recursal/Fanatic-Fandom huggingface dataset:
True Polymorph

*9th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)

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

**Description:** Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.

Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.

This spell can't affect a target that has 0 hit points.

* **Creature into Creature:**
	+ If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
	+ The target assumes the hit points of its new form, and 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 unless its new form is capable of such actions.
	+ The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

* **Object into Creature:**
	+ You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.
	+ If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

* **Creature into Object:**
	+ If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
Tenser’s Floating Disk

*1st Level Conjuration [Ritual]*

**Casting Time:** 1 Action

**Range:** 30 feet

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

**Duration:** 1 hour

**Description:** This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it were created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
The Ringmaster

## The Ringmaster

* Arc X
* Arc XV

## Appearance

### Notable Physical Traits

* Black Eyes when revealing his Demonic nature

## Connections

### Occupation

* The Lord of Solaris
* Organizer of The Festival of The Dawnfather’s Rest

### Affiliation

* The Kingdom of Hyranor
* The Nine Hells

## Appearance

### Notable Physical Traits

* Black Eyes when revealing his Demonic nature

## Connections

### Occupation

* The Lord of Solaris
* Organizer of The Festival of The Dawnfather’s Rest

### Affiliation

* The Kingdom of Hyranor
* The Nine Hells
Whirlwind

*7th Level Evocation*

**Casting Time:** 1 Action

**Range:** 300 feet

**Components:** Verbal, Material (a piece of straw)

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

**Description:** A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 Bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends.

When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Tiefling

***Tieflings are either born in the Lower Planes or have one or more fiendish ancestors who originated there. A tiefling (pronounced TEEF- ling) is linked by blood to a devil, a demon, a yugoloth, or some other Fiend. This connection to the Lower Planes is, for better or worse, the tiefling’s fiendish legacy, which comes with the promise of power yet has no effect on the tiefling’s moral outlook.***

***A tiefling chooses whether to embrace or lament their fiendish legacy. The three legacies are as follows:***

***Abyssal. The heartless entropy of the Abyss, the howling chaos of Pandemonium, and the vast despair of Carceri call to tieflings who have the Abyssal fiendish legacy. Horns, fur, tusks, black blood, and peculiar odors are common physical features of such tieflings, most of whom have the blood of demons coursing through their veins.***

***Chthonic. Tieflings who have the Chthonic fiendish legacy not only feel the tug of Carceri but also the greed of Gehenna and the underworld gloom of Hades. Some of these tieflings look cadaverous. Others possess the unearthly beauty of an incubus or a succubus, or they have physical features in common with a night hag, a yugoloth, or some other Neutral Evil fiendish ancestor.***

***Infernal. The Infernal fiendish legacy binds tieflings by blood not only to Gehenna but also the raging battlefields of Acheron and the diabolical Nine Hells. Horns, spines, tails, golden eyes, and a faint odor of sulfur or smoke are common physical features of such tieflings, most of whom trace their ancestry to devils.***

## Tiefling Traits:

**Creature Type:** Humanoid

**Size:** Medium (about 4-7 feet tall) or Small (about 3-4 feet tall)

**Speed:** 30 feet

**Life Span:** 100 years on average

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

**Fiendish Legacy:** You are the recipient of a fiendish legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table: Abyssal, associated with Chaotic Evil planes; Chthonic, associated with Neutral Evil planes; or Infernal, associated with Lawful Evil planes. You gain the 1st-level benefit of the chosen legacy.

Starting at 3rd level and again at 5th level, you gain the ability to cast a higher-level Spell with this trait, as shown on the table. Once you cast the Spell with this trait, you can’t cast that Spell with it again until you finish a Long Rest\*; however, you can cast the Spell using any Spell Slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).

Fiendish Legacies

**Otherworldly Prescence:** You know the Thaumaturgy cantrip. When you cast it with this trait, the Spell uses the same spellcasting ability you use for your Fiendish Legacy trait.
Summon Elemental

*4th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (air, a pebble, ash, and water inside a gold inlaid vial worth at least 400 GP)

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

**Description:** You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

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

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Wand of Web

**Type:** Wand

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

**Rarity:** Uncommon

**Description:** This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the Web spell (save DC 15) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Sunbeam

*6th Level Evocation*

**Casting Time:** 1 Action

**Range:** Self (60-foot Line)

**Components:** Verbal, Somatic, Material (a magnifying glass)

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

**Description:** A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
Warding Wind

*2nd Level Evocation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal

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

**Description:** A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects:

* It Deafens you and other creatures in its area.

* It extinguishes unprotected flames in its area that are torch-sized or smaller.

* The area is difficult terrain for creatures other than you.

* The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.

