recursal/Fanatic-Fandom huggingface dataset:
Season 2

**Arc XI: Uncover the Upnorth** - For the first time in history, the Ice Wastes of the Upnorth are explorable thanks to a new invention. A group of explorers travel to gain knowledge of what is there.

**Arc XII: So You Wanna Be a Pirate?** - The Pirate King sends out an invitation for the first crew that finds his hidden treasure to join his crew.

**Arc XIII: Escaping the Ember Keep** - Archer and Kendal get help from an unlikely ally in order to escape the dungeons of Tyle after being arrested and labeled as traitors by the newly crowned Lucas Alaric.

**Arc XIV: The Unforgettable Birthday Celebration** - The PC’s of Arc IV are cordially invited to the first birthday party of one Arthur Ashecreek.

**Arc XV: The War for Hyranor** - Donovan Alaric gathers allies to lead a siege on The Ember Keep to take the throne back form Lucas and Dispater.

**Arc XVI: The Sky Pirates’ Feyble’s** - The tale of the last crew of sky pirates left alive, and how they were all but wiped out.

**Arc XVII: Revenge of the Jito** - Sebastian Gilbert III is left as the last Jito when all of their imprisoned dragons that give them their power are released. He must then gather a group to try and find a new power source for their empire.

**Arc XVIII: Champions of the Dragon** - Ruax calls upon his champions in order to free his captured kin from the Demiplanes of the Vosea Empire

**Arc XIX: Swampass Goes to Hell** - Swampass and his crew take a trip into Hell in order to rescue the soul of his long lost lover Adromeda from Malbolge, while also trying to keep his new family safe.

**Arc XX: The King is Home** - Asmodeus has managed to escape his prison, leaving The Material Plane scrambling to gather an army of the most powerful people across the planes in order to take him down.
Hobgoblin

***Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift.***

***On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast hobgoblin legions have emerged, with ranks of devoted soldiers famed for their unity.***

***Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved, pointed ears and noses that turn bright red or blue during displays of emotion.***

## Hobgoblin Traits:

**Creature Type:** Goblinoid

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

**Speed:** 30 feet

**Life Span:** 100 years on average

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

**Fey Ancestry:** You have advantage on checks to avoid or end the Charmed Condition on yourself.

**Fey Gift:** You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:

Fey Gift
 Passage
 Spite

**Fortune from the Many:** If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bridle of Capturing

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This fine leather bridle tugs at the hand when first held, as though it longs to reach out for a beast nearby. When you hold one end of the bridle, you can use an action to speak its command word, causing the other end to lash out at a beast you can see within 20 feet of you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie itself around its neck, then fall under your command as if subjected to the Dominate Beast spell. Once the targeted is affected, you do not need to hold the other end of the bridle to command it. With a successful saving throw, the target becomes immune to the bridle’s power until the next dawn.

A creature controlled by the bridle can be released by the creature that bound it as a bonus action. A creature controlled by the bridle can make a DC 17 Charisma check each day at dawn. On a success, the creature is no longer affected by the bridle.
Greater Restoration

*5th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (diamond dust worth at least 100 GP, which the spell consumes)

**Duration:** Instantaneous

**Description:** You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

* One effect that Charmed or Petrified the target

* One curse, including the target’s attunement to a cursed magic item

* Any reduction to one of the target’s ability scores

* One effect reducing the target’s hit point maximum
Mind Spike

*2nd Level Divination*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Somatic

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

**Description:** You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 Psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

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

***Loxodons are often oasis of calm in Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. As they say, "There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man."***

## Loxodon Traits:

**Creature Type:** Animal Folk

**Size:** Medium (about 7-8 feet tall)

**Speed:** 30 feet

**Life Span:** 450 years on average

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

**Loxodon Serenity:** You have advantage against being charmed or frightened.

**Natural Armor:** You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

**Trunk:** You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

**Keen Smell:** Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
Nystul’s Magic Aura

*2nd Level Illusion*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a small square of silk)

**Duration:** 24 hours

**Description:** You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

* **False Aura.** You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

* **Mask.** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Mizzium Mortar

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This short tube, about 2 feet long and 6 inches in diameter, is made from mizzium, a magically enhanced metal alloy forged by the lzzet League. The end that's pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.

