recursal/Fanatic-Fandom huggingface dataset:
Curious Incatation

*Summary*

A ranged spell attack with a random effect.

*Effect*

The signature spell of the curious. You channel astral energy into a creature within range you can see. Make a ranged spell attack against that creature. On a hit, roll a d12, which determines the effects afflicting the creature, with each effect corresponding to an astral body.

1. Sun: The creature takes 2d8 radiant damage and is blinded until the start of it’s next turn.
2. Moon: The creature takes 2d6 cold damage and has disadvantage on atatck rolls until the end of it’s next turn.
3. Stars: Roll a d20. Once before the end of your next turn, you can replace the roll of one attack roll or ability check made by or against the creature with the result of the roll.
4. Elemental Mist: The creature takes 1d4 lightning damage, 1d4 fire damage, 1d4 bludgeoning damage and 1d4 water damage.
5. Celestia: The first damage roll the creature makes before the end of it’s next turn suffers a 2d6 penalty to the damage dealt.
6. Mechanus: The creature takes 2d6 lightning damage. The creatures damage rolls canno be higher than the average damage for that specific roll, and the creature cannot score critical hits.
7. Inferna: The creature takes 1d8 fire damage and 1d8 necrotic damage, and the creature is frightened of you until the end of it’snext turn.
8. Astula: The creature takes 2d6 psychic and 2d6 thunder damage.
9. Pandemonium: The creature regains 1d6 hit points and is petrified until the end of it’s next turn.
10. Limbo: The next time the creature takes damage, the damage is increased by 2d12.
11. Arborea: The creature takes 2d4 piercing damage and is restrained until the end of it’s next turn.
12. Elysium: The creature is charmed by you until the end of it’s next turn.

*Spell Lists*

Druid, Sorcerer, Warlock, Wizard
Shattering Orders

*Summary*

Buff, weaken, or damage all creatures in a 60 foot cone.

*Effect*

The signature spell of the shattering. You send a wave of thundering sound into an area covering a 60 foot cone. Choose one of the following effects: All willing creature in the area can use their reaction to make a single weapon attack against one creature within their range. All creatures in the area must make a constitution saving throw, taking 6d6 thunder damage on a failed save, or half as much on a sucessful one. All creatures of your choice gain half cover until the start of your next turn, and all other creatures must succeed on a constitution saving throw, or be pushed 10 feet away from you and have their AC reduced by 2 until the start of your next turn.

*At Higher Levels*

When you cast this spell using a slot of 5th level or higher, the thunder damage dealt increases yb 1d6 for every level above 4th.

*Spell Lists*

Bard, Sorcerer, Wizard
Power Word: Piece

*Summary*

Force a group of creatures to stop fighting.

*Effect*

The signature spell of the Pieceful. You speak an ancient word of power, compelling every creature within range to cease their wafare. Every creature within range that is either willing or has 200 hit points or less hit points is affected by the spell until it ends. For the duration, every affected creature cannot intentionally harm a creature, either with attacks, or with harmful spells or other effects. When a creature takes damage, it is no longer affected. When you deal damage to a creature or cause a harmful effect to affect a creature, the spell also ends.

*Spell Lists*

Bard, Cleric
Blade of Dominion

*Summary*

Create a sword, which deals 2d8 slashing damage plus 4d6 force damage when attacked with.

*Effect*

The signature spell of the dominating. You conjure a blade of mystic power, lasting for the duration, which occupies one of your hands, vanishing when it leaves your hand. After vanishing, you can call it again during the spells duration as a bonus action, occupying one of your hainds again. You can use this weapon to make melee attacks against creatures within 5 feet of you. When you do so, you use your spellcasting ability modifier instead of your strength modifier when making attack rolls, and the weapons deals 2d8 plus your spellcasting ability modifier slashing damage plus 4d6 force damage on a hit. When you reduce a creature with a CR lower than the level of this spell to 20 hit points or less, the creature is killed.

*Spell Lists*

Cleric, Paladin, Sorcerer, Wizard
Spells

> *"There are multiple access points to the near endless potency of the arcane. However, believe me, most of them require years of dedication, and those that don't usually require something much worse. Are you sure this is worth it?"*
>
>

From sanctified clerics to wizened druids, many throughout fargraves have attempted to master the flow of magic, using it for their own purposes. Spellcasting adheres to a strict set of rules, listed here. Nevertheless, even those not fortunate enough to posess any talent for magic have spent their time studying the spells of the lands.

