recursal/Fanatic-Fandom huggingface dataset:
Halfling Outrider

A Halfling Outrider is a halfling rider who fights with surprising skill and savagery atop canine mounts. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Stout Halflings.

## Class Features

Halfling Outrider Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Spur Pounce

As an action, you can direct your canine mount to pounce on a creature no bigger than one size category larger than your mount after moving at least 10’ in a straight line towards the target. Your mount makes an attack with a +3 bonus to Hit, on a successful hit you can then immediately make an Attack action against the creature.

### Unbroken Charge

While mounted, you can move through spaces occupied by allied creatures of any size, and you can occupy the same space as an allied creature if both you and your ally are attacking the same creature without either you or your ally suffering any penalties. If your mount has made the Dash action and you must move through a space occupied by an allied creature then you must succeed on a DC 15 Animal Handling check that also adds your Strength or Dexterity modifier (your choice) to avoid colliding with the ally. On a collision calculate impact damage as normal (1d6 bludgeoning damage to you, your mount, and your ally for every 10’ your mount has left to move).

### Stand on Mount

You can freely stand atop your mount with no penalty, during which you are free to attack any target, even those located directly behind you. You also gain advantage on the Dexterity save should you be thrown from the saddle to land on your feet, and on Acrobatics or Athletics check to leap from your mount.

### Quick Turn

As a bonus action, you can make a DC 20 Animal Handling check that also adds your Strength or Dexterity modifier (your choice) to have your mount turn up to 180o on the spot, even if it had taken the Dash action, without any losses in movement speeds. Failure on this check will still see the mount turning, though it will lose 50% of the rest of its movement speed. Failing this check by 10 or more will result in the mount moving forward by another 10’ before falling prone, throwing you from the saddle.
True Polymorph

A 9th Level Transmutation spell

Casting time: 1 Action

Duration: Concentration, up to 1 hour

Range: 30’

Components: V, S, M (a drop of mercury, a dollop of gum Arabic, and a wisp
of smoke)

Can be learnt by: Bard, Warlock, Wizard

Choose one creature or nonmagical object that you can see within range. You
transform the creature into a different creature, the creature into an object,
or the object into a creature (the object must be neither worn nor carried by
another creature). The transformation lasts for the duration, the
transformation becomes permanent.

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

* 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 HP of its new form, and when it reverts to its normal form, the creature returns to the number of HP it had before it transformed. If it reverts as a result of dropping to 0HP, any excess damage carries over to its normal form. So long as the excess damage doesn’t reduce the creature’s normal form to 0HP, 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, so 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 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. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after tie spell ends and it returns to its normal form.

The spell can’t affect a target that has 0HP.
Mordenkainen's Faithful Hound

A 4th Level
Conjuration spell

Casting time: 1
Action

Duration: 8 hours

Range: 30’

Components: V, S, M
(a tiny silver whistle, a piece of bone, and a thread)

Can be learnt by: Wizard

You conjure a
phantom watchdog in an unoccupied space that you can see within range, where it
remains for the duration, until you dismiss it as an Action, or until you move
more than 100’ away from it. The hound is invisible to all creatures except you
and can’t be harmed. When a Small or larger creature comes within 30’ of it
without first speaking the password that you specify when you cast this spell,
the hound starts barking loudly. The hound sees invisible creatures and can see
into the Ethereal Plane. It ignores illusions.

At the start of each
of your turns, the hound attempts to bite one creature within 5’ of it that is
hostile towards you. The hound’s attack bonus equal to your spell attack bonus.
On a hit, it deals 4d8 piercing damage.
Nova of Corruption

A 7th Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: Self (30’ radius sphere)

Components: V, S, M (the mummified remains of a centipede, a scorpion, a
snake, a spider, and a wasp)

Can be learnt by: Sorcerer, Wizard

This spell unleashes a burst of corrupting energies that
cover the area of a 30’ radius sphere centered on you, the caster. All
creatures within that area must make a Constitution save, taking 10d6 poison
damage on a failure, or half as much on a success. A creature who failed on the
save is also poisoned for 1 hour.

While a creature is poisoned this way, it is vulnerable to
poison damage and has disadvantage on saves against poison. Creatures who are
resistant to poison damage loses the resistance for the duration of this
spell’s effect, though creatures who are immune to poison damage remains
immune.

This spell is a Lost Spell.
Whirlwind of Souls

A 7th Level Necromancy spell

Casting Time: 1 Action

Duration: Concentration, up to 1 minute

Range: 60’

Components: V, S, M (a humanoid skull inside a bag filled with graveyard
soil and cremation ashes)

Can be learnt by: Cleric, Warlock, Wizard

Reaching into the realm of the dead, you call forth a
torrent of wailing souls to surround your enemies. The souls of the ancient
dead, enraged by their disturbed rest, fills a 20’ radius sphere centered on a
point you can see within range. Living creatures within the sphere must make a
Wisdom save, taking 12d6 psychic damage on a failure, or half as much on a
success.

