recursal/Fanatic-Fandom huggingface dataset:
Cloudkill

***5th-level conjuration***

**Casting Time:** 1 action
**Range:** 120 feet
**Components:** V, S
**Duration:** Concentration, up to 10 minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

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

Ein Schwert für einen König.

*"Frustiert mit dem Verlust seines Volkes wandte sich der Künstler von seinen Werken und schmiedete eine Waffe, die über Waffen herrscht - Ein Lumpem Thereum, erhitzt und geformt mit dem Stoß von Aenyell'hael auf dem höchsten Amboss seiner Zeit, Ard Carraigh und gekühlt im Herzen von Aedd Gynvael..."*

## Effekte

### Grundlegene Effekte

#### Ein Schwert für einen König

Aerondights Standort, Zustand und Personen, die im Kontakt mit dem Schwert sind ist Gwenllech Feainnewedd bekannt, egal wie groß die Distanz zwischen ihnen ist, oder sich beide auf unterschiedlichen Ebenen der Existenz befinden. Dieser Effekt geht verloren, sollte Gwenllech komplett vernichtet sein.

#### Legendäre Waffe (Thereum)

Diese Waffe ignoriert sämtliche Resistenzen und Immunitäten, die gegen ihre Schadenstypen wirken. Zusätzlich passt die Waffe sich an die Körpergröße des Trägers an und verleiht ihm Proficiency für den zugehörigen Waffentypen.

### Waffenspezifische Effekte

#### Echter Anführer

Solange Aerondight eingestimmt ist, verleiht es dem Träger einen Bonus zu Charisma, der dem Bonus der Waffe unterliegt (+4).

*Der König sollte an der Front stehen im Krieg. Auch wenn wir nichts vom Kampf wissen, so sollen seine Befehle ohne Frage ausgeführt werden.*

### Inspirierende Präsenz

Von Aerondight geht ein feines Leuchten aus, das alle Verbündeten Kreaturen in einem Umkreis von 1 Kilometer erlaubt zusätzlich zu jeglichen Würfen die sie machen 1d6 zu werfen.

*Ein Anführer ist nur so stark wie seine Armeen.*

### Tinver'dehs Zauberkern

Alle Zauber des Träger dieser Waffe werden durch den thereumen Zauberkern gestärkt und gewirkt, als währen sie mit einem Spellslot des fünften Levels gezaubert. Zauber auf höheren Leveln bleiben unverändert.

*Magie ist einer der größten Schätze der Elfen. Es ist nur gerecht, dass er sein volles Potenziall entfalten kann.*
Ancestral Guidance

**3rd-level divination (ritual)**

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (alexandrite dust worth at least 50 gp, which the spell consumes)

* **Duration:** 1 hour

You touch a willing creature and call upon the spirits of their
ancestors to appear and offer guidance. The target may pick
one language to become proficient in for the duration.
Additionally, the target gains double its proficiency bonus for
ability checks it makes that use Intelligence and Wisdom
until the spell ends.
Blade Garden

***3rd-level conjuration***

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (two daggers or a handful of sharp pieces of metal)
* **Duration:** Concentration, up to 10 minutes

You summon iron blades from under the ground that constantly swing and move. These blades erupt from the ground in a 20-foot radius centered on a point within range. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d6 slashing damage for every 5 feet it travels

While maintaining concentration, as a bonus action on each of your turns, you can choose to quickly extend the blades upward up to 15 feet. Creatures within the area must make a Dexterity saving throw. On a failed save, the creature takes 2d6 piercing damage, or half as much on a success.
Ascending Flame

***Evocation cantrip***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Instantaneous

A flame-like radiance burns a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage, granting you half of the damage dealt as temporary hit points. The target gains no benefit from cover for this saving throw.

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

***6th-level conjuration***

**Casting Time:** 1 action **Range:** 500 feet **Components:** V, S **Duration:** Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the
duration. Choose two points on the ground that you can see, one point
within 10 feet of you and one point within 500 feet of you. A circular
portal, 10 feet in diameter, opens over each point. If the portal would
open in the space occupied by a creature, the spell fails, and the
casting is lost.