## Spell Lists

The domains of the arcane are distinct. Classes only have access to certain spells, dictated by their spell lists.
Poetic Coercion

*Summary*

Create a field which interrupts concentration when cast and can prevent creature from going more than 30 feet away from you.

*Effect*

The signature spell of the Poetic. You surround yourself with enchanting melodies and swirling patterns, which cover 30 foot radius sphere centered on you, and move with you. When you first cast this spell, any creature inside it that is concentrating on a spell other than you must make a concentration saving throw against a DC of 10 or lose concentration. All Performance checks within the area are made at advantage, as the melodies shift to aid the performing creature. When a creature attempts to leave the area, you can force the creature to make a Wisdom save. On a failed save, the creature must use it’s remaining movement to move towards you in the most direct safe path. This movement doesn’t provoke opportunity attacks. A creature with immunity to being charmed automatically succeeds on all saving throws against this spell.

*Spell Lists*

Bard, Wizard
Horrid Radiance

*Summary*

Blind, frighten, poison and harm all creatures within 20 feet of you.

*Effect*

The signature spell of the radiating. You surround yourself in a 20 foot radius field of blinding sickness, which lasts until the spell ends, and follows your position. Every creature other than you in that area must make a constitution saving throw the first time each round it moves into the field or starts its turn there. On a failed save, the creature takes 3d6 radiant damage, and is poisoned until the start of its next turn. While poisoned this way, the creature is blinded and frightened by you.

*At Higher Levels*

When you cast this spell using a slot of 4th level or higher, the daamge is increased by 1d6 for every level above 3rd.

*Spell Lists*

Sorcerer, Warlock, Wizard
Disc of Advancement

*Summary*

Create a controllable floating platform with a radius of 20 feet.

*Effect*

The signature spell of the Advanced. Choose a point within range you can see. A 20 foot radius disc of bronze forms centered on that point, leaving holes for any creatures and terrain, except plant which arent creatures, which are destroyed instead. The disc can stay in the air, requiring no supports. For the remaning duration, as an action, you can move the disc in the following ways: The disc sinks or rises 20 feet or until it makes contact with an object or creature that isn’t on the disc or until the disc is more than 60 foot above a surface: The disc shakes forcing all creatures on it to make a dexterity saving throw, dropping prone on a failed check; The disc moves up to 30 feet in any direction horizontally. You cannot take this action if the disc is outside the spells range. The disc has an AC of 15 and 100 hit points, immunity to all damage except bludgeoning, force, piercing and slashing. The disc can carry a number of tons of weight equal to the spell’s level. When the disc is reduced to 0 hit points or the spell ends, the sphere dissolves ina clourd of dust, which magically carries all creatures that were on the disc 60 feet towards the ground before leaving them to fall. A disintegrate spell targeting the disc causes the spell to end.

*Spell Lists*

Wizard
Binding Smite

*Summary*

Increase the damage of your next attack, and restrain the target.

*Effect*

The next time you hit a creature with a weapon attack before the spell ends, holy chains warp around your target, immobilizing and searing it. The target takes an additional 3d8 radiant damage, and if it is large or smaller, must make a strength saving throw. On a sucessful save, the creature is grappled until the end of it’s next turn. On a failed save, the creature is restrained until the spell ends. A restrained creature can repeat the saving throw at the end of each of it’s turns, ending the spell on a sucessful save. You can end the spell as a bonus action. When you do so, any creatures restrained by this spell are pulled 30 feet towards you.

*Spell Lists*

Paladin
Crown of Madness

*Summary*

Curse a target, giving it a 50% chance to attack randomly instead of using their action for their intended purposes.

*Effect*

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or be affected, a twisted crown of jagged iron appearing on its head, and a madness glowing in its eyes. Whenever the affected creature takes an action, roll a d6. If the die lands on an uneven number, the target doesn’t take the chosen action, and instead uses its action to make a melee attack against one random creature within range. If no creature is in range, roll another d6. If the result is even, the creature attacks a random object within range. If the result is uneven or no objects are in range, the creature attacks itself. The target can make a wisdom saving throw at the end of each of its turns. On a success, the spell ends.

