recursal/Fanatic-Fandom huggingface dataset:
Animal Shapes

*8th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** Concentration, up to 24 hours

**Description:** Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconcious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.

The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
Beast Bond

*1st Level Divination*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a bit of fur wrapped in cloth)

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

**Description:** 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.
Chime of Opening

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an Action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Chain Lightning

*6th Level Evocation*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Verbal, Somatic, Material (a bit of fur; a piece of amber, glass or a crystal rod; and three silver pins)

**Duration:** Instantaneous

**Description:** 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 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.
Boomerang Shield

**Type:** Armor (Shield)

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 Slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Broom of Flying

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Augury

*2nd Level Divination [Ritual]*

**Casting Time:** 1 minute

**Range:** Self

**Components:** Verbal, Somatic, Material (specially marked sticks, bones, or similar tokens worth at least 25 GP)

**Duration:** Instantaneous

**Description:** By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

* Weal, for good results

* Woe, for bad results

* Weal and woe, for both good and bad results

* Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Bow of Conflagration

**Type:** Weapon (Any Bow)

**Attunement:** Yes

**Rarity:** Rare

**Description:** Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 Fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 Fire damage at the start of each of your turns until a creature uses an Action to extinguish the flames.
Arc XIV NPC’s

## Allies:

* Aura Ashcreek - The current Lady of Summermoon and secretly a dragon. After the Arc she rewards the PC’s by giving them tremendous power and tasking them with killing the man who stole her son for good this time.
* Amara Ashcreek - Wife to Amara, she is just trying to host a simple birthday party for her son and the ton but wasn’t expecting so many visitors so she is frazzled.
* Arthur Ashcreek - The baby dragon that hatched from the egg that was found during Arc IV. After being kidnapped he was aged up the the human equivalent of a 16 year old.

## Enemies:

* Damir Mortyss - Once a man, then a Flameskull, now he is some sort of in between state looking to become a Lich. He runs away, promising that he will not be dying or stopping anytime soon

## Neutral Parties:

* Emerald Stars - A young orange Tabaxi at Arthurs birthday party
* Vorka Bethin - A Half-Orc child who is at Arthur’s birthday party and is kidnapped, he is also aged up to be the size of a 16 year old.
* Darin Strongheart - A Dwarven child at Arthurs birthday party
* Ella Watson - An Aaracokcra child at Arthurs birthday party
Clairvoyance

*3rd Level Divination*

**Casting Time:** 10 minutes

**Range:** 1 mile

**Components:** Verbal, Somatic, Material (a focus worth at least 100 GP, either a jeweled horn for hearing or a glass eye for seeing)

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

**Description:** You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Censer of Controlling Air Elementals

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** While incense is burning in this censer, you can use an Action to speak the censer's command word and summon an air elemental, as if you had cast the Conjure Elemental spell. The censer can't be used this way again until the next dawn.

This 6-inch wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Cloak of the Bat

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** While wearing this cloak, you have advantage on Stealth checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast Polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Acolyte

***You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred grove. There you performed hallowed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest’s instruction and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people who prayed there.***

## Background Features:

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

**Skill Proficiencies:** Insight, Religion

**Tool Proficiency:** Calligrapher’s Supplies

**Language:** Celestial

**Feat:** Magic Initiate (Divine)

## Background Equipment:

* Book (Prayers)
* Calligraphers Supplies
* Holy Symbol
* Parchment (10 Sheets)
* Robe
* 3 GP
Abjurer

***The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.***

***Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.***

## Abjurer Features:

### 3rd Level: Abjuration Savant

Choose two Abjuration spells from the Arcane spell list, each of which must be no higher than 2nd level. You add those spells to your spellbook without needing to cast Scribe Spell.

In addition, whenever you gain a new level of spell slot, you learn one additional Abjuration spell of that level.

### 3rd Level: Arcane Ward

You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a Hit Point maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 Hit Points, you take any remaining damage. While the ward has 0 Hit Points, it can’t absorb damage, but its magic remains.

Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of Hit Points equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to twice the level of the spell slot expended.

Once you create the ward, you can’t create it again until you finish a Long Rest.

### 6th Level: Projected Ward

When a creature that you can see within 30 feet of yourself takes damage, you can use your Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage.

### 10th Level: Spell Breaker

You always have the Dispel Magic spell prepared, you can cast it as a Bonus Action, and you can add your Proficiency Bonus to its ability check.