If a creature that is below their maximum HP fails on the
save, it takes an additional 6d6 necrotic damage.

Creatures within the spell’s area of effect cannot cast
spells of any level (including cantrips). Spells that a creature within the
spell’s area of effect is concentrating on is instantly ended.

If this spell is cast using a spell slot of 8th
level or higher, the psychic damage increases by 4d6 for each slot level above
7th.

This spell is a Lost Spell.
Shillelagh

A Transmutation
cantrip

Casting time: 1
Bonus Action

Duration: 1 minute

Range: Touch

Components: V, S, M
(mistletoe, a shamrock leaf, and a club or quarterstaff)

Can be learnt by:
Druid

The wood of a club
or quarterstaff that you are holding is imbued with nature’s power. For the
duration, you can use your spellcasting ability instead of Strength for the
attack and damage rolls of melee attacks using that weapon, and the weapon’s
damage die becomes a d8. The weapon also becomes magical, if it isn’t already.
The spell ends if you cast it again or if you let go of the weapon.
Protection from Poison

A 2nd Level
Abjuration spell

Casting time: 1
Action

Duration: 1 hour

Range: Touch

Components: V, S

Can be learnt by: Cleric, Druid, Paladin, Ranger

You touch a
creature. If it is poisoned, you neutralize the poison. If more than one poison
affects the target, you neutralize one poison that you know is present, or you
neutralize one at random. For the duration, the target has advantage on saves
against being poisoned, and it has resistance to poison damage.
Polymorph

A 4th Level
Transmutation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 hour

Range: 60’

Components: V, S, M
(a caterpillar cocoon)

Can be learnt by: Bard, Druid, Sorcerer, Wizard

This spell
transforms a creature that you can see within range into a new form. An
unwilling creature must make a Wisdom save to avoid the effect. A shapechanger
automatically succeeds on this save.

The transformation
lasts for the duration, or until the target drops to 0HP or dies. The new form
can be any beast whose challenge rating is equal to or less than the target’s
(or 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 HP of its new form. When it reverts to its normal form, the
creature returns to the number of HP it had before being transformed. If it
reverts due to dropping to 0HP, any excess damage carries over to its normal
form. If the excess damage doesn’t reduce the creature’s normal form to 0HP, 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 0HP.
Plant Growth

A 3rd Level
Transmutation spell

Casting time: Varies

Duration:
Instantaneous

Range: 150’

Components: V, S

Can be learnt by: Bard, Druid, Ranger

This spell channels
vitality into plants within a specific area. There are two possible uses for
the spell, granting either immediate or long-term benefits.

If you cast this
spell using 1 Action, choose a point within range. All normal plants in a 100’
radius centered on that point become thick and overgrown. A creature moving
through the area must spend 4’ of movement for every 1’ it moves. You can
exclude one or more areas of any size within the spell’s area from being
affected.

If you cast this
spell over 8 hours (concentration), you enrich the land. All plants in a
half-mile radius centered on a point within range become enriched for 1 year.
The plants yield twice the normal amount of food and/or other products when
harvested.
Planar Binding

A 5th Level
Abjuration spell

Casting time: 1 hour

Duration: 24 hours

Range: 60’

Components: V, S, M
(a jewel worth at least 1000gp, which the spell consumes)

Can be learnt by: Bard, Cleric, Druid, Wizard

With this spell, you
attempt to bind a celestial, an elemental, a fey, or a fiend to your service.
The creature must be within range for the entire casting of the spell (typically,
the creature is first summoned into the center of an inverted magic circle to
keep it trapped while this spell is cast). At the completion of the casting, the
target must make a Charisma save. On a failure, it is bound to serve you for
the duration. If the creature was summoned or created by another spell, that
spell’s duration is extended to match the duration of this spell.

A bound creature
must follow your instructions to the best of its ability. You might command the
creature to accompany you on an adventure, to guard a location, or to deliver a
message. The creature obeys the letter of your instructions, but if the
creature is hostile to you, it strives to twist your words to achieve its own
objectives. If the creature carries out your instructions completely before the
spell ends, it travels to you to report this fact if you are on the same plane
of existence. If you are on a different plane of existence, it returns to the
place where you bound it and remains there until the spell ends.