*Spell Lists*

Bard, Sorcerer, Warlock, Wizard
Unspeakable Forthbringing

*Summary*

Summon powerful demons, which are under your control until you lose concentration, after which they act on their own.

*Effect*

The signature spell of the unspeakable. You bring forth a vile demonic beast, summoning a demon or multiple demons of your choice with a combined CR that is no higher than 4, divided by the number of demons summoned. The demon is summoned at a point within range you can see. When the demon drops to 0 hit points, or returns to it’s plane of origin, the demon vanishes and the spell ends. The demon has it’s own turns, and can act according to it’s own will, but it cannot harm you in any way while you maintain concentration on this spell. When the spell ends at the end of it’s duration, the demon vanishes. If you lose concentration on the spell, causing it to end prematurely, the demon doesn’t vanish, and is instead left to act according to it’s own will, and can now harm you.

*At Higher Levels*

When you cast this spell using a slot of 4th level or higher, the maximum CR of the demon is increased by 1 for every slot level above 3rd.

*Spell Lists*

Warlock, Wizard
Vitriolic Sphere

*Summary*

Create an acid explosion dealing up to 12d4 acid damage.

*Effect*

You point at a place within range, and a glowing ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 8d4 acid damage and 4d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

*At Higher Levels*

When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

*Spell Lists*

Sorcerer, Wizard
Mage Plate

*Summary*

Increase your AC to 18 and grant yourself physical damage reduction.

*Effect*

You conjure floating translucent plates of arcane energy, which guard your body against harm. For the duration, whenever your AC is lower than 18, it becomes 18. Additionally, any nonmagical bludgeoning, piercing and slashing damage aswell as any force damage you take is reduced by 3.

*Spell Lists*

Sorcerer, Wizard
Lethal Pounce

*Summary*

Deal extra 2d6 damage with your next attack, or 4d6 if the target is slowed.

*Effect*

The grace and ferocity of a panther empowers your strikes. The next time you hit a creature with a melee weapon attack before the spell ends, You deal an additional 2d6 damage of the weapons type. If the target’s movement speed is below it’s regular movement speed, or if the target is incapacitated, you deal an additional 4d6 damage of the weapon’s type instead. Afterwards, you gain advantage on saving throws until the start of your next turn.

*Spell Lists*

Ranger
Occursed Brand

*Summary*

Curse a creature, poisoning, slowing and hindering it, while dealing continuous damage.

*Effect*

The signature spell of the Occursed. Make a ranged spell attack against a creature within range. On a miss, you can repeat the attack as an action until the spell ends or until you hit a creature. When a creature is hit, it is afflicted by a tormenting curse, becoming poisoned until the spell ends. While poisoned this way, the creature takes 2d6 fire damage and 2d6 necrotic damage at the start of each of it’s turns. While poisoned, it also loses any damage reduction other than resistance it benefits from, cannot score critical hits, and has it’s movement speed reduced by 15 feet. The creature can use it’s action to attempt to break the spell, making a wisdom saving throw, ending the effect on a sucessful save. A remove curse spell also ends this effect.

*Spell Lists*

Bard, Cleric, Wizard
Acid Arrow

*Summary*

Make a ranged spell attack, dealing 8d4 acid damge on a hit and 2,5d4 acid damage on a miss

*Effect*

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 5d4 acid damage immediately and 3d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of it’s next turn.

*At Higher Levels*

When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot above 2nd.

*Spell Lists*

Sorcerer, Warlock, Wizard
Feeblemind

*Summary*

Reduce a creatures mental capacity to a minimum, with saving throws only repeatable on the daily.

*Effect*

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. Abberations, celestials, constructs, elementals, fiends, oozes and undead, aswell as any creature with an intelligence lower than 3 is unaffected by this spell. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1 for the duration. During that time the creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every day, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, Heal, or Wish.

*Spell Lists*

Bard, Cleric, Wizard
Unforgiving Seal

*Summary*

Deal 12d6 radiant damage and weaken a group of creatures.