### 14th Level: Spell Resistance

You have Advantage on saving throws against spells, and you have Resistance against the damage of spells.
Assassin

***An Assassin’s training focuses on the grim art of death, using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.***

## Assassin Features:

### 3rd Level: Bonus Proficiencies

You gain proficiency with the Disguise Kit and Poisoner’s Kit.

### 3rd Level: Assassinate

You are adept at getting the drop on a target, granting you the following benefits:

**Initiative:** You have Advantage on Initiative rolls.

**Surprising Strikes:** During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.

### 9th Level: Infiltration Expertise

You are expert at posing as someone else to aid your infiltrations. While in a disguise created using your Disguise Kit, you have Advantage on any Deception check you make while pretending to be someone else. You can also unerringly mimic another person’s speech, handwriting, or both if you have spent at least one hour studying each one.

### 13th Level: Envenom Weapons

When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores resistance to Poison damage.

### 17th Level: Death Strike

When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 + your Dexterity modifier + your Proficiency Bonus), or the attack’s damage is doubled against the target.
Bag of Beans

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.

If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.

If you remove a bean from the bag, plant it in the dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
Cartomancer

*4th Level Feat*

**Prerequisite:** Spellcasting Feature

**Repeatable:** no

**Ability Score Increase:** Increase your Spellcasting Ability Modifier by 1, to a maximum of 20

**Card Tricks:** You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.

**Hidden Ace:** When you finish a long rest, you can choose one spell from your class’s spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 Action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a Bonus Action to flourish the card and cast the spell within. The card then immediately loses its magic.
Circle of the Sea

***Druids of the Circle of the Sea draw on the tempestuous natural forces of the world’s oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance against those who despoil the natural world. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves, and listening to the inscrutable whispers and roars of the winds.***

## Circle of the Sea Features:

### 3rd Level: Circle Spells

Your connection to this circle ensures that you always have certain spells ready. When you reach a Druid level specified in the table below, you thereafter always have the listed spells prepared.

### 3rd Level: Wrath of the Sea

As a Bonus Action, you can expend a use of your Wild Shape to manifest an aura that takes the form of ocean spray that surrounds you. The aura lasts for 10 minutes. It ends early if you have the Incapacitated condition, dismiss it (no action required), or manifest the aura again.

At the end of each of your turns, you can choose another creature you can see within 10 feet of yourself. The target must succeed on a Constitution saving throw against your Spell Save DC or take Thunder damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).

### 6th Level: Aquatic Affinity

You always have the *Water Breathing* spell prepared. In addition, you gain a Swim Speed equal to your Speed. If you use Wild Shape to assume a form that lacks a Swim Speed, that form gains your Swim Speed.

### 10th Level: Stormborn

Your Wrath of the Sea confers two more benefits while active:

**Flight:** You gain a Fly Speed equal to your Speed.

**Resistance:** You have resistance to Cold, Lighting, and Thunder damage.

### 14th Level: Oceanic Gift

Whenever you use Wrath of the Sea, you can manifest the aura around one willing creature within 60 feet of you rather than manifesting it around yourself. The creature gains all the benefits of the aura and uses your Spell Save DC and Wisdom modifier for it. In addition, you can manifest the aura around both the other creature and yourself if you expend two uses of your Wild Shape, instead of one, when manifesting the aura.
Animal Messenger

*2nd Level Enchantment [Ritual]*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a morsel of food)

**Duration:** 24 hours

**Description:** 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 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Blood Spear

**Type:** Weapon (Spear)

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** Kavan was a ruthless chieftain whose tribe Jived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and be lived underground. in battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.

When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.
Clockwork Amulet

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.
Amulet of the Drunkard

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.
Boots of the Winterlands

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

* You have resistance to Cold damage.

* You ignore difficult terrain created by ice or snow.

* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Acolyte (Monster)

**Spellcasting:** The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following Divine spells prepared:
* Cantrips (at will): Light, Sacred Flame, Thaumaturgy
 **Club:** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) Bludgeoning damage.
Cloak of Elvenkind

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** While you wear this cloak with its hood up, Perception checks made to see you have disadvantage, and you have advantage on Stealth checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Blink

*3rd Level Transmutation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** 1 minute

**Description:** 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 you 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 that 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 more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.
Amethyst Lodestone

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This fist-sized chunk of amethyst is infused with an amethyst dragon’s ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws.

The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.

* Flight: As a Bonus Action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.

* Gravitational Thrust: As an Action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.