When this spell is
cast using a spell slot of a higher level, the duration increases to 10 days (6th
level), 30 days (7th level), 180 days (8th level), or 1
year and 1 day (9th level).
Transport via Plants

A 6th Level Conjuration spell

Casting time: 1 Action

Duration: 1 round

Range: 10’

Components: V, S

Can be learnt by: Druid

This spell creates a magical link between a Large or larger
inanimate plant within range and another plant, at any distance, on the same
plane of existence. You must have seen or touched the destination plant at
least once before. For the duration, any creature can step into the target plant
and exit from the destination plant by using 5’ of movement. No creatures
except you can travel in the reverse direction. When you cast this spell you
can choose to designate certain creatures who can or cannot travel through
these plants.
Major Image

A 3rd
Level Illusion spell

Casting time: 1
Action

Duration:
Concentration, up to 10 minutes

Range: 120’

Components: V, S, M
(a bit of fleece)

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You create the image
of an object, creature, or some other visible phenomenon that is no larger than
a 20’ cube. The image appears at a spot that you can see within range and lasts
for the duration. It seems completely real, including sounds, smells, and
temperature appropriate to the thing depicted. You can’t create sufficient heat
or cold to cause damage, a sound loud enough to deal thunder damage or deafen a
creature, or a smell that might sicken a creature (like a Troglodyte’s stench).

As long as you are
within range of the illusion, you can use your Action to cause the image to
move to any other spot within range. As the image changes location, you can
alter its appearance so that its movements appear natural for the image. For
example, if you create an image of a creature and move it, you can alter the
image so that it appears to be walking. Similarly, you can cause the illusion
to make different sounds at different times, even making it carry on a
conversation, for example.

Physical interaction
with the image reveals it to be an illusion, because things can pass through
it. A creature that uses its Action to examine the image can determine that it
is an illusion with a successful Investigation check against your spell save
DC. If a creature discerns the illusion for what it is, the creature can see
through the image, and its other sensory qualities become faint to the
creature.

When this spell is
cast using a spell slot of 6th level or higher, the spell lasts
until dispelled, without requiring your concentration.
Power Word Heal

A 9th Level Evocation spell

Casting time: 1 Action

Duration: Instantaneous

Range: Touch

Components: V, S

Can be learnt by: Bard

A wave of healing energy washes over the creature you touch. The target regains
all its HP. If the creature is charmed, frightened, paralyzed, or stunned, the
condition ends. If the creature is prone, it can use its Reaction to stand up.
This spell has no effect on undead or constructs.
Time Stop

A 9th Level Transmutation spell

Casting time: 1 Action

Duration: Instantaneous

Range: Self

Components: V

Can be learnt by: Sorcerer, Wizard

You briefly stop the flow of time for everyone but yourself. No time passes
for other creatures, while you take 1d4+1 turns in a row, during which you can
use Actions and move as normal.

This spell ends if one of the actions you use during this period, or any
effect that you create during this period, affects a creature other than you or
an object being worn or carried by someone other than you. In addition, the
spell ends if you move to a place more than 1,000 feet from the location where
you cast it.

Objects you are carrying or wearing are unaffected by this spell, and any
object you touch become unaffected by the spell. If an object completely leaves
your possession before the spell ends it will be subjected to the spell’s
effect as normal.
List of Potions

This page contains all the potions that has been introduced in the Extended Realms campaign setting. Most of the potions listed here can be consumed as an Item Interaction (instead of an Action as is the case in vanilla D&D 5th-edition) unless otherwise stated.

## Healing Potions

Health potions, or healing potions, are mostly concerned with restoring hit points and preserving the life of the drinker. When consumed as an Item Interaction, these potions function as normal, however, a creature can also choose to consume such potions as an Action, and in doing so they regain the maximum possible amount of hit points from drinking such potions. For example, a Greater Health Potion drank as an Action will restore HP equaling 30 + twice the drinker's Constitution score.

 Greater Health Potion
This potion can be used a maximum of 3 times per day, on the 4th use the drinker takes 3d10 necrotic damage and recovers no HP.
 Superior Health Potion
This potion can be used a maximum of once per day, on the 2nd use the drinker takes 5d12 necrotic damage and recovers no HP.
 Health Elixir
This potion can be used a maximum of once per day, on the 2nd use the drinker DIES instantly.
 Elixir of Life
A creature can only benefit from the effects of one such potion at a time, and for a maximum of five times in their lifetime.

## Non-magical Potions

Also known as herbal tea or medicinal salves, "potions" of this category tend not to have any immediate effects.