*Effect*

The signature spell of the unforgiving. You place a cursed seal on every creature within 10 feet of a point you can see within range, forcing every affected creature to make a Charisma saving throw. On a failed save, a creature takes 12d6 radiant damage and is cursed until the spell ends. On a sucessful save, a creature takes half as much damage and isn’t cursed. While cursed, a creature suffers a 1d8 penalty to any attack roll it makes, and has it’s AC reduced by 4. The creature cannot regain hit points, but can still gain temporary hit points. As an action, a creature can attempt to free itself from the curse, allowing it to repeat the saving throw, ending the curse on a sucessful save. A casting of remove curse also ends the effect on that creature.

*Spell Lists*

Cleric, Warlock, Wizard
Mud Wave

*Summary*

Summon a wave of mud, dealing 2d6 bludgeoning damage on a failed strength save, aswell as reducing movement speed.

*Effect*

You summon a wave of mud to strike your foes and hinder them. The wave is 5 feet high and extinguishes any flames in its area. A creature struck by the mud must make a Strength saving throw. On a failed save the creature takes 2d6 bludgeoning damage through water and it’s movement speed is reduced by 20 feet until the end of its next turn. On a sucessful save, it’s movement speed is reduced by 10 feet and it takes no damage.

*Spell Lists*

Druid, Wizard
Unseen Servant

*Summary*

Create an invisible servant, which cannot fight, only perform simple tasks.

*Effect*

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

*Spell Lists*

Bard, Warlock, Wizard
Half Orcs

> *"Listen Kid, 'ey ain't gonna like ya', alright? Don't bother with tryna' impress 'em, so long as 'ey don't wanna like ya', 'ey don't give a damn what ya' do. We're half orc, and that's half too much for 'em."*
>
>

As the children of humans and orcs, half orcs face much of the same scrutiny as orcs from other creatures, even though they aren't prone to the typicaly violent outbursts of true orcs. Nevertheless, they posess the same physical prowess, and combine their orcish endurance with human determination allowing them to withstand even some excrutiating blows. With looks very similar to an orc, with only a somewhat more slender and smaller build, half orcs are often hard to distinguish from typical orcs, and often live with the orcish side of their family, where they are rarely taken seriously. Despire this, half orcs persevere, but often end up travelling the continents alone.

## Traits

When you choose for your character to be a half orc, you gain the following benefits and traits.

### Ability Score Increase

Your strength score is increased by 2, and your constitution score is increased by 1.

### Age

Half orcs mature somewhat faster than humans, reaching physical maturity after 14 years. Half orcs usually live around 80 years, only slightly longer than full blooded orcs.

### Size

Your size is medium. Half orcs average heights of around 190 centimetres, equaling the size of southern orc tribes. Half orcs weigh around 140 lbs.

### Languages

You can speak, read and write Common and Orcish, called Werren by orckind.

### Darkvision

You inherit some of an elf's magical abilities. You gain a darkvision with a range of 60 feet. In this area, you perceive dim light as bright light, and darkness as dim light, although you are unable to identify color.

### Menacing

You have proficiency in the intimidation skill.

#### Relentless Endurance

When you are reduced to 0 hit points and knocked unconscious without being killed, you can drop to 1 hit point instead, becoming conscious again and not dropping prone. You can’t use this feature again until you finish a long rest.

#### Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Summon Wildlife

*Summary*

Summon a plant or animal companion, which lasts until it dies, but prevents you from regaining the used spell slot.

*Effect*

You call forth a spirit of nature, which manifests itself as either a beast or a plant within range in an unoccupied space you can see. You can choose one plant or beast with a CR equal to or lower than 1/4th of the spell’s level, whose shape the creature takes. The creature is friendly towards you and your companions. In combat, the creature shares your initiative count, but it takes it’s turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any or it can’t hear you, it tkes the dodge action and uses it’s move to move to a save area within 30 feet of you. Creatures summoned by this spell are immune to being charmed, and cannot harm you in any way. Creatures summoned by this spell don’t require food or water, sleep when you do, and regain all their hit points when you complete a long rest.

This spell ends when the creature is reduced to 0 hit points, and when the spell ends, the summoned creature vanishes. During the duration of this spell, you cannot regain the spell slot you used to cast this spell, and you cannot cast this spell if a different currently active spell effect prevents one spell slot of the same level as this spell from being regained whenever you regain all spell slots. You cannot cast this spell without spending a spell slot. You can end this spell as an action.