* Reverse Gravity: As an Action, you can expend 3 charges to cast Reverse Gravity from the stone (save DC 18).
Alarm

*1st Level Abjuration*

**Casting Time:** 1 minute

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a tiny bell and a piece if fine silver wire)

**Duration:** 8 hours

**Description:** 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.
Arc VII NPC’S

## Allies:

* Velda Meril - One of the Jito of the Vosea Empire. She approaches Seb in order to get him on board for tarting a war since the other Jito at the time don’t want a war.

## Enemies:

* Thermagal - One of the Jito of the Vosea Empire. He is a powerful wizard who is against any sort of conflict with other nations. He is killed by Seb in order to take his seat as Jito

## Neutral Parties:

* Horan - One of the Jito of the Vosea Empire. He is a simple brute who would do anything that Thermagal tells him to do. Once Thermagal is dead, Horan is killed by Velda and his death is blamed on him being accidentally hit by Seb and Thermagal’s battle
Arc II NPC’s

## Allies:

* Lord Jonathan Varyc - The Lord of Far Ridge that is reported to have been killed by The Goblin Lord, but in reality has been transformed by a horrible potion into a hulking Goblinoid beast until he is cured by The Mountainbreakers
* Walder Fang - A former kingsguard member who left because he felt unfulfilled babysitting Noble children. He is the only one of the group hired by Declan left alive and talks to Lombarghdi and stays to guard Lord Varyc’s goblin form while the Mountainbreakers get the potion to cure him. The time spent with them changes his heart and he becomes Lord Varyc’s new Right Hand.
* Daniel - One of the twin siblings who are new adventurers who are taking a smaller job within Far Ridge. Daniel is killed by the mercenaries who frame goblins for the death
* Dinnah - One of the twin siblings who are new adventurers who are taking a smaller job within Far Ridge. Dinnah is able to escape the mercenaries and is later found by Declan and imprisoned within Far Ridge Keep.
* Donovan Alaric - The 2nd child of King Henric Alaric, who is hinted at being a Hunter or at least a Hunter in training and helps the Mountainbreakers when they suddenly teleport into the Royal Gardens.

## Enemies:

* Declan Helvan - Formerly the Right Hand to Jonathan Varyc, he starts a plot to take over by transforming Lord Varyc into “The Goblin Lord” and kills Lady Varyc, blaming it on The Goblin Lord. Once he takes over as Lord, he also turns himself into a vampire in order to keep control over the town.
* Gem Lovejoy - The Matriarch of the Lovejoy Empire of Glycaria

## Neutral Parties:

* Burdall Hatebad - A member of the Hatebad Clan that has plans on robbing Lovejoy Manor
* Barrick Hatebad - A member of the Hatebad Clan that has plans on robbing Lovejoy Manor
* Jack Lovejoy - Husband to Gem Lovejoy
* Liliora Bronzecrag - The Royal Alchemist of Hyranor, having a shop in the central district of the city of Tyle. Can be a little spacey but is still extremely powerful as long as she can keep her marbles in the bag
Antimagic Armor

**Type:** Armor (Light, Medium, or Heavy)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** While wearing this armor, you can use your Reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn.

In addition, while you wear this armor, you can use it to cast Antimagic Field, requiring no spell components. Once this property is used, it can’t be used again until the next dawn.
Badge of the Watch

**Type:** Wondrous Item

**Attunement:** Yes (Requires the acceptance of the Open Lord of Waterdeep)

**Rarity:** Rare

**Description:** A Badge of the Watch is given only to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep's City Watch, bears the emblem of Waterdeep and is meant to be worn or carried.

While wearing the badge, you gain a +2 bonus to AC if you aren't using a Shield.

If the badge is more than 5 feet away from you for more than I minute. it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn't ended.

As an Action, the Open Lord can touch the badge and end your attunement to it.
Aartuk Weedling

**STR** | **DEX** | CON
 **Tongue (Recharge 6):** The aartuk tries to use its gooey tongue to snare one Medium or smaller creature it can see within 30 feet of itself. The target must make a DC 11 Dexterity saving throw. On a failed save, the target is Grappled by the tongue (escape DC 12) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time.
Bugbear

***Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for lurking just out of sight, and many of them have sneaked away from that god’s influence.***

***They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them.***

## Bugbear Traits:

**Creature Type:** Goblinoid

**Size:** Medium (about 6-8 feet tall)

**Speed:** 30 feet

**Life Span:** 80 years on average

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

**Fey Ancestry:** You have advantage on Saving Throws you make to avoid or end the Charmed Condition on yourself.

**Long-Limbed:** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

**Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

**Sneaky:** You are proficient in the Stealth Skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.

**Suprise Attack:** If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.
Bless

*1st Level Enchantment*

**Casting Time:** 1 Action

**Range:** 30 feet

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

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

**Description:** 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.
Boots of Speed

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an Opportunity Attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Banneret