The portals are two-dimensional glowing rings filled with mist,
hovering inches from the ground and perpendicular to it at the points
you choose. A ring is visible only from one side (your choice), which is
 the side that functions as a portal.

Any creature or object entering the portal exits from the other
portal as if the two were adjacent to each other; passing through a
portal from the nonportal side has no effect. The mist that fills each
portal is opaque and blocks vision through it. On your turn, you can
rotate the rings as a bonus action so that the active side faces in a
different direction.
Aarakocra

Als geflügeltes Volk, das seinen Ursprung auf der Elementarebene der Luft hat, schweben die Aarakocra durch den Himmel, wohin sie auch wandern. Die ersten Aarakocra dienten den Windherzögen von Aaqa - mächtigen Wesen der Luft - und wurden mit einem Teil der Macht ihrer Meister über die Winde ausgestattet. Ihre Nachkommen verfügen noch immer über einen Nachhall dieser Macht. Von unten sehen die Aarakocra wie große Vögel aus und werden daher manchmal auch Vogelvolk genannt. Nur wenn sie sich auf einem Ast niederlassen oder über den Boden laufen, wird ihre humanoide Natur deutlich.

## Traits

### Biologische Traits

 Körperbau
 Kreaturentyp

### Fertigkeiten

* (a) Choose any +2; choose any other +1
 Size
 Speed
 Languages
 Darkvision
 Flight
 Talons
 Wind Caller
Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast gust of wind with this trait (choose when you select this race).
Beast Bond

***1st-level divination***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a bit of fur wrapped in cloth)
* **Duration:** Concentration, up to 10 minutes

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Aedd Gynvael

Die Scherbe aus Eis

"*Eine Kette, Schmuck. Aber der Kristall ist nicht ein wahlloser Saphir. Nein, er ist das Herz des Wassers, kristallisiert in den Tiefen der Elementarebene des Wassers.*"

## Effekte

### Kern aus Eis

Der Träger dieses Amulett bekommt Immunität gegen Cold Damage und ist geschützt vor Effekten großer Kälte.

### Konzeptschreiber

Aedd Gynvael hat die Fähigkeit bestehende Effekte von Zaubern oder Konditionen magisch zu verstärken. Als Aktion kann der Träger ein Konzept oder Effekt, der eine Kreatur in 120 feet betrifft so magisch verstärken, dass er ein Teil der Kreatur wird. Dieser Effekt kann nur durch einen Wish-Spell oder göttliche Intervention gebrochen werden.

*"Aedd Gynvael ist eine Gefahr für die Welt, Tinver'deh, und du weißt das. Es ist vielleicht eine deiner Kreationen, aber die Macht eines simplen Amulett könnte ganz Onos für den Rest der Ewigkeit zerstören."*

### Absoluter Nullpunkt

Der Träger von Aedd Gynvael kann als Aktion ein nicht-lebendes Objekt magisch in die Existenzebene des Wassers befördern oder herausziehen. Der genau Ort an dem das Objekt sich befindet ist unbekannt, aber die Temperaturen dort erreichen den absoluten Nullpunkt. Egal wie heiß der Gegenstand ist, er wird sofort gekühlt.

Es kann immer nur ein Objekt auf diese Weise befördert werden.

### Tinver'dehs Vermächtnis

Eine Person, die Aedd Gynvael, Aenyell'hael und Ard Carraigh eingestimmt hat, kann Aerondight einstimmen, ohne dafür einen Einstimmungsplatz aufgeben zu müssen.

## Trivia

Eine Person, die Zugang zu der Fähigkeit Tinver'dehs Vermächtnis hat, kann theoretisch eine neue Dimension schaffen, wie genau dies funktioniert ist aber nur ein paar bestimmten Personen bekannt.
Affenklaue

*"SOS! Affenalarm. Zieh die Stäbe raus, doch pass gut auf - auf ihnen sitzen Affen drauf"*
 – Ein bekanntes Sprichwort

## Effekte

### Wünsch dir Was

Dieser mummifizierte Hand hält drei Finger hoch und funktioniert wie ein Ring der drei Wünsche.