*Spell Lists*

Druid, Ranger
Ursine Maul

*Summary*

Turn a melee attack into a multi hit, dealing extra damage and reducing the AC of up to 3 targets.

*Effect*

Your strikes are empowered by bearlike strength. Once when you make a melee weapon attack before the spell ends, you can attack 3 targets within your range, making a seperate attack roll for each target. On a hit, a target takes an additional 3d6 slashing damage, and it’s AC is decreased by 2 until the start of your next turn.

*Spell Lists*

Ranger
Wrathful Smite

*Summary*

Increase the damage of your next attack, dealing extra 1d6 psychic damage and frightening the target.

*Effect*

The next time you hit with a melee wepon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a wisdom saving throw against your spell save DC to steel its resolve and end this spell.

*Spell Lists*

Paladin
Tritons

> *"Do not fret, o people of the lands! We promise you, you shall not need to fear the terrors of the sea so long as we are here, for it is our duty to purge the waters of the foul corruptors!"*
>
>

The heroes of the deep, the tritons have long since been a warden of civilization, guarding the coasts from amphibious foes and horrifying sealife. With blue to green skin and finned ears, thy are easy to recognize, something that bothers barely any tritons, as they carry their role as guardians with duty and pride, even bordering arrogance at times. While this pride is a common denominator among the civilized seafolk, it is rare to find the malevolent among them, and they do not hesitate to risk their life for what they perceive as the greater good.

## Traits

When you choose for your character to be a triton, you gain the following benefits and traits.

### Ability Score Increase

Your strength, constitution and charisma scores are increased by 1.

### Age

Tritons are considered physically mature after around 15 years, and reach the end of their mental development within the following few years. Tritons stay young for a suprising amount of time, with age only seeming to reach them after around 15 decades. Tritons only rarely live to be more than two centuries old.

### Size

Your size is medium. Tritons are somewhat shorter than humans, averaging at around 155 centimetres of height, although there is significant variance. Tritons weigh around 90 lbs.

### Speed

Your base walking speed is 30. You gain a swimming speed equal to your base walking speed.

### Languages

You can speak, read and write Common and Primordial, the speech of the sentient elements.

### Control Air and Water

You have limited magical control over some of the elements of this world. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

### Guardian of the Depths

Adapted to even the most extreme ocean depths, you have resistance to cold damage. While fully submerged, you have blindsight of 10ft, whoch doesn't extern over the water's surface.
Maze

*Summary*

Banish a creature into a labyrinth without requiring a saving throw. It can attempt to escape as an action.

*Effect*

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Investigation or Survival check. If it succeeds, it escapes, and the spell ends (a creature with the labirinthian recall ability or the keen mind feature automatically escapes). Each round the creature ends it’s turn within the maze, it gets a accumulative +1 bonus to investigation checks until the spell ends When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

*Spell Lists*

Wizard
Mass Heal

*Summary*

Divide 700 points of healing among a group.

*Effect*

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed for at least 70 points by this spell are also cured of all diseases as if cured by a 6th level spell, and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

*Spell Lists*

Cleric
Maddening Darkness

*Summary*

Create a field of darkness which deals 8d8 psychic damage to creatures within.

*Effect*

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

*Spell Lists*

Warlock, Wizard
Your Majesty, there's a second bus coming!

Meanwhile in an alternate universe...

## Synopsis

A London guard tells the queen that there is a second bus coming to destroy the Big Ben.

## Characters

* London Guard
* Queen Elizabeth II

## Trivia

* This animation is about how 9/11 would happen in London.
* Queen Elizabeth II appears in this animation, but she died before the animation released.
* The London guard turns into a skull when the Big Ben explodes, this means the explosion was so strong that everyone died.
* The audio actually comes from a YouTube meme with the same thing happening, but the queen and the guard don't appears.

## External Links

Watch on Newgrounds: https://www.newgrounds.com/portal/view/898686

Original Audio on YouTube: https://youtu.be/1OoNTYXaZrM?si=MJk8VnJ8SghUqitA
Zephyr Strike

*Summary*

Give yourself mobility buffs, and increase the damage of your next attack by 1d8.

*Effect*

You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 weapon damage on hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

*Spell Lists*

Ranger
Mass Healing Word

*Summary*

Heal up to 6 creatures by 2d4 plus your spellcasting ability.