***A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.***

***A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.***

***Banneret serves as the generic name for the Purple Dragon Knight archetype if you use it in campaign settings other than the Forgotten Realms or to model warlords other than Purple Dragon Knights.***

## Banneret Features:

### 3rd Level: Rallying Cry

You learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

### 7th Level: Royal Envoy

Knights of high standing are expected to conduct themselves with grace.

You gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

### 10th Level: Inspiring Surge

When you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

### 15th Level: Bulwark

You can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Awaken

*5th Level Transmutation*

**Casting Time:** 8 hours

**Range:** Touch

**Components:** Verbal, Somatic, Material (an agate worth at least 1,000 GP, which the spell consumes)

**Duration:** Instantaneous

**Description:** 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 DM 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 and 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.
Beacon of Hope

*3rd Level Abjuration*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

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

**Description:** This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Artisan

***You began mopping floors and scrubbing counters in an artisan’s workshop for a few coppers per day as soon as you were strong enough to carry a bucket. When you were finally old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer. As part of your studies, you picked up Gnomish, the tongue from which so many of the artisan’s terms of art are derived.***

## Background Features:

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

**Skill Proficiencies:** Investigation, Persuasion

**Tool Proficiency:** Artisan’s Tools (one of your choice)

**Language:** Gnomish

**Feat:** Crafter

## Background Equipment:

* Abacus
* Artisan’s Tools (same as your proficiency choice)
* Merchant’s Scale
* Pouch (2)
* Traveler’s Clothes
* 25 GP
Armor of Weightlessness

**Type:** Armor (Light, Medium, or Heavy)

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** This armor has 5 charges. While you wear it, you can use a Bonus Action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).

This armor regains 1d4 + 1 expended charges daily at dawn.
Arcane Lock

*2nd Level Abjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verb, Somatic, Material (gold rush worth at least 25 GP, which the spell consumes)

**Duration:** Until Dispeled

**Description:** You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.

You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting *knock* on the object suppresses *arcane lock* for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Acid Splash

*Conjuration Cantrip*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You create an acidic bubble and hurl it at a point within range, where it explodes in a 5- foot-radius sphere. Each creature in that sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.

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

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Varies

**Description:** While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The Belt of Stone Giant Strength and the Belt of Frost Giant Strength look different, but they have the same effect.

 Stone/Frost Giant
 Fire Giant
 Cloud Giant
 Storm Giant
Air Genasi

***Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water — these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie’s magic.***

***Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the winds.***

***Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor.***

## Air Genasi Traits:

**Creature Type:** Genasi

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

**Speed:** 35 feet

**Life Span:** 120 years on average

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

**Unending Breath:** You can hold your breath indefinitely while you’re not Incapacitated.

**Lightning Resistance:** You have resistance to Lightning damage.

**Mingle with the Wind:** You know the Shocking Grasp cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast one of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
Amulet of the Planes

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** While wearing this amulet, you can use an Action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the Plane Shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.
Boots of Springing and Striding

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Aura of Life

*4th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Self (30-foot Radius)

**Components:** Verbal

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

**Description:** Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Circle of Power

*5th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Self (30-foot Radius)

**Components:** Verbal

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

**Description:** 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.
Bladesinger

***Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.***

***In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.***

## Bladesinger Features:

### 3rd Level: Training in War and Song

You gain Light Armor Training, and you gain Proficiency with one type of one-handed melee weapon of your choice.

### 3rd Level: Bladesong

You can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

* You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)

* Your walking speed increases by 10 feet.

* You have advantage on Dexterity (Acrobatics) checks.

* You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

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

### 6th Level: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

### 10th Level: Song of Defense

you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your Reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

### 14th Level: Song of Victory

You can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Beast Sense

*2nd Level Divination [Ritual]*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Somatic

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

**Description:** You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
Abjurer Wizard

**Spellcasting:** The abjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):
* At will: Dancing Lights, Mage Hand, Message, Prestidigitation
* 2/day each: Dispel Magic, Lightning Bolt, Mage Armor
 **Arcane Ward (Recharge 4–6):** When the abjurer or a creature it can see within 30 feet of it takes damage, the abjurer magically creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of 0, and then vanishes.