recursal/Fanatic-Fandom huggingface dataset:
Acolyte of the Skin

An Acolyte of the Skin is a zealot who seeks to become more attuned to his/her infernal heritage, eventually becoming a full-fledged devil. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Tiefling.

## Class Features

Acolyte of the Skin Features

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

### Devil's Skin

You summon a sliver of infernal essence from the realm of Baator and infuse it to yourself, wearing it like a second skin. This skin is, for all intents and purposes, treated as your natural skin. The skin grants you a +2 bonus to AC and increases your Dexterity and Constitution scores by 3 each, this increase can push your scores in these attributes to beyond 20, but not 24.

### Hellish Gaze

As an action, you can shoot two beams of infernal fire (one from each eye) at a target within 100’ of you, you are proficient with this attack and add your Dexterity modifier to the Hit dice for these beams, which are rolled individually. Each beam deal 8d8 fire damage on hit, though against devils this damage is always halved, while against demons or celestials this damage is always doubled. You can use this ability once per short or long rest.

### Infernal Servant

You can summon a devil from Baator to be your personal servant, the devil’s CR must be no more than half your Character Level and is absolutely loyal to you since you learn its true name as soon as it is summoned. The devil still has its own mind, goals, and ambitions, and will be knowledgeable in the ways of the Lower Realms, also it will always be willing to provide you with suggestions for how to deal with any scenario, and almost all of these suggestions are Lawful Evil in nature. The devil is tied to you so long as you are alive, thus it cannot be permanently banished back to the Nine Hells. If the devil is ever killed you can simply use an action to pull it back from Baator again, though you must wait 10 minutes before doing so as it needs that time to reformed its physical body.

### Hellish Symbiosis

You have fused so much essences of Baator to yourself that you have effectively changed your race from Tiefling to Fiend (Devil), however, you are still considered native to the material realm and thus cannot be permanently banished back to the Nine Hells. Furthermore, you gain immunity against nonmagical weapon attacks and poison, also you cannot be poisoned. When you die, your soul immediately burst from your humanoid body in the form of a Devil whose CR is equal to or lower than half your Character Level when you die (e.g.: if you were at level 32 when you die, your soul can take the form of any Devil up whose CR can be no higher than 16, such as a Bdellavritra or Green Abishai, but not a Blue Abishai), though in this form you are no longer considered a native of the material realms. If your Devil body is slain, your soul will be sent to Baator, and you cannot no longer be resurrected, only summoned. Once your mortal body dies, you can no longer gain class levels, though you keep all the class features you have attained.
Command

A 1st Level Enchantment spell

Casting time: 1 Action

Duration: 1 round

Range: 60’

Components: V

Can be learnt by: Cleric,
Paladin

You speak a one-word command to a creature you can see
within range. The target must succeed on a Wisdom save or follow the command on
its next turn. The spell has no effect if the target is undead, if it doesn’t
understand your language, or if your command is directly harmful to it. Some
typical commands and their effects follow. You might issue a command other than
one described here. If you do so, the DM determines how the target behaves. If
the target can’t follow your command, the spell ends.

* Approach: the target moves toward you by the shortest and most direct route, ending its turn if it moves within 5’ of you
* Drop: the target drops whatever it is holding and then ends its turn
* Flee: the target spends its turn moving away from you by the fastest available means
* Grovel: the target palls prone and then ends its turn
* Halt: the target doesn’t move and takes no actions. A flying creature stays aloft, if it can do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot level
above 1st. The creatures must be within 30’ of each other when you
target them.
Goodberry

A 1st Level Transmutation spell

Casting time: 1 Action

Duration: Instantaneous

Range: Touch

Components: V, S, M (a sprig of mistletoe)

Can be learnt by: Druid,
Ranger

Up to ten berries appear in your hand and are infused with
magic for the next 24 hours. A creature can use its Action to eat one berry. Eating
a berry restores 1 HP, and the berry provides enough nourishment to sustain a
creature for one day. If a berry is not consumed within 24 hours, it vanishes.
Bolt of Judgement

A 2nd Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 150’

Components: V, S, M (a drop of holy water)

Can be learnt by: Cleric, Paladin

This spell causes a glowing yellow bolt of pure lightning to
form within your hand. Make a ranged spell attack against a creature within
range. On a hit, the target takes 2d6 lightning damage and must make a Constitution
save, becoming Stunned until the beginning of your next turn on a failure.

If the target of this spell has resistance to lightning
damage they make the Constitution save with advantage. If the target is immune
to lightning they automatically succeed on the save.

If this spell is cast using a spell slot of 3rd
level or higher, the damage increases by 1d6 for each slot level above 2nd.