*Effect*

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 2d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

*At Higher Levels*

When you cast this spell using a spell slot of 4th level or higher, the healing increases by 2d4 for each slot level above 3rd.

*Spell Lists*

Bard, Cleric, Druid
Power Word: Bliss

*Summary*

Grant 60 temporary hit points to a creature, which grant it advantage on attack rolls and ability checks.

*Effect*

You utter a word of power that causes a wave of invigorating comfort to a creature you can see within range. The creature gains 60 Temporary hit points, which last until the spell ends. While it has these hit points, it gains advantage on attack rolls, ability checks and constitution saving throws. Additionally, for that time, the creature is immune to being frightened, and it’s movement speed is increased by 10 feet.

*Spell Lists*

Bard, Cleric, Wizard
Storming Wrath

*Summary*

Grant yourself resistances and arcing lightning damage on weapon attacks.

*Effect*

You surround yourself in a devastating storm of lightning, which lashes out against your enemies with each of your strikes. For the duration of the spell, the first two times you hit a creature with a weapon attack on a turn, a lightning tendril stikes at up to two targets within 10 feet of your original target, dealing 1d10 lightning damage to the chosen creatures. During the duration of the spell you are resistant to lightning damage, and any bludgening, piercing and slashing damage you take is reduced by an amount equal to your constitution modifier.

*Spell Lists*

Sorcerer, Wizard
Classes

> "Fools and corpses, soldiers and outlaws, all will find their way to us now that the road is clear."
>
>

Both swordsmen and grand magicians have carved the world of fargraves, each specializing in a certain approach, creating their signature approaches to conflict throughout the years, with countless following in their steps. Most, if not all adventurers follow in the steps of at least one of the following twelve classes.

## Subclasses

Only few warriors fight alike, hence throughout history classes have divided themselves into further subcategories, some which may be continues within families as tradition, while others consist of talents which may come naturally to those living on the edge of death. Whatever the case, most warriors will have to choose a further specialization, ofter better sooner than later.

When you reach a specific level in a class, typically no later than level 3, you gain the option to choose a subclass, a typically permament specialization allowing you access to further talents and abilities, with some naturally excelling more at specific tasks than others. Clerics, Sorcerers and Warlocks must choose their subclass at level 1, as it is an intrinsic part of their connection to their origin of power. Lists of subclasses will be provided within the page of the class they belong to.
Kobolds

> *"Kobolds are a wild card, always. If they weren't so disorganized, and easy to throw, you'd have to be pretty careful around them. Thankfully, we don't live in such a horrible world, eh?"*
>
>

The kobolds are the smallest kind of the draconic folk, standing as tall as gnomes, with especially thin bodies. Nevertheless, kobold communitites have lasted throughout the ages, relying on their talent for avoiding foes, their small stature and their talent for trapcraft to stay relatively safe within their underrground residencies. Due to them providing little danger and their large group sizes, kobolds have garnered a reputation as humanoid pests. However, most kobolds do not care for insults or other trivialities, focussing more on worrying about their oftentimes less than friendly neighbors and other sources that fuel their cowardice.

## Traits

When you choose for your character to be a kobold, you gain the following benefits and traits.

### Ability Score Increase

Your strength score is decrased by 1, your dexterity score is increased by 2 and your charisma or intelligence score is increased by 1.

### Age

Kobolds develop very quickly, reaching full maturity at around 6 years of age. While kobolds are able to live for around 4 decades, thier careless nature makes that a quite rare occurrence, causing kobolds of an age of 30 years or more to be considered very old by their fellow kin.

### Size

Your size is small. Adult kobolds reach a size of 70 to 110 centimetres. Kobolds have draconic tails, which are about half as long as the kobold themselves. Kobolds weigh around 25 lbs.

### Languages

You can speak, read and write Common and Draconic, the speech of Dragonkind.

### Darkvision

You are perfectly adapted to living within darkened surroundings. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### Pack tactics

When you make an attack roll against a creature while a conscious ally of yours is within 5 feet of the target and neither you not the target you are in direct sunlight, you gain advantage on the attack roll.

### Sunlight Sensitivity

When you make a perception check or an attack roll and either you or the target are in direct sunlight, you have disadvantage on the roll, unless it is an attack against a creature within 5 feet of a conscious ally of yours.