The mortar has 4 charges for the following properties. It regains 1d4 expended charges daily at dawn.

* **Molten Spray:** You can expend 1 charge as an Action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 Fire damage on a failed save, or half as much damage on a successful one.

* **Mizzium Bombared:** You can expend 3 charges as an Action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 5d8 Fire damage on a failed save, or half as much damage on a successful one.
Mass Polymorph

*9th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a caterpillar cocoon)

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

**Description:** You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s 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 chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.

The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form.

The target can’t activate, use, wield, or otherwise benefit from any of its equipment.
Skywrite

*2nd Level Transmutation [Ritual]*

**Casting Time:** 1 Action

**Range:** Sight

**Components:** Verbal, Somatic

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

**Description:** You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Hex

*1st Level Enchantment (Warlock Only)*

**Casting Time:** 1 Bonus Action

**Range:** 90 feet

**Components:** Verbal, Somatic

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

**Description:** Until the spell ends, you can deal an extra 1d6 Necrotic damage to the target when you hit it with an attack roll. You can deal this extra damage only once per turn. Also, choose one of the six abilities whenever you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.

If the target drops to 0 Hit Points before this spell ends, you can use a Bonus Action on a subsequent turn of yours to curse a new creature. A Remove Curse spell cast on the target ends this spell early.

**At Higher Levels:** When you cast this spell using a Spell Slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours, and the extra damage increases to 2d6. When you use a Spell Slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours, and the extra damage increases to 3d6.
Purify Food and Drink

*1st Level Transmutation [Ritual]*

**Casting Time:** 1 Action

**Range:** 10 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Hallow

*5th Level Evocation*

**Casting Time:** 24 hours

**Range:** Touch

**Components:** Verbal, Somatic, Material (herbs, oils, and incense worth at least 1,000 GP which the spell consumes)

**Duration:** Until dispelled

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

First, Celestials, Elementals, Fey, Fiends, and Undead can’t enter the area, nor can such creatures Charm, Frighten, or Possess creatures within it. Any creature Charmed, Frightened, or Possessed by such a creature is no longer Charmed, Frightened, or Possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

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

* **Courage:** Affected creatures can’t be Frightened while in the area.

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

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

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

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

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

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

* **Fear:** Affected creatures are Frightened while in the area.

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

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

**Type:** Armor (Any)

**Attunement:** No

**Rarity:** Very Rare

**Description:** You have a +1 bonus to AC while wearing this armor, which shimmers softly.

If you die while wearing the armor, it is destroyed, and each Celestial, Fey, and Fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Oath of Vengence

***The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.***

### Tenets of Vengeance

Though the exact words and strictures of the Oath of Vengeance vary, Paladins of this oath share these tenets.

**Fight the Greater Evil:** Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

**No Mercy for the Wicked:** Ordinary foes might win my mercy, but my sworn enemies do not.

**By Any Means Necessary:** My qualms can’t get in the way of exterminating my foes.

**Restitution:** If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by my misdeeds.

## Oath of Vengeance Features:

### 3rd Level: Oath Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

Oath of Vengeance Spells

### 3rd Level: Vow of Enmity

As a Bonus Action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You gain Advantage on attack rolls against the creature for 1 minute.

If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required). You can make this transfer no more than once per turn.

### 7th Level: Relentless Avenger

Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature’s Speed to 0, and you can then move up to half your Speed as part of the same Reaction. This movement doesn’t provoke Opportunity Attacks.

### 15th Level: Soul of Vengeance

Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack, you can use your Reaction to make a melee attack against that creature if it’s within range.