## Legendary Potions

 Amaranth
Though no records of its actual existence have ever been found is known to exist, it is known for a fact that Valsharess, the Drow Empress of Azemathan on the continent of Draknoth, is offering a cache of treasure worth some 50 thousand Solaris to anyone who can offer her any legitimate source of where the flower can be found. As of today, this offer has been in place for over 400 years and, aside from the 300-or-so charlatans who had tried to deceived the Drow Empress (who all died horrendously, as the stories say) when news of it first reached Sundrolun, no one has yet tried to claim this massive bounty.
 Level Potion
 Longevity Potion
 Potion of Superiority
Remove Curse

A 3rd Level
Abjuration spell

Casting time: 1 Action

Duration:
Instantaneous

Range: Touch

Components: V, S

Can be learnt by: Cleric, Paladin, Warlock, Wizard

At your touch, all
curses affecting one creature or object end. If the object is a cursed magic
item, its curse remains, but the spell breaks its owner’s attunement to the
object so that it can be removed or discarded.
Poison Sting

A 2nd Level Conjuration spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 90’

Components: V, S, M (a scorpion or wasp stinger)

Can be learnt by: Sorcerer, Warlock, Wizard

This spell creates a needle made of concentrated poison that
streaks towards a creature you can see within range. Make a ranged spell
attack, on a hit the target takes 2d6 piercing damage and 3d6 poison damage.
The target must also make a Constitution save, taking an additional 5d6 poison
damage on a failure.

If this spell is cast using a spell slot of 3rd
level or higher, you can target one additional target for each slot level above
the 2nd.

This spell is a Lost Spell.
Locate Object

A 2nd Level
Divination spell

Casting time: 1
Action

Duration: Concentration,
up to 10 minutes

Range: Self

Components: V, S, M
(a forked twig)

Can be learnt by: Bard, Cleric, Druid, Paladin, Ranger,
Wizard

Describe or name an
object that is familiar to you. You sense the direction to the object’s
location, as long as that object is within 1000’ of you. If the object is in
motion, you know the direction of its movements.

The spell can locate
a specific object known to you, as long as you have seen it up close (within
30’) at least once. Alternatively, the spell can locate the nearest type of
object, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet,
blocks a direct path between you and the object.
Spider Climb

A 2nd Level
Transmutation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 hour

Range: Touch

Components: V, S, M
(a drop of bitumen and a spider)

Can be learnt by: Sorcerer, Warlock, Wizard

Until the spell
ends, one willing creature you touch gains the ability to move up, down, and
across vertical surfaces and upside down along ceilings, while leaving its
hands free. The target also gains a climbing speed equal to its walking speed.
Multiclass

Every player character starts off in one of the game worlds in the Extended Realms setting with only one of the basic classes. Eventually, as an adventure progresses, a player character can take up another basic class, that is, multiclassing.

Unlike the multiclass mechanism used in the official D&D 5e Player's Handbook, the Extended Realms setting use a variant rule. The multiclass system used in the Extended Realms system is listed below:

* Requirements for multiclass:
	+ Reach 10th level in one class.
	+ Character seeking to multiclass must find proper trainers or instructors willing to teach them the ways of the class they wish to multiclass into.
	+ Each class has a minimum ability score prerequisites, as shown in the table below:

Furthermore, none of a character's ability score can be below 9

* There is no maximum character level limit, character level is simply the sum of their class levels. There is, however, a limit to how many different classes a character can take on. For example, in the Erath campaign setting, each player character can have a maximum of two classes.
* Player characters can NOT choose two sub-classes from the same overarching class, for instance, a character may not be, at the same time, a Paladin of both the Oath of Devotion and Vengeance.
* Under the right circumstances, player characters CAN switch which sub-class they wish to belong in, for instance, a Fighter can change their Martial Archetype from Brute to Champion.
* Player character may NOT, under any circumstance, abandon a class once they have gained at least one level in that class.
* Player characters can reach level 20 in ALL of their classes, allowing for the possibility to attain the highest tier features for every class.
* Leveling up is not dependent on character level, instead player characters level up each class individuality. For instance, a character with 15 levels in Barbarian and 3 levels in Ranger can spend experience points to reach 16th-level in Barbarian, or they can spend the same amount of experience points to reach 13th-level in Ranger and still have quite a bit of experience points left over.
True Strike

A Divination cantrip

Casting time: 1 Bonus
Action

Duration: Instantaneous

Range: 60’

Components: S

Can be learnt by:
Bard, Sorcerer, Warlock, Wizard

You extend your hand
and point a finger at a target in range. Your magic grants you a brief insight
into the target’s defenses, granting you advantage on the next attack you make
against it.
Luckstealer

A Luckstealer is a halfling caster who can “steal” luck from others. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Underhill Halflings.

## Class Features

Luckstealer Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Lucky Magic

Whenever you cast a spell that requires you to roll dice to determine the extent of its effect, you can reroll any dice with a result of 1 or 2, and must use the new roll, even if it is another 1 or 2.