### Kobold's Cowardice

You have disadvantage on saving throws against being frightened. Opportunity attacks targeting you are made at disadvantage. You can move through creatures one size larger than you as if they were difficult terrain.

### Trapper’s Art

You gain proficiency with either Smith’s Tools, Tinkerer’s Tools or Woodcarver’s Tools.
Earthquake

*Summary*

Create a earthquake within a 100 foot radius, destroying buildings and randomly creating fissures.

*Effect*

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 10 feet wide, and extends from one edge of the spell’s area to the opposite side. The fissures are up to 1d10 times 10 feet deep, and start at a depth of 10 feet, becoming 10 feet deeper at the end of each of your turns. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

*Spell Lists*

Cleric, Druid, Sorcerer
Tainted Ward

*Summary*

Grant a creature miscellaneous defensive boosts of its choice.

*Effect*

The signature spell of the Tainted. You touch a willing creature within range. For the duration, ghastly ward of blue spectres ward the creature from evil. For the rest of the duration, whenever the creature’s turn starts, it can choose one of the following effects: One condition of the creature’s choice affecting it ends; Until the start of the creature’s next turn, the creature has advantage on saving throws made with an ability of the creature’s choice; When the creature uses it’s action to take the dodge action, the creature gains a +5 bonus to it’s AC until the start of its next turn; Until the start of the creature’s next turn, any creature which deals damage to the target of this spell takes 2d6 necrotic damage.

*Spell Lists*

Cleric, Druid, Warlock, Wizard
Dissonant Whispers

*Summary*

Wisdom saving throw, 3d6 psychic damage and 15 feet push on fail.

*Effect*

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you, without provoking opportunity attacks. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

*At Higher Levels*

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

*Spell Lists*

Bard
Unwavering Bravery

*Summary*

Buff a creature, giving it regenerating temporary hit points and immunity to certain conditions.

*Effect*

The signature spell of the unwavering. A willing creature you target is imbued with bravery and resolve. Until the spell ends, the target is immune to being charmed or frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of it’s turns, which last until the spell ends. Any damage that removes these temporary hit points cannot deal damage to the regular hit points of the creature. When the creature starts it’s turn stunned or paralyzed, this spell ends. When this spell ends, any stunned, paralyzed and incapacitated conditions on the creature end.

*Spell Lists*

Bard, Cleric, Paladin
Magic Stone

*Summary*

Enchant stones, which can be thrown as an action, dealing 1d6 + spellcasting ability modifier bludgeoning damage.

*Effect*

You Touch one to three pebbles and imbue them with magic. You can make a ranged spell attack as an action with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. On a hit, the target takes bludgeoning damage equal to 1d6+ your spellcasting modifier. Hit or miss, the spell ends for the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

*At Higher Levels*

When you reach 11th level, you can throw two pebbles as an action instead of one.

*Spell Lists*

Druid
Tortles

> *"They're calm, well mannered and good listeners. I can proudly say, they're great friends, and they'll treat you well if you treat them nicely. Although, I will be fair, they are a bit too placid, and maybe sometimes a bit boring, but hey, come on, who isn't from time to time?"*
>
>

With very animalistic looks, some may mistake the tortles for lesser beastmen or even some type of monster. The seasoned explorer knows however, that these bipedal tortuses are a good sign to find on ones travels. While theri shell provides excellent protection in combat, most tortles prefer a simpler more pieceful life, living either in remote villages or leading a nomadic lifestyle. With a deep sense of duty and an inherently respectful attitude, they put a lot of value on order and tradition, although when the need arises, they can still fend for themselves.

## Traits

When you choose for your character to be a tortle, you gain the following benefits and traits.

### Ability Score Increase

Your strength score is increased by 1 and your wisdom score is increased by 2.

### Age

Tortles reach physical maturity after around 30 years, and have a mental maturity comparable to a human of the same age as theirs, although tortles commonly reach up to 300 years of age.

### Size

Your size is medium. Adult tortles reach heights from 150 to 180 centimetres. Despire this, tortles weigh around 400 lbs, with their shell accounting for around one third of the mass.

### Languages

You can speak, read and write Common and Aquan, the elemental tongue of water, whcih is traditionally taught to tortles.

### Hold Breath

You can hold your breath for up to 30 minutes without drawbacks.