* It hedges out vapor, gas, and fog that can be dispersed by strong wind.
War Mage

***A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.***

***Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.***

***In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty Fireball if I die before I can cast it?"***

## War Mage Features:

### 3rd Level: Arcane Deflection

You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

### 3rd Level: Tactical Wit

Your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

### 6th Level: Power Surge

You can store magical energy within yourself to later empower your damaging spells.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra Force damage to that target. The extra damage equals half your wizard level.

### 10th Level: Durable Magic

The magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

### 14th Level: Deflecting Shroud

Your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take Force damage equal to half your wizard level.
The Plane of Fire

## Description:

The Plane of Fire is one of the 4 main Elemental Planes within the Multiverse. The entire Plane is surrounded by burning flames; in the sky, coming from teh ground, even teh people are often covered in fire. There are settlements of iron and steel, as they are one of the few materials that won’t be instantly destroyed by the heat and flames. There is no order within any of the Elemental Planes, with the people of the Plane of Fire being too hotheaded and impulsive to take orders from someone.

## Notable Locations:

* Portal to Glycaria - Located somewhere within the Plane is a city sized portal underneath the city of Glycaria

## Prime Being:

Each Plane has a Prime Being, and they are the most powerful beings on said Plane and have near unending levels of power. The Prime Being of The Plane of Fire is Ambrosious, one of the four Elemental Genies
Water Walk

*3rd Level Transmutation [Ritual]*

**Casting Time:** 1 Action

**Range:** 30 feet

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

**Duration:** 1 hour

**Description:** This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round
Warforged

***The warforged were built to fight in the Dragon War. The first warforged were mindless automatons, but the Metallic Dragons devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.***

## Warforged Traits:

**Creature Type:** Construct

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

**Speed:** 30 feet

**Life Span:** Warforged will live until they are killed or parts of them fail.

**Constructed Resilience:** You were created to have remarkable fortitude, represented by the following benefits:

* You have advantage on Saving Throws against being Poisoned, and you have resistance to Poison damage
* You don’t need to eat, drink, or breathe.
* You are immune to disease.
* You don’t need to sleep, and Magic can’t put you to sleep

**Sentry’s Rest:** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

**Integrated Protection:** Your body has built-in defensive layers, which can be enhanced with armor.

* You gain a +1 bonus to your Armor Class
* You can don only armor with which you have Proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing the armor in this way.
* While you live, your armor can’t be removed from your body against your will.

**Specialized Design:** You gain one Skill Proficiency and one Tool Proficiency of your choice.
True Seeing

*6th Level Divination*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (an ointment for the eyes that costs 25 GP; is made from mushroom powder, saffron and fat; and is consumed by the spell)

**Duration:** 1 hour

**Description:** This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Summon Undead

*3rd Level Necromancy*

**Casting Time:** 1 Action

**Range:** 90 feet

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

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

**Description:** You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

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

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

**Type:** Weapon (Any Sword)

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** You gain a +1 bonus to attack and damage rolls made with this magic weapon.

**Curse:** This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Vox Seeker

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying vox seeker stat block. This automaton is under the DM's control. A vox seeker reduced to 0 hit points is destroyed.

 STR
 2 (-4)
 **Pincer:** *Melee Weapon Attack:* +2 to hit, Reach 5 feet, one target. *Hit:* 2 (1d4) Piercing Damage plus 3 Lightning damage
Tankard of Sobriety

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
Weird

*9th Level Illusion*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

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

**Description:** Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.

Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes Frightened for the duration.

The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 Psychic damage. On a successful save, the spell ends for that creature.
Wand of Winter

**Type:** Wand

**Attunement:** Yes

**Rarity:** Rare

**Description:** This wand looks and feels like an icicle.

The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your Action to cast one of the following spells from the wand, even if you are incapable of casting spells: Ray of Frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), Sleet Storm (3 charges; spell save DC 15), or Ice Storm (4 charges; spell save DC 15). No other components are required.

The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
Thunderwave

*1st Level Evocation*

**Casting Time:** 1 Action

**Range:** Self (15-foot Cube)

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Wand of Smiles

**Type:** Wand

**Attunement:** No

**Rarity:** Common

**Description:** This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a Wand of Scowls.
Triton

***Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds’ oceans, protecting the surface from terrors in the deep. Over time, triton have extended their stewardship over the sea floor to the ocean’s surface.***

***Tritons have webbed hands and feet, small fins on their calves, and coloration that favors blues and greens.***

## Triton Traits:

**Creature Type:** Animal Folk

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

**Speed:** 30 feet

**Life Span:** 200 years on average

**Swimmer:** You have a swimming speed equal to your walking speed

**Amphibious:** You can breathe air and water

**Control Air and Water:** You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast the Gust of Wind spell with this trait. Starting at 5th level, you can also cast the Water Walk spell with it. Once you cast any of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

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

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

**Emissary of the Sea:** You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.

**Guardian of the Depths:** Adapted to the frigid ocean depths, you have resistance to Cold damage.
Wall of Light

*5th Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a hand mirror)

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

**Description:** A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 Radiant damage, and it is Blinded for 1 minute. On a successful save, it takes half as much damage and isn’t Blinded. A Blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall’s area takes 4d8 Radiant damage.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 Radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.