This spell is a Lost Spell.
Hail of Thorns

A 1st Level Conjuration spell

Casting time: 1 Bonus Action

Duration: Concentration, up to 1 minute

Range: Self

Components: V

Can be learnt by: Ranger

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

When this spell is cast using a spell slot of 2nd
level or higher, the damage increases by 1d10 for each slot level above 1st.
Create Materia

A 1st Level Transmutation spell

Casting Time: 8 hours

Duration: Instantaneous

Range: Touch

Components: S, V, M (a clear glass or crystal sphere roughly the size of an orange worth at least 100gp, which the spell consumes)

Can be learnt by: Bard, Sorcerer, Wizard

Through the use of an ancient complicated ritual, the spell caster infuses the sphere with otherworldly powers shunned and rejected by the gods and the multiverse itself. Through this blasphemous process, a special vessel of power, the Materia, is created.

The power of the Material created via this spell varies greatly, as it draws on powers outside the multiverse and that which violates its very nature. Upon the completion of this spell, the caster must roll a d100 and consult the following table:

When a Materia is touched to the corpse of a freshly slain (killed within the last minute) creature, the Materia absorbs both the body and soul of said creature and holds it captive, keeping it in a tortured state neither living nor dead. The Materia also starts to shed a weak glow corresponding with its color. A creature can thereafter smear a drop of their blood onto a glowing Materia to shatter it and call forth the creature trapped within. The trapped creature, once released, will be friendly towards the creature that released it and obey its commands, the creature has its own turn in battle, and will disappear after 24 hours, finally allowed to rest in peace.

Due to the otherworldly nature of this spell, to cast it is to mark one's soul against the fundamental laws of the multiverse, and to lable oneself an enemy of every multiversal faction. Do it one too many times and it would not be out of the ordinary to find angels, demons, devils and who knows what else allied against oneself. Fortunately (or unfortunately), using an already-made Materia, either glowing or otherwise, does not negatively impact a creature.

If this spell is cast using a spell slot of 2nd level or higher, the minimum level of the created Materia is equal to the level of the spell slot used.

This spell is a Lost Spell.
Arcane Gate

A 6th Level Conjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 10 minutes

Range: 500’

Components: V, S

Can be learnt by: Sorcerer, Warlock, Wizard

You create linked
teleportation portals that remain open for the duration. Choose two points on
the ground that you can see, one point within 10’ of you and another within
500’ of you. A circular portal, 10’ in diameter, opens over each point. If the
portal would open in the space occupied by a creature, the spell fails, and the
spell slot is wasted.

The portals are
two-dimensional glowing rings filled with mist, hovering inches from the ground
and perpendicular to it at the points you choose. A ring is visible only from
one side (your choice), which is the side that functions as a portal.

Any creature or
object entering the portal exits from the other portal as if the two were
back-to-back; passing through a portal from the non-functional side has no
effect. The mist that fills each portal is opaque and blocks vision through it.
One your turn, you can rotate the rings as a Bonus Action so that the active
side faces in a different direction.
Enhance Ability

A 2nd Level
Transmutation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 hour

Range: Touch

Components: V, S, M
(fur or a feather from a beast)

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

You touch a creature
and bestow upon it a magical enhancement. Choose one of the following effects:
the target gains the effect until the spell ends:

* Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 THP, which are lost when the spell ends
* Bull’s Strength. The target has advantage on Strength checks, and his or her jumping distance doubles
* Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20’ or less if it isn’t incapacitated
* Eagle’s Splendor. The target has advantage on Charisma checks, and Insight checks made against the target has disadvantage
* Fox’s Cunning. The target has advantage on Intelligence checks, also their spell attacks receive a +2 bonus to attack rolls
* Owl’s Wisdom. The target has advantage on Wisdom checks, also their Passive Perception increases by 5

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

A 4th
Level Illusion spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: Touch

Components: V, S

Can be learnt by: Bard, Sorcerer, Wizard

You or a creature
you touch becomes invisible until the spell ends. Anything the target is
wearing or carrying is invisible if it is on the target’s person.
Blink

A 3rd
Level Transmutation spell

Casting time: 1
Action

Duration: 1 minute

Range: Self

Components: V, S

Can be learnt by: Sorcerer, Wizard

Roll a d20 at the
end of each of your turns for the duration of the spell. On a roll of 11 or
higher, you vanish from your current plane of existence and appear in the Ethereal
Plane (the spell fails and the casting is wasted if you were already on that
plane). At the start of you next turn, and when the spell ends if you are on
the Ethereal Plane, you return to an unoccupied space of your choice that you
can see within 10 feet of the space you vanished from. If no unoccupied space
is available within that rang, you appear in the nearest unoccupied space
(chosen at random if more that one space is equally near). You can dismiss this
spell as an Action.