### Curse of Fate

As an action, you can attempt to lay a curse on a living creature within 30’ for one minute, the creature must succeed on a Wisdom save with the DC equaling 8 + your proficiency bonus + your Charisma modifier or become cursed. Creatures cursed this way suffers a -3 penalty to all their d20 rolls, while for the same duration you gain a +3 bonus to all of your d20 rolls. You can use this ability a number of times equalling your Charisma modifier (minimum of 1) + twice your Luckstealer level per long rest. This effect can be ended early by the Remove Curse spell.

### Black Cloud of Misfortune

You call forth a cloud of negative energy that infuses a 50’ cube centered on a point you can see within 300 feet for up to a minute, all living creatures of your choice within that area must succeed on a Wisdom save with the DC equaling 10 + your proficiency bonus + your Charisma modifier or become cursed. Creatures cursed this way suffer a -2 penalty to all their d20 rolls, while for the same duration you and creatures of your choice within 10’ of you gain a +2 bonus to all your d20 rolls. The cloud is only faintly black in colour, enough to be noticeable but not enough to hinder vision. You can use this skill a number of times equalling your Luckstealer level per long rest. The cloud spreads around corners and even penetrates through total cover. This effect is magical and can be ended early by the Dispel Magic spell cast as at 5th level.

### Fate's Proof

You are so in-tuned with the whimsical energies of fate that you can act accordingly to take full advantage of this insight. Without needing to use any action, you can evoke one of the following effects:

* Force an enemy to reroll its attack against you
* Reroll a saving throw that you have failed
* Reroll an attack that you have missed

You can use this ability 1d4 times between long rests (roll the d4 at the end of each long rest).
Lake of Acid

A 7th Level Evocation spell

Casting Time: 10 minutes

Duration: Concentration, up to 8 hours

Range: 120’

Components: V, S, M (a vial containing a piece of an ooze monster)

Can be learnt by: Druid, Sorcerer, Wizard

A bubbling lake of acid erupts from beneath the earth at a
point of your choice within range. Each creature within a 30’ radius of that
point must make a Dexterity save, taking 15d4 acid damage on a failure or half
as much on a successful one. The first time a creature moves into the acid or
starts its turn there takes 5d4 unavoidable acid damage.

The acid deals double damage to any non-magical objects and
plants in the area.

If this spell is cast using a spell slot of 8th
level or higher, the radius of the lake increases by 10’ for each slot level
above 7th.

This spell is a Lost Spell.
Runeblade

*Mundane Tier, primary material: Bronze*

**Weapons: dagger, shortsword**

A blade inlaid with hundreds of arcane symbols that flashes across its surface in an unpredictable sequence. When used to make an attack, this weapon deals an extra 2d4 force damage as a stream of runes rush into the target, forcing it to make a DC 15 Charisma save. If the target fails the save, they will suffer disadvantage on the next saving throw they make against a spell effect before the end of their next turn.
Poison Spray

A Conjuration
cantrip

Casting time: 1
Action

Duration:
Instantaneous

Range: 10’

Components: V, S

Can be learnt by:
Druid, Sorcerer, Warlock, Wizard

You extend your hand
toward a creature you can see within range and project a puff of noxious gas
from you palm. The creature must succeed on a Constitution save or take 1d12
poison damage.

This spell’s damage
increases by 1d12 when you reach 5th level (2d12), 11th
level (3d12), and 17th level (4d12).
Wall of Force

A 5th
Level Evocation spell

Casting time: 1
Action

Duration:
Concentration, up to 10 minutes

Range: 120’

Components: V, S, M
(a pinch of powder made by crushing a clear gemstone)

Can be learnt by: Wizard

An invisible wall of
force springs into existence at a point you choose within range. The wall
appears in any orientation you choose, as a horizontal or vertical barrier or at
an angle. It can be free floating or resting on a solid surface. You can form
it into a hemispherical dome or a sphere with a radius of up to 10’, or you can
shape a flat surface made up of ten 10’x10’ panels. Each panel must be
contiguous with another panel. In any form, the wall is ¼” thick. It lasts for
the duration. If the wall cuts through a creature’s space when it appears, the
creature is pushed to one side of the wall (your choice which side).

Nothing can
physically pass through the wall. It is immune to all damage and can’t be
dispelled by dispel magic. A disintegrate spell destroys the wall instantly,
however. The wall also extends into the Ethereal Plane, blocking ethereal
travel through the wall.
Trissani's Trebuchet

A 2nd Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 60’

Components: V, S

Can be learnt by: Sorcerer, Wizard

You launch a Medium sized or smaller creature you can see
that is standing on a solid surface into the air, as if fired from a trebuchet.
The target must make a Strength save (a creature can choose to fail the save).
On a failed save, the creature is launched at an arc away from you that reaches
a maximum height of 50’ when it has traveled 50’ away from their launch point.
At this point, they will continue to travel away from you at the same speed (if
they have no way to halt the movement) as they begin to fall, typically
traveling a further 50’. Upon contact with a solid surface, the creature will
take normal falling damage (1d6 bludgeoning damage per 10’ fallen). If they are
unable to travel the distance due to a ceiling or wall, they will take 1d6
bludgeoning damage for each 10’ of prevented movement, before falling to the
ground as normal. You can use this spell on yourself, being launched in the
direction you are facing, the spell otherwise functions the same.

