recursal/Fanatic-Fandom huggingface dataset:
Humans

Humans are the most recent race from a long line of genetic shifts over thousands of years. From orcs to elves to dwarves, humans were made after the dwarves crossed into Ebbensile. After hundreds of nomadic years, they crossed the mountain range to southern Ebbensile to a more mild climate. Their featured smoothed as they no longer needed to survive such harsh conditions. Somehow, they seem to be able to survive almost any climate. The humans migrated back to northern Ebbensile, and through the rest of the Broken Earth, made easier due to their central location.

## Description

The humans are not born connected to any magical source. They have no innate casting abilities. They look surprisingly like you would imagine they might: recognizably simple, but unvaryingly unique all at once. They can live up to 100 years for the lucky ones and are surprisingly durable.

## Stereotypes

A human is generally considered a dwarf La Croix. They are persistent and unrelenting when something piques their interest, but their morals are generally flimsy at best. Most humans are viewed as simultaneously pretentious and stupid; intelligent and unwise. There are a lot of academic stereotypes that bleed out into general view of the race due to their high volume in the Broken Earth's colleges.

## Racial Relations

 Goblins | Goblins, in a humans eyes, are subhuman. Humans live all around the world and tend to have varying views of them, but very few consider them a fully intelligent being.
Scorcher (Spell)

Level: 2

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

***At Higher Levels.***

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

**Source:** *XGE*, page 150. Also found in *EEPC*, page 15.
Infernal Calling

Level: 5

Casting Time: 1 minute

Range: 90 feet

Duration: Concentration, up to 1 hour

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command—such as "attack my enemies," "explore the room ahead," or "bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.

***At Higher Levels.***

When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

**Source:** *XGE*, page 158
Shadow Blade

Level: 2

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 1 minute

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

***At Higher Levels.***

When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

**Source:** *XGE*, page 164
Animate Dead

Level: 3

Casting Time: 1 minute

Range: 10 feet

Duration: Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

**Source:** *PHB*, page 212. Available in the SRD.
Chain Lightning

Level: 6

Casting Time: 1 action

Range: 150 feet

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.

**Source:** *PHB*, page 221. Available in the SRD.
Distort Value

Level: 1

Casting Time: 1 minute

Range: Touch

Duration: 8 hours

Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.

***At Higher Levels.***

When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.

**Source:** *AI*, page 75
Investiture of Wind

Level: 6

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

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

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

**Source:** *XGE*, page 160. Also found in *EEPC*, page 20.
Fog Cloud

Level: 1

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 hour

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

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

**Source:** *PHB*, page 243. Available in the SRD.
Ensnaring Strike

Level: 1

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 1 minute

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

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

***At Higher Levels.***

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

**Source:** *PHB*, page 237
Hallow

Level: 5

Casting Time: 24 hours

Range; Touch

Duration: Until dispelled

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

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

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

**Courage.** Affected creatures can't be frightened while in the area.

**Darkness.** Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.

**Daylight.** Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.

**Energy Protection.** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

**Energy Vulnerability.** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

**Everlasting Rest.** Dead bodies interred in the area can't be turned into undead.

**Extradimensional Interference.** Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.

**Fear.** Affected creatures are frightened while in the area.

**Silence.** No sound can emanate from within the area, and no sound can reach into it.

**Tongues.** Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

**Source:** *PHB*, page 249. Available in the SRD.
Daylight

Level: 3

Casting Time: 1 action

Range: 60 feet

Duration: 1 hour

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

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

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

**Source:** *PHB*, page 230. Available in the SRD.
Find Familiar

Level: 1

Casting Time: 1 hour

Range: 10 feet

Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

**Source:** *PHB*, page 240. Available in the SRD.
Inflict Wounds

Level: 1

Casting Time: 1 action

Range: Touch

Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

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

**Source:** *PHB*, page 253. Available in the SRD.
Infestation

Level: Cantrip

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

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

**Source:** *XGE*, page 158
Fear

Level: 3

Casting Time: 1 action

Range: Self (30-foot cone)

Duration: Concentration, up to 1 minute

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

**Source:** *PHB*, page 239. Available in the SRD.
Kippet

Kippet is the deity of nature. They created the tangible, untouched state of the world. Some things in this world, generally nonsensical ones, are said to be created by Kippet before Ordus was able to create a law-set for said thing. This is to explain away the un-explainable. Kippet's physical ties are in Du-Kah. There is a high importance on the land unaltered by humanoids, and on the natural wonders that form without our influence. Many worshipers of Kippet are orcs, goblins, and intelligent small creatures.