While on the Ethereal
Plane, you can see and hear the plane you originated from, which is cast in
shades of gray, and you can’t see anything more than 60 feet away. You can only
affect and be affected by other creatures on the Ethereal Plane. Creature that
aren’t there can’t perceive you or interact with you, unless they have an
ability that allows them to do so.
Chieftain Greatsword

*Exotic Tier (Fusion), primary material: Blood Iron*

**Weapon: Longsword, Greatsword**

This weapon is built upon the Forward Charger, made even more deadly via fusion with arcane condensate. Aside from granting the *Aggressive* feature to its wielder (and doubling the movement speed granted by *Aggressive* to a creature who already has the ability), whenever this weapon is used to make a melee attack it always grants a +2 bonus to both hit and damage, and attacks made with this weapon cannot suffer disadvantage as a result of its wielder being prone.

**Aggressive**: As a bonus action, you can move up to your speed towards a hostile creature that you can see.

Active Ability - **Chieftain's Command**: As an action, you raise this weapon and issue an encouraging command to all allies within 10 feet of you, granting them a damage bonus on their next weapon attack made before the start of your next turn equaling your proficiency bonus. You can use this ability three times between short or long rests.
Flaming Sphere

A 2nd Level
Conjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 60’

Components: V, S, M
(a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)

Can be learnt by: Druid, Wizard

A 5’ diameter sphere
of fire appears in an unoccupied space of your choice within range and lasts
for the duration. Any creature that ends its turn within 5’ of the sphere must
make a Dexterity save. The creature takes 2d6 fire damage on a failure, or half
as much on a success.

As a Bonus Action,
you can move the sphere up to 30’. If you ram the sphere into a creature, that
creature must make the save against the sphere’s damage, and the sphere stops
moving this turn. When you move the sphere, you can direct it over barriers up to
5’ tall and jump it across pits up to 10’ wide. The sphere ignites flammable
objects not being worn or carried, and it sheds bright light in a 20’ radius
and dim light for an additional 20’.

When this spell is
cast using a spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.
Crown of Madness

A 2nd
Level Enchantment spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 120’

Components: V, S

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

One humanoid of your
choice that you can see within range must succeed on a Wisdom save or become
charmed by you for the duration. While the target is charmed in this way, a
twisted crown of jagged iron appears on its head, and a madness glows in its
eyes.

The charmed target
must use its Action before moving on each of its turns to make a melee attack
against a creature other than itself that you mentally choose. The target can
act normally on its turn if you choose no creature or if none are within its
range.

On your subsequent
turns, you must use your Action to maintain control over the target, or the
spell ends. Also, the target can repeat the Wisdom save at the end of each of
its turns, ending the spell on a success.
Basic Class

The following 12 Class options are available for player characters of any race, and are borrowed from the official 12 Classes of D&D 5e.

Barbarian - Mighty warriors who embrace their inner flame and let their emotions run free.

Bard - Whimsical spellcasters who goes with the flow and pluck at the strings of fate.

Cleric - Devotees of higher purpose who would give everything for a greater cause.

Druid - Keepers of the wilderness and preservers of nature's boons.

Fighter - Hardened combatants whose fighting prowess are lethal works of art.

Monk - Spiritual seekers within whom the spirits imbue great power.

Paladin - Holy warriors who smite evil and protect those who cannot protect themselves.

Ranger - Preservers who maintain the delicate balance between man and nature.

Rogue - Cunning opportunists who carve profit from even the most disastrous situations.

Sorcerer - Spellcasters whose blood thunders with the magics of old.

Warlock - Magic users who bargain for their abilities with powerful and terrible beings.

Wizard - Scholars whose understanding of the world grant them supernatural control over it.
Dwelf

A Dwelf, or **Dwarf-elf**, is the halfbreed hybrid of Dwarf and Elf. Because the two races often share a border, and they commonly form alliances against the forces of Orcs, Goblinoids, and the horrors of the underground, it is not uncommon for individuals from these separate races to form a bond of comradery. Despite this, however, romantic relationships are rare and because of the different values of both races such pairings are even rarer to end well.

Dwelves are often times shunned by both of their parental races, though also pitied at the same time. Because they carry within them both the innate honor of the Dwarves and free spirit of the Elves, Dwelves often choose not to settle among either of their parental races, instead forming their own settlements in the lands between forests and mountains. That said, the three races still maintain friendly relationships with one another, and it is not uncommon for Dwelves to act as the middle-men in dealings between Elves and Dwarves.