### Fluch - Affenklaue

Jeder Wish wird so interpretiert, dass er so viel Unheil wie möglich für den Nutzenden birgt. Die Affenklaue wird dem Wortlaut des Wunsches folgen und kann somit durch viel Sorgfalt ausgetrickst werden.
Command

***1st-level enchantment***

**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V
**Duration:** 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

 **Halt** | The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Animal Messenger

***2nd-level enchantment (ritual)***

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V, S, M (a morsel of food)
**Duration:** 24 hours

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

**At Higher Levels.** If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Converse with Dragon

***1st-level divination***

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

You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature’s languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.

This spell doesn’t change a dragon’s disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon’s attitude toward you.
Conjure Minor Elementals

***4th-level conjuration***

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

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

* One elemental of challenge rating 2 or lower
* Two elementals of challenge rating 1 or lower
* Four elementals of challenge rating 1/2 or lower
* Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics.

**At Higher Levels.** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Black Swan Storm

***2nd-level evocation***

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a feather from a black swan)
* **Duration:** Concentration, up to 1 minute

You call forth a whirlwind of black feathers that fills a cube 5 feet on each side. The feathers deal 2d8 force damage to creatures inside the cube’s area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, from dim light to darkness). Creatures that make a successful Dexterity saving throw suffer only half damage but are still affected by the change in light.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the feathers do an additional 1d8 force damage for each slot level above 2nd.

**Ritual Focus****.** If you expend your ritual focus, then you can move the whirlwind up to 15 feet by using a bonus action on your turn. If the whirlwind moves more than 30 feet from you, the spell ends.
Chosen One

## Overview

You are destined for something greater - at least that is what everyone says. You were raised under the assumption that you were fated to fulfill some ancient prophecy. The pressure to meet the impossible expectations set upon you is immense.

### Predestiny

It has been determined that you are the fulfillment of a prophecy. Discuss the contents of the prophecy with your DM, how it might play into your campaign, if it's true, and what your character thinks of their mission, or roll on the table below.

## Feature: Mark of the Chosen

You have an unusual physical feature that marks you as the chosen one, such as a strange birthmark, odd scar, or unnatural hair or eye color. It is in a visible place, noticable by most people unless you cover it. People familiar with the prophecy will recognize you immediately. If they believe in and support your quest, they will be more willing to help you, as long as it doesn't put them in danger. They also might ask you to help them with their own problems using your supposed power. If they are against your quest, they will treat you with hostility and may even attack you outright.
Alarm

***1st‐level abjuration (ritual)***

**Casting Time:** 1 minute
**Range:** 30 feet
**Components:** V, S, M (a tiny bell and a piece of fine silver wire)
**Duration:** 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Brook Healing

**4th-level evocation**

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S
* **Duration:** Instantaneous

A creature you touch regains a number of hit points equal to
8d8 + your spellcasting ability modifier. When healing a
creature in this manner, you immediately take psychic
damage equal to half the amount healed as psychic damage
and must make a DC 15 Constitution saving throw or suffer 1
level of exhaustion.

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

## Blade Soul Leveling Table

* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per blade soul level after 1st.

### Proficiencies

* Charisma
* Acrobatics
* Arcana
* Athletics
* Insight
* Intimidation
* Perception
* Performanc
* Religion
* Light
* Light
* Medium

### Equipment

* (a) ein Langschwert und ein Buckler oder (b) ein Langbogen und 20 Pfeile
* (a) zwei Dolche oder (b) eine Simple Melee Waffe
* Gepolsterte Haube, Gambeson, Gepolsterte Hose, Lederstiefel, und ein Smith's Tools
* (a) a Entertainer's Pack or (b) an Explorer's Pack

Alternativ kannst du die Ausrüstung deiner Klasse und das Geld deines Hintergrund ignorieren und mit 10d6 x 10  starten.
Bosheit

Dieses Gift ist auch als Nachtkristall oder Schattenglas bekannt. Seine ursprüngliche Form ist ein dunkelvioletter Kristall, der tief im Underdark und in einigen anderen Existenzebenen wächst. Wenn es pulverisiert wird, erblindet das Pulver jede Kreatur, die es einatmet.