### 20th Level: Avenging Angel

As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the following benefits for 10 minutes or until you end them as a Bonus Action:

**Flight:** You sprout spectral wings on your back. You have a Fly Speed equal to your Speed and can Hover.

**Frightful Aura:** Whenever an enemy starts its turn in the aura, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).
Hat of Vermin

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat (see the *Player's Handbook* or the *Monster Manual* for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
Stinking Cloud

*3rd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (a rotten egg or several skunk cabbage leaves)

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

**Description:** You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Plane Shift

*7th Level Conjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a forked, metal rod worth at least 250 GP, attuned to a particular plane of existence)

**Duration:** Instantaneous

**Description:** You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Hunter’s Coat

**Type:** Armor (Leather)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 Necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.
Light Domain

***The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness.***

***The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce every shadow and deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Religious orders focused on combating the Undead also draw on the power of this domain.***

## Light Domain Features

### 3rd Level: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.

Light Domain Spells

### 3rd Level: Warding Flare

When a creature that you can see within 30 feet of you makes an attack roll, you can use your Reaction to impose Disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

### 3rd Level: Radiance of the Dawn

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit sunlight in a 30-foot-radius sphere centered on yourself. Any magical darkness—such as that created by the *Darkness* spell—in the sphere is dispelled. Additionally, each creature of your choice in the sphere must make a Constitution saving throw, taking Radiant damage equal to 2d10 + your Cleric level on a failed save, or half as much damage on a successful one.

### 6th Level: Revealing Light

As a Bonus Action, you can present your Holy Symbol and cast *See Invisibility* without expending a spell slot. When you cast it in this way, your allies also gain the benefit of the spell while within 10 feet of you. Until the spell ends, you emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. You can end the spell early as a Bonus Action. Once you use this feature, you can’t do so again until you finish a Long Rest.

### 17th Level: Corona of Light

As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.
Hold Person

*2nd Level Enchantmet*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a small, straight piece of iron)

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

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

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

*1st Level Evocation*

**Casting Time:** 1 Reaction, which you take when you are damaged by a creature within 60 feet of you that you can see.

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 Fire damage on a failed save, or half as much damage on a successful one.

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

**Type:** Ring

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an Action to cause the ring to become invisible until you use another Action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Heward’s Handy Haversack

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an Action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Magic Circle

*3rd Level Abjuration*

**Casting Time:** 1 minute

**Range:** 10 feet

**Components:** Verbal, Somatic, Material (holy water or powdered silver and iron worth at least 100 GP, which the spell consumes)

**Duration:** 1 hour

**Description:** You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

* The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

* The creature has disadvantage on attack rolls against targets within the cylinder.

* Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Investiture of Stone

*6th Level Transmutation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

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

**Description:** Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

* You have resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons.

* You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.

* You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Heavily Armored

*4th Level Feat*

**Prerequisite:** Medium Armor Training

**Repeatable:** No

You have trained to use Heavy Armor effectively, gaining the following benefits:

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

**Armor Training:** You gain Heavy Armor Training.
Immolation

*5th Level Evocation*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal

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

**Description:** Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 Fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 Fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.

If damage from this spell reduces a target to 0 hit points, the target is turned to ash.
Inspiring Leader

*4th Level Feat*

**Prerequisite:** Wisdom or Charisma 13+

**Repeatable:** No

You are adept at encouraging others, granting you the following benefits:

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

**Encouraging Performance:** At the end of a Short Rest or a Long Rest, you can give an inspiring performance: a speech, a song, or a dance. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who witness the performance. The chosen creatures each gain Temporary Hit Points equal to 2d4 + your Proficiency Bonus.
Nature’s Mantle

**Type:** Wondrous Item

**Attunement:** Yes (Druid or Ranger Only)

**Rarity:** Uncommon

**Description:** This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your Druid and Ranger spells.

While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Medal of the Horizonback

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** When you would be hit by an attack, you can use your Reaction to increase your AC by 5 until the start of your next turn, including against the triggering attack. You must be wearing the medal and able to see the creature that made the triggering attack to use this property. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.
Half-Orc