Creatures able to fly or glide can still be launched but are
generally able to prevent the falling damage.

If this spell is cast using a spell slot of 3rd level
or higher, the vertical and horizontal distance launched each increase by 10’.

This spell is a Lost Spell.
Mending

A Transmutation cantrip

Casting time: 1
minute

Duration:
Instantaneous

Range: Touch

Components: V, S, M
(two lodestones)

Can be learnt by:
Bard, Cleric, Druid, Sorcerer, Wizard

This spell repairs a
single break or tear in an object you touch, such as broken chain link, two
halves of a broken key, a torn cloak, or a leaking water skin. As long as the
break or tear is no larger than 1’ in any dimension, you mend it, leaving no
trace of the former damage. This spell can physically repair a magic item or
construct, but the spell can’t restore magic to such an object.
Protection from Evil and Good

A 1st Level Abjuration spell

Casting time: 1 Action

Duration: Concentration, up to 10 minutes

Range: Touch

Components: V, S, M (holy water or powdered silver and iron,
which the spell consumes)

Can be learnt by: Cleric,
Paladin, Warlock, Wizard

Until the spell ends, one willing creature you touch is
protected against the following types of creatures: aberrations,
celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those
types have disadvantage on attack rolls against the target. The target also
can’t be charmed, frightened, or possessed by them. If the target is already
charmed, frightened, or possessed by such a creature, the target has advantage
on any new saves made against the relevant effect
Predator

*Mundane tier, primary material: Tin*

**Weapons: longsword, scimitar**

Infused with the primal strength of powerful predators, this weapon bestows its wielder with savage might. Three times per day, when this weapon is used to make an attack, the wielder can choose to make the attack with advantage and, on a hit, deal twice as much total damage.
Swift Quiver

A 5th Level
Transmutation spell

Casting time: 1
Bonus Action

Duration:
Concentration, up to 1 minute

Range: Touch

Components: V, S, M
(a quiver containing at least one piece of ammunition)

Can be learnt by: Ranger

You transmute a quiver
so that it produces an endless supply of nonmagical ammunition, which seems to
leap to your hand when you reach for it.

On each of your
turns until the spell ends, you can use a Bonus Actin to make two attacks with
a weapon that uses ammunition from the quiver. Each time you make such a ranged
attack, your quiver magically replaces the piece of ammunition you used with a
similar piece of nonmagical ammunition. Any pieces of ammunition created by
this spell disintegrates when the spell ends. If the quiver is moved to a
location more than 30’ away from you, the spell ends.
Message

A Transmutation
cantrip

Casting time: 1
Action

Duration: 1 round

Range: 120’

Components: V, S, M
(a short piece of copper wire)

Can be learnt by:
Bard, Sorcerer, Wizard

You point your
finger toward a creature within range and whisper a message. The target (and
only the target) hears the message and can reply in a whisper that only you can
hear. You can cast this spell through solid objects if you are familiar with
the target and know it is beyond the barrier. Magical silence, 1’ of stone, 1”
of common metal, a thin sheet of lead, or 3’ of wood blocks the spell. The
spell doesn’t have to follow a straight line and can travel freely around
corners or through openings.
Other Benefits

This page is dedicated to the benefits that Player Characters can gain that does not fall under the categories of Racial Features and/or Class Abilities. There are four different types of benefits that a Player Character can receive: **Charm**, **Blessing**, **Boon**, and **Feat**.

## Charm

Charms are temporary bonuses bestowed upon Player Characters and are usually attached to certain items which serve as the conduit for the Charm. There are no real restriction to what a Charm can grant, though they are all restricted in that they provide only a minor advantage in limited circumstances.

For a full catalog of Charms that has appeared in game, see List of Charms.

## Blessing

Blessings are permanent bonuses bestowed upon Player Characters and are usually imbued upon their very being, or at least their physical form. As with Charms, there are no real restriction to what a Blessing might grant, though they are also restricted in that they provide a single, fixed bonus.

For a full catalog of Blessings that has appeared in the game, see List of Blessings.