* **Beschaffung:** Die Kristalle, aus denen Bosheit erzeugt wird, müssen zu einem feinen Staub pulverisiert werden, um effektiv eingesetzt werden zu können.
* **Typ:** Inhalation
* **Marktwert:**  2  50
* **Legalität:** Illegal
* **Modification DC:** 18
* **Medicine DC:** 17
* **Saving Throw DC:** 15

## Effekt

A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
Anticipate Arcana

***3rd-level divination***

* **Casting Time:** 1 reaction, when an enemy you can see casts a spell
* **Range:** Self
* **Components:** V, S
* **Duration:** Instantaneous

Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.
Bless

***1st-level enchantment***

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a sprinkling of holy water)

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

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Aphotic Armor

***6th-level necromancy***

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S
* **Duration:** Up to 1 hour

You pull forth shadows that reside in the deepest corners of the realm, forming a shroud of darkness around yourself. Upon casting this spell, you gain 3d12 + 12 temporary hit points. Additionally, while you have these hit points, you to become heavily obscured to others. If you take damage from any source, your attacker must succeed on a Wisdom saving throw or become frightened of you until the end of its next turn.
Cheerful Song

***Enchantment cantrip***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V
* **Duration:** Instantaneous

*A tune, sweetly sung, is worth more than all wealth or war.*

You sing a happy little tune, bolstering the spirits of up to 3 friendly creatures within range. Affected creatures gain 1 temporary hit point, and can add a +1 bonus to their first attack roll, saving throw, or ability check made before the start of your next turn.
Blasphemy

***3rd-level abjuration***

* **Casting Time:** 1 action
* **Range:** Self (60 feet)
* **Components:** V
* **Duration:** 1 minute

*Defy those who create life, for their life is equally false.*

You curse, and will away the healing magics of nature and the gods. Each time a creature within a 60-foot radius of you would recover hit points from a spell, it must make a Charisma saving throw. If it fails, it does not recover hit points and instead takes 1d6 psychic damage. You can end this spell as an action.
Arboreal Hammer

***2nd-level transmutation***

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V, S, M (a twig)
* **Duration:** Concentration, up to 10 minutes

You transform the twig into a two handed maul in your free hand. The maul is made of wood and lasts for the duration. If you let go of the maul, it shatters into shards of wood, but you can use a shard to create another maul as a bonus action.

You can use your action to make a melee spell attack with the wooden maul. On a hit, the target takes 3d6 bludgeoning damage.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Blink

***3rd-level transmutation***

**Casting Time:** 1 action
**Range:** Self
**Components:** V, S
**Duration:** 1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Aaaargh!?

***1st-level enchantment***

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** 1 round

Point to another creature and shout the command word to cause the target to scream uncontrollably for the duration.

The target must make a Wisdom saving throw or scream uncontrollably for the duration of the spell. The target has some ability to influence what they are screaming but it is largely unintelligible.

While screaming, the target is naturally unable to cast any spells that require a verbal component and any creature able to hear within 10 feet of the target is also Deafened.

Creatures unable to speak are unaffected by this spell.
Control Winds

***5th-level transmutation***

* **Casting Time:** 1 action
* **Range:** 300 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

* **Gusts**. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
* **Downdraft.** You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
* **Updraft.** You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Blast Lance

***3rd-level evocation***

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

Casting this spell, you send a powerful, focused blast of magic against a target in range. Make a ranged spell attack against the target. On a hit the target takes 6d8 force damage and must make a strength saving throw or be pushed 10 feet back and fall prone. Huge creatures have advantage on this save. The spell is particularly damaging to inanimate objects, dealing 6d12 damage to them.

**At Higher levels:** When you use a slot of higher level to cast the spell, the damage increases by 1d8 per slot higher than 3rd or 1d12 against objects
Black Lightning

***7th-level evocation***

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a small metal rod)
* **Duration:** Instantaneous

A dreaded storm composed of haunting black lightning appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. Creatures wearing metal armor or are made of metal make this saving throw at disadvantage. It takes 3d10 lightning damage and 3d10 necrotic on a failed save, or half as much damage on a successful one. A creature who fails their saving throw becomes cloaked in black lightning, causing them to be stunned until the beginning of their next turn. The lightning damages objects in the area and ignites flammable objects that aren't being worn or carried.
Assassin's Burial