## Appearance

This deity tends to be depicted as natural beauty as opposed to a humanoid. Often, they will be shown as a mountain, a cave, the ocean, or other non-sentient scenery. The sort of naturally occurring thing they may be depicted as changes according to the devotee trying to show them. It often reflects their own ideals and history.

## Relationships

Kippet used to have a celestial marriage with Elodius, but things changed when the world was created. Du-Kah and Leushlan were separated by water as humanoids grew more and more sentient, and less and less respectful of their surroundings, and the existing state of the world. They remain fairly isolated from the rest of the gods.

The deity speaks through whisperings in the trees, the ebb of the tide, the quality of the crop. Many give offerings to Kippet through the spring of Kippom instead of engaging in continual worship. Kippet does have devotees, however. Most reside outside of cities and villages, either as hermits or they adopt a nomadic lifestyle.

## Common Myths

The Race of Creation

Betrayal of Nature
Ravenous Void

Level: 9

Casting Time: 1 action

Range: 1000 feet

Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.

When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

**Source:** *EGW*, page 188
Entangle

Level: 1

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

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

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

When the spell ends, the conjured plants wilt away.

**Source:** *PHB*, page 238. Available in the SRD.
Compelled Duel

Level: 1

Casting Time: 1 bonus action

Range: 30 feet

Duration: Concentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

**Source:** *PHB*, page 224
Gift of Gab

Level: 2

Casting Time: 1 reaction, which you take when you speak to another creature

Range: Self

Duration: Instantaneous

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

**Source:** *AI*, page 76
Thorn Whip

Level: Cantrip

Casting Time: 1 actoin

Range: 30 feet

Duration: Instantaneous

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

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

**Source:** *PHB*, page 282
Ice Knife

Level: 1

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

***At Higher Levels.***

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

**Source:** *XGE*, page 157. Also found in *EEPC*, page 19.
Thunder Step

Level: 3

Casting Time: 1 action

Range: 90 feet

Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

***At Higher Levels.***

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

**Source:** *XGE*, page 168
Dispel Evil and Good

Level: 5

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 1 minute

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

**Break Enchantment.** As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

**Dismissal.** As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

**Source:** *PHB*, page 233. Available in the SRD.
Immolation

Level: 5

Casting Time: 1 action

Range: 90 feet

Duration: Concentration

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.

**Source:** *XGE*, page 158. Also found in *EEPC*, page 19.
Conjure Animals

Level: 3

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

* One beast of challenge rating 2 or lower
* Two beasts of challenge rating 1 or lower
* Four beasts of challenge rating 1/2 or lower
* Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it 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 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

**Source:** *PHB*, page 225. Available in the SRD.
Kaliepys

Kaliepys is the goddes of joy and pleasure. The land of influence she occupies is Seilsan. Kaliepys is attributed to be sly, but good-intentioned. She is not one to be explanatory, but generally worship towards her ends in good things. She is often prayed to most often when a creature is hoping for something to happen, or wishes to relive a pleasant past memory. In her land, her worshipers use her as a point of strength, to survive for the future pleasures in life.

## Appearance

Kaliepys is depicted very differently in her land of influence than she is without. In Seilsan, she often holds visual values of the tieflings that share that land. With a large horn, large personality, and lots of love to give. Outside, the gifts she gave to the creatures of the Broken Earth are slightly shifted to have a more sexual tone, and Kaliepys' appearance is strongly affected by this difference. The artist's culture values - or, perhaps more likely, their personal preferences beneath the sheets - will color how she is seen.

## Relationships

Initially, Kaliepys was known to be close with the goddess Frella. Due to the nature of Frella's personality, she withdrew from the Broken Earth and left Kaliepys mostly by herself. The loneliness left her within Seilsan, and she focused on bringing peace to her land. Eventually, after other fallings-out among other gods, Elodius found themselves similarly lonely to her, and they wound up in each other's company. They have been together happily, and are almost if not already in a celestial relationship.

Kaliepys' image is often demonized by people who take her gift to have a more sexual meaning. Myths are slowly changed over geography and time to distort her morals. True worshipers of Kaliepys find the beauty in connection of all kinds and try to spread kindness. Kaliepys responds to this with kindness of her own, to those she has not been judged by. Many claim that she has walked among them and freely offered advice, food, and more to those who have been polite enough to listen.