## Boon

Boons are permanent bonuses bestowed upon Player Characters and are commonly bound to their soul, such that in the event of an untimely death, a Player Character can be resurrected with their Boons intact. Boons are very powerful and offer great bonuses, usually in a way that expands what a character is capable of. Usually, many challenging conditions must be met for a Player Character to be worthy of attaining a Boon.

For a full catalog of Boons that are available in the game, see List of Boons.

## Epic and Legendary Feature

Epic and Legendary Features are abilities that are automatically gained by player characters upon reaching certain Character Levels, regardless of which class or classes they belong to.

Click here for the full list of Epic and Legendary Features

## Feat

Feats are permanent bonuses that Player Characters have worked hard to attain, and similar to Boons, are bound to their memories and very essence, that they won't be lost due to untimely death. There are several ways for a Player Character to attain a Feat, though these methods all have certain drawbacks.

For a full catalog of Feats that are available in the game, as well as methods on how to attain feats, see List of Feats.
Otiluke's Resilient Sphere

A 4th
Level Evocation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 30’

Components: V, S, M
(a hemispherical piece of clear crystal and a matching hemispherical piece of
gum Arabic)

Can be learnt by: Wizard

A sphere of
shimmering force encloses a creature or object of Large or smaller within
range. An unwilling creature must make a Dexterity save. On a failure, the
creature is enclosed for the duration.

Nothing – not
physical objects, energy, or other spell effects – can pass through the
barrier, in or out, though a creature in the sphere can breathe there. The
sphere is immune to all damage, and a creature or object inside can’t be
damaged by attacks or effects originating from the outside, nor can a creature
inside the sphere damage anything outside it.

The sphere is
weightless and just large enough to contain the creature or object inside. An
enclosed creature can use its Action to push against the sphere’s walls and
thus roll the sphere at up to half the creature’s speed. Similarly, the globe
can be picked up and moved by other creatures.

A disintegrate spell
targeting the globe destroys it without harming anything inside it.
Locate Animals or Plants

A 2nd Level
Divination spell

This spell can be cast as a Ritual

Casting time: 1
Action

Duration: Instantaneous

Range: Self

Components: V, S, M
(a bit of fur from a bloodhound)

Can be learnt by: Bard, Druid, Ranger

Describe or name a
specific kind of beast or plant. Concentrating on the voice of nature in your
surroundings, you learn the direction and distance to the closest creature or
plant of that kind within 5 miles, if any are present.
Tasha's Hideous Laughter

A 1st Level Enchantment spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 30’

Components: V, S, M (tiny tarts and a feather that is waved
in the air)

Can be learnt by: Bard,
Wizard

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 save 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 save. The target has advantage on
the saves if it’s triggered by damage. On a success, the spell ends.
Phantasmal Killer

A 4th
Level Illusion spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 120’

Components: V, S

Can be learnt by: Wizard

You tap into the
nightmares of a creature you can see within range and create an illusory
manifestation of its deepest fears, visible only to that creature. The target
must make a Wisdom save, becoming frightened on a failure, for the duration of
the spell. At the end of each of the target’s turns before the spell ends, the
target must succeed on another Wisdom save or take 4d10 psychic damage. On a
success, the spell ends.

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

A 5th
Level Illusion spell

Casting time: 1
Action

Duration:
Concentration, up to 1 hour

Range: Self

Components: S

Can be learnt by: Bard, Wizard

You become invisible
while an illusory double of you appears where you are standing. The double
lasts for the duration, but the invisibility ends for you if you attack or cast
a spell.

You can use your
Action to move your illusory double up to twice your speed and make it gesture,
speak, and behave in whatever way you choose.

You can see through
its eyes and hear through its ears as if you were located where it is. On each
of your turns as a Bonus Action, you can switch from using its senses to using
your own, or back again. While you are using its senses, you are blinded and
deafened in your real body, rendering you oblivious to your own surroundings.
Judgement

A 9th Level Transmutation spell

Casting Time: 1 Action

Duration: Concentration, up to 1 minute

Range: Self (300’ radius sphere)

Components: V, S, M (holy water worth 500gp and any assortment of
gemstones worth 2,000gp, all of which are consumed by the spell)

Can be learnt by: Cleric

A 300’ radius sphere of divine energy centered at you leaps
into existence, and all creatures within this area (excluding yourself) suffers
disadvantage on skill checks and saves. Additionally, when you cast this spell
and as an Action on each of your turns while this spell is in effect, you can
select up to 10 creatures to deal 8d10 lightning damage and 8d10 damage of the
type as determined by your deity’s alignment (see table below).

 Neutral
 Evil

Alternatively, if your deity is commonly associated with a
certain element (e.g.: Zeus and lightning, Surtur and fire, etc.), you can deal
damage of that type instead of the one given in the table (the lightning damage
is unaffected).