***1st-level enchantment***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a corpse of a humanoid creature)
* **Duration:** 24 hours

*Hiding in plain sight is something all the best will boast of, but few can conceal the results.*

You touch a single humanoid corpse that died within the last hour, and imbue it with a foul enchantment. If a creature discovers the corpse that was unaware of it when the spell was cast, they must make a Charisma saving throw. If they fail, they are frightened of the corpse until the end of their next turn and will attempt to move so that they can no longer see it. If the subject attempts to reveal the presence the corpse to any other creature, they immediately forget that they have detected the corpse for one hour. Each time this happens, the target can make a Wisdom saving throw. If they succeed, the spell ends after this instance of temporary memory loss.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 1 week per spell slot level above 1st.
Acid Storm

***7th-level conjuration***

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Concentration, up to 10 minutes

You create gloomy storm clouds 50 feet above the ground, creating a mixture of dense fog and pouring acidic rain in a 15-foot-radius, 50-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. Its area is heavily obscured and acts as difficult terrain. A creature that ends its turn in the cylinder must make a Constitution saving throw. A creature takes 8d10 acid damage on a failed save, or half on a success. Additionally, each time a creature takes damage from the acid rain, metal items held or worn are exposed to the rain and might be destroyed. For metal weapons, armor, and objects, roll a d8. Non-magical metal weapons, armor, and objects are destroyed on a 3 or lower. Uncommon items are destroyed on a 2 or lower. Rare items are destroyed on a 1 or lower. Very Rare and Legendary items are unaffected.

**At Higher Levels.** If you cast this spell using a spell slot of 8th level or higher, the Duration is 8 hours. If you use a 9th level spell slot, the spell lasts until you dismiss it as a bonus action.
Arcane Gatlings

***2nd-level transmutation***

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V, S, M (an arrow head, a crossbow bolt,or a bullet)
* **Duration:** Concentration, up to 1 minute

You harness magical energy around both your forearms and hands as the material component transforms your forearms and hands into two Gatling guns, which are shaped to fire either arrows, crossbow bolts, or bullets. These guns last until the spell ends. They count as martial ranged weapons with which you are proficient. They both deal 2d4 piercing damage on a hit, and they have the range (150/300), ammunition, and special properties. For the duration of the spell, you cannot interact with objects and items. In addition, when you use these guns to attack a target, you can make an additional attack during your turn.

**At Higher Levels.** When you cast this spell using a 3rd level spell slot or higher, the damage increases by 1d4 for each two levels above 2nd.
Bound into Obedience

***6th-level enchantment***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (Black sapphire dust worth 100 gp, which the spell consumes)
* **Duration:** 10 days

You touch a creature that is unconscious and cause ethereal chains to bind the creature's hands. If the target regains consciousness, it must succeed on a Wisdom saving throw at disadvantage or become charmed by you for the duration. While bound into your servitude in this manner, the target must obey your verbal commands to the best of its ability as your servant. The target will not willingly hurt itself. If you command the target to perform an action strongly opposed by its core values, or you or your companions take an action harmful to it, your DM might allow the creature to make another Wisdom saving throw to break its shackles and end this effect. When the spell ends, the creature is no longer bound to you as a servant and has full knowledge of the tasks you made it perform. A Remove Curse, Greater Restoration, or Wish spell also ends it.
Aurelius' Irradiating Beam

***7th-level evocation***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (holy symbol of Agsyn)
* **Duration:** Concentration, up to 1 minute

You create a beam of radiant energy that burns undead creatures in a 20-foot radius cylinder up to 100 feet tall centered on a point that you can see within range. The cylinder is considered difficult terrain for undead creatures. When an undead creature enters the cylinder for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the undead creature takes 6d10 radiant damage or half as much on a success. Incorporeal undead automatically fail the save and take maximum damage from the spell. Living creatures are unaffected by the cylinder and it is not difficult terrain for them. Additionally, the cylinder sheds bright light for 60 feet from its center and dim light for another 20 feet. If you're within 60 feet of the cylinder, you can move it up to 30 feet as a bonus action.