### Natural Armor

You cannot wear armor other than shields, and you don't add your dexterity modifier to your AC, except through a shield. Your unarmored AC is 17.

### Wizened

You gain proficiency in the History and Nature skills.

### Shell Defense

When you take the Dodge action, your speed is reduced to 0 until the end of your turn, and you gain a +2 to your AC until the start of your next turn. When you take the dodge action, your turn ends.
Stone Shape

*Summary*

Shape natural stone into cut stone of a shape you choose.

*Effect*

You touch one mass of natural, uncut stone no more than 5 feet in any direction and form it into any shape that suits your purpose. For axample, a large rock could be shaped into a weapon, or a cave wall can be reshapen, potentially creating new passageways. You can include basic details in your work, such as rough hinges or engravings. Any object you shape through the use of this spell is considered cut stone.

*Spell Lists*

Cleric, Druid, Wizard
Vile Slash

*Summary*

Increase the damage of your next attack, dealing 2d6 poison damage with equivalent lifesteal.

*Effect*

The signature spell of the vile. You imbue yourself with a life draining vileness, which lashes out against your foes the next time you hit a creature with a weapon attack. The creature takes an additional 2d6 poison damage, and you regain hit points equal to the poison damage dealt by this spell, after calculating resistaces, immunities, vulnerabilites and damage reduction.

*At Higher Levels*

When you cast this spell using a spell slot of 3rd level or higher, the damge dealt increases by 1d6 for every level above 2nd, and the healing increases accordingly.

*Spell Lists*

Druid, Warlock, Wizard
Draconic Flame

*Summary*

Deal 4d10 fire damage in a 90 foot cone.

*Effect*

The signature spell of the draconic. You unleash a cone of roaring flames, immolating everything in a 90 foot cone. Every creature in that area must make a dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much on a sucessful one. Objects in the area also take that damage, and flammable object are ignited.

*At Higher Levels*

When you cast this spell using a slot of 5th level or higher, the damage increases by 1d10 for every level above 4th.

*Spell Lists*

Sorcerer, Wizard
Arcane Cloak

*Summary*

Grant yourself spell resistance and regenerating temporary hit points.

*Effect*

The signature spell of the cloaked. A white, half translucent cloak of magical energy envelops you for the duration. While covered by the coat, you shine bright light in a 10 foot radius, and dim light for an additional 10 feet, and you gain the following benefits. You gain resistance to any damage dealt by spells, and immunity to force damage dealt by spells. You have advantage on saving throws against conditions caused by spells. At the end of each of your turns, you gain 10 temporary hit points. When you are reduced to 0 hit points during the duration of this spell, the spell ends, you drop to 1 hit point instead, and you gain 30 temporary hit points until the end of your next turn.

*Spell Lists*

Sorcerer, Wizard
Frostbite

*Summary*

1d6 cold damage ranged spell attack, extra 1d4 damage taken for 1 instance.

*Effect*

You cause numbing frost to form on one creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 cold damage, and the first time the creature takes damage before the start of your next turn, the damage it takes is increased by 1d4.

*At Higher Levels*

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The damage increase becomes 2d4 when you reach 5th level, 3d4 when you reach 11th level and 4d4 when you reach 17th level.

*Spell Lists*

Druid, Sorcerer, Warlock, Wizard
Tectonic Tide

*Summary*

Cause a wave of rock to hit a 40 foot cone, dealing 5d10 bludgeoning damage and turning the ground into difficult terrain.

*Effect*

A shockwave crack the ground, causing a devastating wave of rock towards your foes. Each creature in a 40 foot cone originating from you must make a Dexterity saving throw. A creature takes 5d10 bludgeonign damage on a failed save or half as much on a sucessful one. Objects and buildings in the area also take the same damage, and the ground in that area becomes difficult terrain, and every 5 foot square requires 1 minute to clear.

*At Higher Levels*

When you cast this spell using a slot of 5th level or higher, the damage increases by 1d10 for every slot level above 4th.

*Spell Lists*

Druid, Sorcerer, Wizard
Polymorph

*Summary*

Transform a creature into an animal.

*Effect*

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than half the target’s (or half the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points 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 unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.

*Spell Lists*

Bard, Druid, Sorcerer, Wizard