Creatures
who either worship or is in the service of the same deity as yours cannot be affected
by this spell.

This spell is a Lost Spell.
Scorching Ray

A 2nd
Level Evocation spell

Casting time: 1 Action

Duration:
Instantaneous

Range: 120’

Components: V, S

Can be learnt by: Sorcerer, Wizard

You create three
rays of fire and hurl them at targets within range. You can hurl them at one
target or several. Make a ranged spell attack for each ray. On a hit, the
target takes 2d6 fire damage.

When this spell is
cast using a spell slot of 3rd level or higher, you create one
additional ray for each slot level above 2nd.
List of Charms

Charms are magical effects that are imparted upon a character, like a beneficial spell. The main difference between charms and spells like *Aid* or *Bless* is that spells usually have a duration, and once a certain amount of time has passed they wear off; charms, on the other hand, has no time restriction, though they are still temporary, because they lasts until they've been used a certain number of times.

A major drawback of charms is, should the individual upon which a charm is imparted dies, the charm will vanish. Even if the individual is later brought back to life, the charm, and all its effects, will be lost forever. Any character can have a number of charms imparted upon them equal to twice their Character Level. Because charms are magical effects, they can be forcibly removed via the *Dispel Magic* spell, and their effects will cease to function when under the influence of an *Antimagic Field*.

There are many charms that exists, and can exist, in the worlds of the Extended Realms, thus this page only list the charms that have been given to player characters or those that were potential options for the player characters to take at one point or another.

## Charms in the Erath game setting

 Charm of Darkvision
 Charm of Falling Feathers
 Charm of Healer's Touch
 Charm of Heroism
 Charm of Life
 Charm of Restoration
 Charm of Soaring
 Charm of the Traveler
 Charm of Vitality
Telekinesis

A 5th
Level Transmutation spell

Casting time: 1
Action

Duration:
Concentration, up to 10 minutes

Range: 60’

Components: V, S

Can be learnt by: Sorcerer, Wizard

You gain the ability
to move or manipulate creatures or object by thought. When you cast the spell,
and as your Action each round for the duration, you can exert your will on one
creature or object that you can see within range, causing the appropriate
effect below. You can affect the same target round after round or choose a new
one at any time. If you switch targets, the prior target is no longer affected
by the spell.

* Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30’ in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your Action to attempt to maintain your telekinetic grip on the creature by repeating the contest
* Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30’ in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30’ in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial
Power Word Kill

A 9th Level Enchantment spell

Casting time: 1 Action

Duration: Instantaneous

Range: 60’

Components: V

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You utter a word of power that can compel one creature you can see within
range to die instantly. If the creature you chose has 100HP or fewer, it dies.
Otherwise, the spell has no effect and the slot is wasted.
Trench Delver

The Trench Delver are a group of Tritons that specialize in exploring the deep and forgotten places of the seas, and deal with whatever unsavory things that may be hiding in those dark and cold places. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to characters of the ***Triton*** race.

## Class Features

Oceanic Scout Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Abyssal Adept

The deep sea is an unforgiving place filled with horrors that would drive lesser beings mad, yet you are able to remain unfazed in the face of such dangers. You do not suffer the penalties brought on by extreme cold, also you have advantage on saves made to resist the frightened condition.

### Hadal Vision

To compensate for the lightless environment within which you've dedicated yourself, you gain the ability to see in that inky blackness. You darkvision increases to a range of 90 feet. While underwater, your darkvision increases to a range of 120 feet.

### Sharpened Senses

Experience with the deep sea have made it that few things can evade your finely honed senses, you receive a bonus to your Passive Perception score equal to twice your Trench Delver level, and you have advantage on Intelligence (Investigation) and Wisdom (Perception) saves as long as you are not blinded or deafened.

### Avatar of the Deeps

You have became so attuned to the deep sea that its harsh conditions pose no more threat to you than a sardine spawn. You are now immune to cold damage, and your darkvision can even pierce through magical darkness. Furthermore, your dedication to the deeps have apparently earned you the favour of that dark abyss, and once per day, you can call upon this connection to summon to your side a *Water Elemental* that fights at your side for up to 10 minutes or until it is reduced to 0HP, this elemental is special in that it is constantly surrounded by a 15-foot radius sphere of magical darkness (this darkness can be temporarily dispelled via a Daylight spell). This summoned elemental acts on your turn in combat and you can command it telepathically without needing to spend any actions, the elemental is also capable of performing simple tasks.
Water Walk

A 3rd Level
Transmutation spell

This spell can be cast as a Ritual

Casting time: 1
Action

Duration: 1 hour

Range: 30’

Components: V, S, M
(a piece of cork)

Can be learnt by: Cleric, Druid, Ranger, Sorcerer

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’ per round.