***When alliances between humans and orcs are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.***

## Half-Orc Traits:

**Creature Type:** Humanoid

**Size:** Medium (about 4-7 feet tall) or Small (about 2-4 feet tall)

**Speed:** 30 feet

**Life Span:** 75 years on average

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

**Menacing:** You gain Proficiency in the Intimidation Skill

**Relentless Endurance:** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

**Savage Attacks:** You gain the Savage Attacker Feat, or another First Level Feat of your choice.
Levistus

## Levistus

* Arc VI
* Arc XX

### Aliases

* The Horseman of Death
* The Lord of Stygia

## Connections

### Occupation

* Lord of Hell
* Horseman of Asmodeus

### Family

* Asmodeus (father)
	+ Glasya (sister)
	+ Zariel (adopted brother)
* Baaelzebub (uncle)
	+ Mammon (cousin)
	+ Belial (cousin)
* Dispater (uncle)
	+ Fierna (cousin)

## Connections

### Family

* Asmodeus (father)
	+ Glasya (sister)
	+ Zariel (adopted brother)
* Baaelzebub (uncle)
	+ Mammon (cousin)
	+ Belial (cousin)
* Dispater (uncle)
	+ Fierna (cousin)
Keycharm

**Type:** Wondrous Item

**Attunement:** Yes (requires the Mark of Warding)

**Rarity:** Common

**Description:** This small stylized key plays a vital role in the work of House Kundarak. If you cast the Alarm, Arcane Lock, or Glyph of Warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the Alarm spell, bypasses the lock of the Arcane Lock spell, or avoids triggering the glyph placed by the Glyph of Warding spell. In addition, the holder (who needn't be attuned to the item) can take an Action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time.
Summon Celestial

*5th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (a golden reliquary worth at least 500 GP)

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

**Description:** You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack 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 6th level or higher, use the higher level whenever the spell’s level appears in the stat block.
Great Old One Patron

***Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.***

***Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.***

## Great Old One Patron Features:

### 3rd Level: Patron Spells

The magic of your otherworldly patron grants you the following benefits:

**Prepared Spells:** You always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

**Free Casting:** You can cast one of your prepared spells from this feature without expending a Spell Slot, and you must finish a Long Rest before you use this benefit again.

Great Old One Spells

### 3rd Level: Awakened Mind

Your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

### 6th Level: Entropic Ward

You learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

### 10th Level: Thought Shield

Your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you do.

### 14th Level: Create Thrall

You gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
Molten Bronze Skin

**Type:** Armor (Breastplate, Half-Plate, or Plate)

**Attunement:** Yes

**Rarity:** Rare

**Description:** This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.

While wearing the armor, you have resistance to Fire damage. The armor also doesn't impose disadvantage on Stealth checks.
Soul Coin

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse.

* **Carrying Soul Coins:** To hold a soul coin is to feel the soul bound within it — overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A nonevil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coinsgreater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.

* **Using a Soul Coin:** A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:

* + **Drain Life:** You siphon away some of the soul's essence and gain 1d10 temporary hit points.
	+ **Query:** You telepathically ask the soul a question and receive a brief telepathic response. which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

* **Freeing a Soul:** Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon (BG:DA, page 223) or an infernal war machine's furnace (BG:DA, page 217). Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.

* **Hellish Currency:** Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling. and reward the faithful for services rendered. Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.
Instrument of Scribing

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Common

**Description:** This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting Dispel Magic on the message erases it. Otherwise, the message fades away after 24 hours.

The instrument regains all expended charges daily at dawn.
Living Armor

**Type:** Armor (Any)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

* Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Stone of Controlling Earth Elementals

**Type:** Staff

**Attunement:** No

**Rarity:** Rare

**Description:** If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the Conjure Elemental spell. The stone can't be used this way again until the next dawn. This stone weighs 5 pounds.
Gravity Spike

*Transmutation Cantrip*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You create a localized gravitational field that temporarily shifts the landscape to impale a creature. Choose a creature on the ground you can see within range. The creature must make a Dexterity saving throw. On a failed save, the target takes 1d4 Piercing damage and is knocked Prone. On a successful save, the target takes half as much damage and isn’t knocked prone.

**Cantrip Upgrade:** This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Magic Weapon

*2nd Level Transmutation*

**Casting Time:** 1 Bonus Action

**Range:** Touch

**Components:** Verbal, Somatic

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

**Description:** You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.