**At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.
Circle of Power

***5th-level abjuration***

* **Casting Time:** 1 action
* **Range:** Self (30-foot radius)
* **Components:** V
* **Duration:** Concentration, up to 10 minutes

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.

Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.
Blur

***2nd-level illusion***

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

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Air Bubble

***2rd-level  Conjuration***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** S
* **Duration:** 24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

* Higher Levels
* Details
* Klassen
* Balancing

* Artificer
* Druid
* Ranger
* Sorcerer
* Wizard

- Keine Änderungen
Awaken

***5th-level transmutation***

**Casting Time:** 8 hours
**Range:** Touch
**Components:** V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
**Duration:** Instantaneous

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Consume Soul

***4th-level necromancy***

* **Casting Time:** 1 action
* **Range:** 10 feet
* **Components:** V, S
* **Duration:** Instantaneous

You approach a corpse of a creature that has not been dead for longer than three days. As an action, you open your mouth and pull forth a part of their soul into you, gaining 3d12 temporary hit points. All creatures within 60 feet of you must make a Charisma saving throw, or become frightened of you until the end of their next turn.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the amount of temporary hit points gained increases by 1d12 for each spell slot above 4th.
Chain Lightning

***6th-level evocation***

**Casting Time:** 1 action
**Range:** 150 feet
**Components:** V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
**Duration:** Instantaneous

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 feet 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 saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Cloak in Shadow

***1st-level abjuration (shadow)***

* **Casting Time:** 1 reaction, which you take when you are targeted by an attack, but before the roll is made
* **Range:** Self
* **Components:** V, S
* **Duration:** Instantaneous

You siphon energy from the Shadow Realm to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage and you have resistance to radiant damage until the start of your next turn.
Avian Geyser

***2nd-level transmutation***

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, M (a feather)
* **Duration:** Concentration, up to 1 minute

A gust of wind begins to swirl around a place on the ground
that you can see within range, culminating in power. After a
brief moment, a wind geyser 10 feet diameter and up to 60
feet tall abruptly shoots into the air. Any medium or smaller
creature that steps into the geyser or is in its space when the
geyser is created must make a Dexterity saving throw or be
lifted into the air to the geyser's peak. Large creatures make
their Dexterity save with advantage, and Huge or larger
creatures are unaffected.
Acid Splash

***Conjuration cantrip***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Instantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a  Dexterity saving throw or take  **1d6** Acid Damage.

**At higher levels.** This spell’s damage increases by **1d6** when you reach 5th level, 11th level, and 17th level.

* Higher Levels
* Details
* Klassen
* Balancing

* Arcanist
* Artificer
* Sorcerer
* Wizard

- Keine Änderungen
Acid Rain

***5th-level conjuration***

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (a drop of acid)
* **Duration:** Concentration, up to 1 minute

You unleash a storm of swirling acid in a cylinder 20-foot wide and 30-foot high centered on a point you can see. The area is heavily obscured by driving rainfall. A creature that starts its turn in or enters the area for the first time must make a Dexterity saving throw. On a failed save, the creature takes 6d6 acid damage, or half as much damage on a successful one. When a creature leaves the area, it takes 3d6 acid damage at the start of its next turn.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d6, and the secondary damage increases by 1d6 for every two slot levels above 5th.
Amnesiac

### Gegenstände

* two trinkets from your past (one of which is a meaningless red herring and the other being pivotal to your forgotten backstory. Which is up to your DM, who does not have to share which if they don't want to).
* one weapon you are proficient with
* a set of commoner's clothes

You... don't even know who you were before becoming an Adventurer. You come up with so many different ideas of who you were, ideas that would keep you up at night. You adventure, dig through history, investigate on leads, hoping that they'd bring you one step closer to finding out who you truly are... That is if you even want to know who you are... Maybe you lost your memory from an explosion that caused you to hit your head, maybe you overdosed on a dodgy potion that blanked your mind, maybe you were cursed to forget everything, maybe you did this to yourself to forget a horrible trauma. Whatever happened, you have no idea, but there must be evidence of the past somewhere...

## Quirks and Impulses

Although you have no memory, you are not a blank slate. Certain mannerisms and behaviours persist, even though you don't remember their point of origin.