## Common Myths

Gifts of the Deities

The Missing Horn

Holy Proclamation
Hold Person

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

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

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

**Source:** *PHB*, page 251. Available in the SRD.
Arcane Lock

Level: 2

Casting Time: 1 action

Range: Touch

Duration: Until Dispelled

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.

**Source:** *PHB*, page 215. Available in the SRD.
Contagion

Level: 5

Casting Time: 1 action

Range: Touch

Duration: 7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

**Blinding Sickness.** Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

**Filth Fever.** A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

**Flesh Rot.** The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

**Mindfire.** The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the *confusion* spell during combat.

**Seizure.** The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

**Slimy Doom.** The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

**Source:** *PHB*, page 227. Available in the SRD.
Glowing Coin

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: 1 minute

Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

**Source:** *AI*, page 76
Flame Arrows

Level: 3

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 1 hour

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

***At Higher Levels.***

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

**Source:** *XGE*, page 156. Also found in *EEPC*, page 18.
Cloud of Daggers

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

***At Higher Levels.***

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

**Source:** *PHB*, page 222
Guidance

Level: Cantrip

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 1 minute

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

**Source:** *PHB*, page 248. Available in the SRD.
Delayed Blast Fireball

Level: 7

Casting Time: 1 action

Range: 150 feet

Duration: Concentration, up to 1 minute

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

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

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

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

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

**Source:** *PHB*, page 230. Available in the SRD.
Enervation

Level: 5

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.

Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

***At Higher Levels.***

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

**Source:** *XGE*, page 155
Alter Self

Level: 2

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 1 hour

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

**Aquatic Adaptation.** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

**Change Appearance.** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

**Natural Weapons.** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

**Source:** *PHB*, page 211. Available in the SRD.
False Life

Level: 1

Casting Time: 1 action

Range: Self

Duration: 1 hour

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

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

**Source:** *PHB*, page 239. Available in the SRD.
Hall of Thorns

Level: 1

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

***At Higher Levels.***

If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

**Source:** *PHB*, page 249
Harm

Level: 6

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

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

**Source:** *PHB*, page 249. Available in the SRD.
Wall of Sand

Level: 3

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, up to 10 minutes

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

**Source:** *XGE*, page 170. Also found in *EEPC*, page 23.
Elodius

Elodius is the deity of life. They created the soul, and gifted one to each being. Their influence is strongly tied to Leushlan, though they are worshiped across the Broken Earth, as every thing capable of worship was gifted a soul by them. Many mothers spend their pregnancies devoted to Elodius.

## Appearance

Elodius often is represented like either the fey, or a native animal. They have a more visibly ethereal quality and will often be shown with a bio-luminescence or a glow. Usually a rabbit, deer, or other unassuming creature with a white aura around them. This isn't the extent however. Elodius is said to walk through us at times, and is shown in different acts of kindness and words of wisdom.

## Relationships

Elodius was previously close with Kippet, around the time that the Broken Earth was in the beginning stages of creation. As the humanoids began to develop, they had stronger differences of opinion, and the two of the deities chose different sides. This led to a great divide in the land, and Elodius is now on much closer terms with Kaliepys. Their relationship together seems to be steadily pleasant and uneventful.

Those who worship Elodius often will go to places crowded with life to pray. Whether it is the streets of the city or a lush meadow, they will pray and wait to hear the words of Elodius through the souls around them. The trees will whisper with the wind, strangers will come by and make a strangely relevant comment about whatever was mentioned. Elodius is not known to speak to creatures of the Broken Earth directly, but they do speak indirectly, and they do so often.

## Common Myths

Creation of the Ancestor

Betrayal of Nature
Continual Flame

Level: 2

Casting Time: 1 action

Range: Touch

Duration: Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A *continual flame* can be covered or hidden but not smothered or quenched.

**Source:** *PHB*, page 227. Available in the SRD.
Engor's Abandonment

Engor's land of influence was never particularly large, and it never seemed like he was interested in maintaining it. There were few worshipers in his land, in the current ruin of Hedonis. After centuries of prayers not being answered, Engor seemed to make a final decision to abandon the Broken Earth.

His land suddenly split from the rest of Du-Kah, leaving Hedonis cut off on an island. There was no warning or explanation for the break of the land, and it is assumed that this was a sign that Engor had completely left. His contributions of inhibition still flourished among the people and creatures of the planet, but it seems like nothing else remains, or will ever come to be regarding that deity.
Call Lightning

Level: 3

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

**Source:** *PHB*, page 220. Available in the SRD.
Dawn

Level: 5

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

**Source:** *XGE*, page 153