite)

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

**Description:** A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Undying Patron

***Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.***

***In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.***

## Undying Patron Features:

### 3rd Level: Patron Spells

The magic of your otherworldly patron grants you the following benefits:

**Prepared Spells:** You always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

**Free Casting:** You can cast one of your prepared spells from this feature without expending a Spell Slot, and you must finish a Long Rest before you use this benefit again.

Undying Spells

### 3rd Level: Among the Dead

You learn the Spare the Dying cantrip, which counts as a Warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

### 6th Level: Defy Death

You can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.

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

### 10th Level: Undying Nature

You can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

### 14th Level: Indestructible Life

You partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

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

*5th Level Conjuration*

**Casting Time:** 1 minute

**Range:** 10 feet

**Components:** Verbal, Material (rare chalks and inks infused with precious gems worth 50 GP, which the spell consumes)

**Duration:** 1 Round

**Description:** As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.

A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Summon Construct

*4th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, ,Somatic, Material (an ornate stone and metal lockbox with at least 400 GP)

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

**Description:** You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

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

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Zariel

## Zariel

* Arc VI
* Arc XX

## Connections

### Occupation

* Lord of Hell
* Horseman of Asmodeus

### Affiliation

* The Nine Hells
* Heaven (formerly)

### Family

* Micheal (brother)
* Rapheal (brother)
* Gabriel (brother
* Asmodeus (adopted father)
* Levistus (adopted brother)
* Mammon (adopted cousin)
* Glasya (adopted sister)

## In Podcast

### Aliases

* The Horseman of War
* The Lord of Avernus

## Appearance

### Notable Physical Traits

* Bald
* Facepaint

## Connections

### Occupation

* Lord of Avernus
* Archangel of Purgatory (formerly)

### Affiliation

* The Nine Hells
* The Celestial Planes

### Family

* Micheal (brother)
* Rapheal (brother)
* Gabriel (brother
* Asmodeus (adopted father)
* Levistus (adopted brother)
* Mammon (adopted cousin)
* Glasya (adopted sister)
Zone of Truth

*2nd Level Enchantment*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** 10 minutes

**Description:** You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Sunforger

**Type:** Weapon (Warhammer)

**Attunement:** Yes

**Rarity:** Rare

**Description:** You gain a +2 bonus to attack and damage rolls made with this magic weapon.

As an Action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 Fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an Action to cause the weapon to reappear in your empty hand. You can't cause it to explode again until you finish a short or long rest.

If you don't call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.
Tasha's Mind Whip

*2nd Level Enchantment*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal

**Duration:** 1 Round

**Description:** You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 Psychic damage, and it can’t take a Reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an Action, or a Bonus Action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

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

*4th Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a small piece of phosphorus)

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

**Description:** You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 Fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Reverse Gravity

*7th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 100 feet

**Components:** Verbal, Somatic, Material (a lodestone and iron fillings)

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

**Description:** This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.
The Summer Court

## Description:

The Summer Court, also known as Sunrespite, is a land of eternal summertime. Only the strongest folk can survive in this place, as the crushing heat and oppressive sunlight bearing down on you can kill you if you aren’t prepared for it. Thankfully, the Fairies that inhabit this court have found their own ways of getting past the heat through their magic and resourcefulness. The people of the Sunrespite arenn’t the most kind, as they have had to fight for survival every day and believe that those who cannot survive in their home aren’t worth their help without proving some kind of usefulness first.
Wind Wall

*3rd Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a tiny fan and a feather of exotic origin)

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

**Description:** A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 Bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.
Tenser’s Transformation

*6th Level Transmutation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (a few hairs from a bull)

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

**Description:** You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:

* You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.

* You have advantage on attack rolls that you make with simple and martial weapons.

* When you hit a target with a weapon attack, that target takes an extra 2d12 Force damage.

* You have proficiency with all Armor, Shields, Simple Weapons, and Martial Weapons.

* You have proficiency in Strength and Constitution saving throws.

* You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Summon Fey

*3rd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (a gilded flower worth at least 300 GP)

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

**Description:** You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

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

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Tentacle Rod

**Type:** Rod

**Attunement:** Yes

**Rarity:** Rare

**Description:** Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an Action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 Bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use Reactions for 1 minute. Moreover, on each of its turns, it can take either an Action or a Bonus Action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
War Domain

***War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.***

***Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.***

## War Domain Features

### 3rd Level: Domain Spells

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

War Domain Spells

### 3rd Level: War Priest

Your training with weapons allows you to use the Mastery property of one kind of Simple or Martial weapon with which you have proficiency. Whenever you finish a Long Rest, you can change the kind of weapon you chose to another eligible kind.

In addition, you can make one weapon attack as a Bonus Action. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short Rest or Long Rest.

### 3rd Level: Guided Strike

When you or a creature within 30 feet of you misses with an attack roll, you can use your Reaction to expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit.