**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.
The Plane of Water

## Description:

The Plane of Water is one of the 4 main Elemental Planes in the Multiverse. Every inch of the plane is covered in water, with undersea cities and settlements made of stone that will not rust and crumble away as easily as metal or wood. There are also some that have large domes over them for any folk that do eventually need air. There is no order within the Elemental Planes, with the people of the Plane of Water being far too fluid and and changing to be able to give or take orders from anyone.

## Prime Being:

Each Plane has a Prime Being, and they are the most powerful beings on said Plane and have near unending levels of power. The Prime Being of The Plane of Water is ???, one of the four Elemental Genies
Staggering Smite

*4th Level Enchantment (Paladin Only)*

**Casting Time:** 1 Bonus Action, which you take immediately after hitting a creature with a Melee Weapon or an Unarmed Strike

**Range:** Self

**Components:** Verbal

**Duration:** Instantaneous

**Description:** The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level, the extra damage increases by 1d6.
Vitriolic Sphere

*4th Level Evocation*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Verbal, Somatic, Material (a drop of giant slug bile)

**Duration:** Instantaneous

**Description:** You point at a place within range, and a glowing 1-foot 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 10d4 Acid damage and 5d4 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.
Water Breathing

*3rd Level Transmutation [Ritual]*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a short reed or piece of straw)

**Duration:** 24 hours

**Description:** This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Tree Stride

*5th Level Conjuration*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

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

**Description:** You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.

Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Urchin

***You grew up on the streets, surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals. You slept where you could and did odd jobs for food. At times, when the hunger became unbearable, you resorted to theft. Still, you never lost your pride and never abandoned hope. Fate is not yet finished with you.***

## Background Features:

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

**Skill Proficiencies:** Insight, Stealth

**Tool Proficiency:** Thieves’ Tools

**Language:** Common Sign Language

**Feat:** Lucky

### Background Equipment:

* Bedroll
* Common CLothes
* Dagger (2)
* Gaming Set
* Pouch
* Thieves’ Tools
* 18 GP
The Plane of Earth

## Description:

The Plane of Earth is one of the 4 main Elemental Planes within the multiverse. The entire plane is an endlessly expansive system of caves with settlements filling in the larger caves and tunnels between them. There is no order within any of the Elemental Planes, with the people of the Plane of Earth being too stubborn to listen to anyone but themselves when it comes to decision making.

## Prime Being:

Each Plane has a Prime Being, and they are the most powerful beings on said Plane and have near unending levels of power. The Prime Being of The Plane of Earth is Bolland, one of the four Elemental Genies
Tasha’s Hideous Laughter

*1st Level Enchantment*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (tiny tarts and a feather that is waved in the air)

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

**Description:** A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Wand of Fear

**Type:** Wand

**Attunement:** Yes

**Rarity:** Rare

**Description:** This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

* Command: While holding the wand, you can use an Action to expend 1 charge and command another creature to flee or grovel, as with the Command spell (save DC 15).

* Cone of Fear: While holding the wand, you can use an Action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its Action, it can use only the Dash Action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge Action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Two-Birds Sling

**Type:** Weapon (Sling)

**Attunement:** No

**Rarity:** Rare

**Description:** You have a +1 bonus to attack and damage rolls made with this weapon.

When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target.
Web

*2nd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a bit of spiderweb)

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

**Description:** You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Thri-Keen

***Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings.***

***Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what’s happening around them.***

***Thri-kreen speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.***

## Thru-Kreen Traits:

**Creature Type:** Animal Folk

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

**Speed:** 30 feet

**Life Span:** 30 years on average

**Chameleon Carapice:** While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.

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

**Secondary Arms:** You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

**Sleepless:** You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

**Thri-Kreen Telepathy:** Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
The Vosea Empire

## Description:

The Vosea Empire is one of the seven major continents of The Old Realm. Its form of government is an Imperialism, with 3 Emperors known as The Jito. The three islands each have a different landscape, including plains, swamplands and mountainous.