 2
 3
 4
 5
 6

## Feature: Deja Vu

Despite your amnesia, you clearly remember one specific field of knowledge, lore, or something else. Choose the field you want your character to know and write it down on your character sheet. If you fail your History roll regarding that field of knowledge, you can consult for the answer regardless unless it is otherwise impossible to know about it (i.e. it's unknown).
Sometimes you suddenly remember a huge amount of detail about a person, place or thing that you are currently looking at or interacting with without knowing why. Maybe a certain phrase or image sets you off, but you suddenly know all about this thing like you've been familiar with it for years. Any Insight, Investigation or History checks you make relating to this thing are done with advantage. You can use this feature three times per campaign and/or per character.
Conjure Vrock

***5th-level conjuration***

**Casting Time:** 1 action **Range:** 60 feet **Components:** V, S, M (a gem worth at least 100 gp, which the spell consumes) **Duration:** Concentration, up to 1 hour

You summon a vrock that appears in an unoccupied space you can see
within range. The vrock disappears when it drops to 0 hit points or when
 the spell ends.

The vrock’s attitude depends on the value of the gem used as a
material component for this spell. Roll initiative for the vrock, which
has its own turns. At the start of the vrock’s turn, the DM makes a
secret Charisma check on your behalf, with a bonus equal to the gem’s
value divided by 20. The check DC starts at 10 and increases by 2 each
round. You can issue orders to the vrock and have it obey you as long as
 you succeed on the Charisma check.

If the check fails, the spell no longer requires concentration and
the vrock is no longer under your control. The vrock takes no actions on
 its next turn and uses its telepathy to tell any creature it can see
that it will fight in exchange for treasure. The creature that gives the
 vrock the most expensive gem can command it for the next 1d6 rounds. At
 the end of that time, it offers the bargain again. If no one offers the
 vrock treasure before its next turn begins, it attacks the nearest
creatures for 1d6 rounds before returning to the Abyss.

As part of casting the spell, you can scribe a circle on the ground
using the blood of an intelligent humanoid slain within the past 24
hours. The circle is large enough to encompass your space. The summoned
vrock cannot cross the circle or target anyone in it while the spell
lasts.
Blood of the Martyr

***5th-level abjuration***

* **Casting Time:** 1 reaction
* **Range:** Self
* **Components:** S
* **Duration:** Instantaneous

When you receive damage from a melee attack from a creature that is within 5 feet of you, you can choose to take an additional 8d6 damage of that damage type. Upon doing so, you can then use your reaction to make a melee attack with advantage against the creature that just attacked you. If your attack is successful, you deal your normal weapon damage plus an additional 6d6 weapon damage.
Crafter

## Overview

The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.

You are most likely a dwarf, but not necessarily- particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for non-dwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.

* **Skill Proficiencies:** History, Insight
* **Tool Proficiencies:** One type of artisan's tools
* **Languages:** Dwarvish or one other of your choice if you already speak Dwarvish
* **Equipment:** A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp

## Feature: Respect of the Stout Folk

As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

## Suggested Characteristics

Use the tables for the guild artisan background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity. (For instance, consider the words "guild" and "clan" to be interchangeable.)

Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship.
Alternating Current

***2nd-level evocation***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a chain or rope made from conductive metals)
* **Duration:** Concentration, up to 1 minute

You point both your arms to two creatures or objects that have at least 30 feet of distance between them, and magically extrapolate their energies. The effect of this spell depends on the target:

* If you target at least one creature: Should one of the targets move within 20 feet of distance of the other target the energies between them will discharge and reset, harming both. Both must make a Constitution saving throw. Each target takes 4d6 lightning damage on a failed save and has it's movement reduced to 0 until the start of their next turn. On a success, a target takes only half damage.
* If you target two objects: The area between the chosen objects begins to spark with electricity, harming those who would dare move between them. If a creature moves through the space between both objects, it must make a Constitution saving throw. Creatures take 2d6 lightning damage on a failed save and have their movement reduced to 0 until the start of their next turn. On a success, nothing happens. Creatures can be harmed by this spell more than once if they leave the area and enter it again.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the damage of each effect by 1d6 for each slot above 2nd.