### 6th Level: War God’s Blessing

Whenever you cast *Shield of Faith* on another creature, the spell also affects you. In addition, you can cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Short Rest or Long Rest.

### 17th Level: Avatar of Battle

You gain resistance to Bludgeoning, Piercing, and Slashing damage.
Thorn Whip

*Transmutation Cantrip*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (the stem of a plant with thorns)

**Duration:** Instantaneous

**Description:** You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a Melee Spell Attack against the target. If the attack hits, the creature takes 1d6 Piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

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

*5th Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a pinch of powder made by crushing a clear gemstone)

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

**Description:** An invisible wall of force springs into existence at a point you choose within range.

The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Wand Sheath

**Type:** Wondrous Item

**Attunement:** Yes (Warforged only)

**Rarity:** Common

**Description:** A wand sheath clamps onto your arm and imparts the following benefits:

* The wand sheath can't be removed from you while you're attuned to it.
* You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time.
* You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free.

If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.
Wings of Flying

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** While wearing this cloak, you can use an Action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
Staff of Defense

**Type:** Staff

**Attunement:** Yes (Bard, Sorcerer, Warlock or Wizard Only)

**Rarity:** Rare

**Description:** The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: Mage Armor (1 charge) or Shield (2 charges).

The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
Tavern Brawler

*1st Level Feat*

**Prerequisite:** None

**Repeatable:** Yes

Accustomed to brawling, you gain the following benefits:

**Enhanced Unarmed Strike:** When you hit with your Unarmed Strike\* and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.

**Damage Rerolls:** Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.

**Shove:** When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.

**Furniture as Weapons:** You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture.
Delayed Blast Fireball

*7th Level Evocation*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Verbal, Somatic, Material (a tiny ball of bat guano and a bit of sulfur)

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

**Description:** A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

**At Higher Levels:** When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
Wildspace Orrery

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery's location.
Ventilating Lungs

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** These metallic nodules were created in response to the poisonous gases used on the battlefields of the Last War. When you attune to these lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can't be suppressed by magic.

Outside an antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a Cloudkill spell, a Stinking Cloud spell, inhaled poisons, and gaseous breath weapons .

As an Action, you can use these lungs to exhale a gust of wind, as if you had cast the Gust of Wind spell (spell save DC 15) with no components. This property of the lungs can't be used again until the next dawn.

If your attunement to the lungs ends, your original lungs reappear.
Wall of Sand

*3rd Level Evocation*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (a handful of sand)

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

**Description:** You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Wheel of Wind and Water

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** When mounted at the helm of an elemental galleon or airship, this wheel allows a creature to telepathically control the elemental bound inside the vessel.

If a wheel of wind and water is mounted on a mundane sailing ship, a creature who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour.
Witch Bolt

*1st Level Evocation*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a twig from a tree that has been struck by lightning)

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

**Description:** A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 Lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 Lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
True Strike

*Divination Cantrip*

**Casting Time:** Action

**Range:** 30 feet

**Components:** Somatic, Material (a weapon in which you have proficiency)

**Duration:** Instantaneous

**Description:** Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).

**Cantrip Upgrade:** Whether you choose to deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Wild Magic

***Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.***

## Wild Magic Features:

### 3rd Level: Wild Magic Surge

Your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

### 3rd Level: Tides of Chaos

You can manipulate the forces of chance and chaos to gain advantage on one attack roll, Ability Check, or Saving Throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

### 6th Level: Bend Luck

You have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 Sorcery Points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

### 14th Level: Controlled Chaos

You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

### 18th Level: Spell Bombardment

The harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Unstable Crumbler

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

**Attunement:** Yes

**Rarity:** Rare

**Description:** While holding this weapon, your attacks and spells deal double damage to structures, and Fire damage you take is reduced by an amount equal to your Constitution modifier (minimum of 1).

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the crumbler is a roaring cannon with smoke coming out of its mouth. In its transformed state, the handle extends, turning the cannon into a highly unstable and destructive maul. As part of this bonus action, you can do the following:

* When transforming the cannon into a maul, you can shoot at your feet, even if the cannon isn't loaded, using the deflagration to propel yourself and jump up to 30 feet in any direction. This jump doesn't cost you any movement.

* When transforming the maul into a cannon, you can reload the cannon and retain its unstable force. If you load it in this way, the next time you hit with an attack with the cannon attack on your turn will push you back 30 feet in a straight line.

**Untransformed:** The unstable crumbler heats up cannonballs, transforming them into infernal ammunition. Whenever you roll a 15 or higher on the d20 when making an attack roll with this weapon, the cannonball becomes overheated and explodes on impact. When the cannonball explodes in this way, it is considered an explosive cannonball.

**Transformed:** Whenever you roll a 18 or higher on the d20 while making an attack roll with this weapon, the maul's head detonates, causing an effect that acts as the Fireball spell (DC 15) centered on the target. If you succeed on this saving throw, you take no damage.