## Politics in The Vosea Empire:

Similar to Hyranor, the Jito each have 3 blessings earned during The Trials of a Jito. One from α Dragons egg for their body, the knowledge of all previous Jito from solving a Sphinx’s riddle, as well as the confidence of a leader from being tested on their worst case scenario.

### Political Regions:

The Vosea Empire has three islands, each having a Jito ruling over it. Anyone can challenge one of the current Jito during their bi-weekly meeting as long as they have completed their trials.

* List of past and current Jito

### Legislative:

The legislature of The Vosea Empire is decided by the three Jito during their bi-weekly meetings. During their meetings any Jito may bring up any ideas, and all three must be in agreement for it to pass on all three islands. Each Jito can make laws that will only apply to their island, but any large decisions are made by all 3 and require a unanimous vote to pass.

### Executive:

The laws of the Kingdom are carried out by each Jito’ personal guard team. Any issues are brought up to the Jito, who makes a decision as to how much work is owed from the person before they are returned to society.

### Judiciary:

Each of the three islands has dozens of working camps across them. Anyone breaking a law is brought before the Jito of their island who decides how much work is owed to absolve them of their crime. Once that work is completed they are able to return to their own life.

## Geography:

### Keeps:

* The Golden Keep - The Jito’s Keep of the Gold Island
* The Silver Keep - The Jito’s Keep of the Silver Island
* The Bronze Keep - The Jito’s Keep of the Bronze Island

## Infrastructure:

The further away you are from the Jito’s Keep, the more you are able to get away with. With the outskirts being what is basically a lawless territory that whips itself into shape if the Jito are coming for a check in or to catch a criminal.
Weapon Training

*4th Level Feat*

**Prerequisite:** None

**Repeatable:** No

You have practiced extensively with a variety of weapons, gaining the following benefits:

**Ability Score Increase:** Increase your Strength or Dexterity score by 1, to a maximum of 20.

**Weapon Proficiency:** You gain Martial Weapon Proficiency.
Woodcutter’s Axe

**Type:** Weapon (Greataxe)

**Attunement:** No

**Rarity:** Rare

**Description:** You have a +1 bonus to attack and damage rolls made with this magic weapon.

When you use this axe to make an attack against a Plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn't being worn or carried, the attack deals an extra 2d6 Slashing damage on a hit.
Wraps of Unarmed Prowess

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Varies

**Description:** While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.

 Rare
 Very Rare
Wand of Pyrotechnics

**Type:** Wand

**Attunement:** No

**Rarity:** Common

**Description:** This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Teleportation Tablet

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This clay tablet is eight inches long, four inches wide, and half an inch thick. Inscribed on it is the sigil sequence for a permanent teleportation circle. A creature that studies the sequence for 10 minutes can make a DC 21 Arcana check, learning the circle’s destination on a success.

You can use an Action to break the tablet in half, turning it to dust. If the tablet is broken while it is on the same plane of existence as the teleportation circle whose sigil sequence was engraved on it, a 10-foot-diameter teleportation circle of glowing blue light appears on the ground in an unoccupied space you choose within 30 feet of you. This teleportation circle has the characteristics of one created using the Teleportation Circle spell, except that it connects to the teleportation circle whose sigil sequence appears on the tablet.

The teleportation circle created by the tablet disappears at the end of your next turn.
The Material Plane

## Description:

The Material Plane is the center point of the Multiverse, and is the most inhabited Plane within the multiverse as every Plane pools into it in some way or another. The Plane has 7 major continents which each have their own type of Magic that is most common in their land.

## Continents:

There are 7 major continents in The Material Plane, also known as The Old Realm. Each having their own civilizations and forms of government running them. Each continent holds people of varying races and backgrounds, though each continent has a group of people that originated from there and call it home, even if they do not live there.

Each continent also has a primary source of Magic for its users, though it is not impossible to find someone harnessing Magic of a different origin within a continent

The continents of The Old Realm and their magical origins are:

* Hyranor - Arcane Magic
* The Upnorth - Runic Magic
* Lyria - Elemental Magic
* Altea - Divine Magic
* The Vosea Empire - Draconic Magic
* The Scarred Lands - Primal Magic
* Pthumeria - Eldritch Magic

## Prime Being:

Each Plane has a Prime Being, and they are the most powerful beings on said Plane and have near unending levels of power. The Prime Being of The Material Plane is Ruax, the Gold Dragon Greatwyrm
Telepathy

*8th Level Evocation*

**Casting Time:** 1 Action

**Range:** Unlimited

**Components:** Verbal, Somatic, Material (a pair of linked silver rings)

**Duration:** 24 hours

**Description:** You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
Wand of Paralysis

**Type:** Wand

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

**Rarity:** Rare

**Description:** This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be Paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.