## Dwelf Traits

***Ability Score Increase.*** CON + 2, CHA + 2

***Age.***
Dwelves mature at around 20, they live exceedingly long lives due to the
combination of their Dwarvish and Elvish ancestry and it is not unheard of for
them to reach 1000 years of age

***Alignment.*** Dwelves commonly lean towards Good

***Size.*** Medium; Same height as a dwarf, but a lot less bulky
(80lb) and more graceful, taking after their Elven parent

***Speed.*** 30’, not affected by heavy armor

***Improved Darkvision.*** Thanks to both your Dwarvish and Elvish blood, you
can see in dim light as if in bright, and darkness as if in dim light, for 90’;
you cannot tell color, only shades of grey

***Dwarven Resilience.*** You have advantage on saving throws against Poison,
and have resistance against Poison damage

***Endurance.*** Gain proficiency in CON Saving Throws and Athletics
skill

***Fey Ancestry.*** You have advantage on Saving Throws against being
Charmed, and is immune to magical Sleep

***Trance.*** Dwelves learn to meditate like their Elven ancestors
and enter a subconscious state for 4 hours a day, the benefits of this
meditation is equivalent to a full 8 hours of sleep for humans

***Languages.*** Common, Elvish, and Dwarvish

***Subcategories.*** Depending on which parent played a more important role in the younger years of a Dwelf's life, two separate subcategories of Dwelves exist: Dwarven Blood and Elven Kin. Choose one of these.

## Dwelf Subcategories

### Dwarven Blood

Dwarven Blood Dwelves grew up primarily in the company of their Dwarven family, and as such share many similarities with other young Dwarves.

***Ability Score Increase.*** STR + 1

***Dwarven Combat Training***  You have proficiency with the Battleaxe, Warhammer,
Handaxe, Lighthammer, and Shield

### Elven Kin

Elven Kin Dwelves grew up primarily in the company of their Elven family, and as such share many similarities with other young Elves.

***Ability Score Increase.*** DEX + 1

***Elven Weapon Training.*** Gain proficiency with the Shortsword, Longsword,
Shortbow, and Longbow
Elemental Weapon

A 3rd Level
Transmutation spell

Casting time: 1
Action

Duration: Concentration,
up to 1 hour

Range: Touch

Components: V, S

Can be learnt by: Paladin

A nonmagical weapon
you touch becomes a magical weapon. Choose one of the following damage types:
acid, cold, fire, lightning, poison, or thunder. For the duration, the weapon has a +1
bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it
hits.

When this spell is
cast using a spell slot of 5th or 6th level, the bonus to
attack rolls increases to +2 and the extra damage increases to 2d4. When cast
using 7th or 8th level slot, the bonus to attack
increases to +3 and the extra damage increases to 3d4. When cast using 9th
level slot, the bonus to attack increases to +4 and the extra damage increases
to 4d4.
Animal Messenger

A 2nd
Level Enchantment spell

This spell can be cast as a Ritual

Casting time: 1 Action

Duration: 24 hours

Range: 30’

Components: V, S, M (a morsel of food)

Can be learnt by: Bard, Druid, Ranger

By means of this spell, you use an animal to deliver a
message. Choose a Tiny beast you can see within range, such as a squirrel, blue
ray, or bat. You specify a location, which you must have visited, and a
recipient who matches a general description, such as a man or woman dressed in
the uniform of the town guard or a read-haired dwarf wearing a pointed hat. You
also speak a message of up to 25 words. The target beast travels for the
duration of the spell towards the specified location, covering about 50 miles
per 24 hours for a flying messenger or 25 miles for other animals.

When the messenger arrives, it delivers your message to the
creature that you described, replicating the sound of your voice. The messenger
speaks only to a creature matching the description you gave. If the messenger
doesn’t reach its destination before the spell ends, the message is lost, and
the beast makes its way back to where you cast this spell.

When this spell is cast with a spell slot of 3rd
level or higher, the duration of the spell increases by 48 hours for each slot
level above 2nd.
Create or Destroy Water

A 1st Level Transmutation spell

Casting time: 1 Action

Duration: Instantaneous

Range: 30’

Components: V, S, M (a drop of water if creating water or a
few grains of sand if destroying it)

Can be learnt by: Cleric,
Druid

You either create or destroy water.

* Create: you produce up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30’ cube within range, extinguishing exposed non-magical flames in the area
* Destroy: you destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy non-magical fog in a 30’ cube within range

When you cast this spell using a spell slot of 2nd
level or higher, you create or destroy 10 additional gallons of water, or the
size of the cube increases by 5’ on each side, for each slot level above 1st.
Bless

A 1st Level Enchantment spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 30’

Components: V, S, M (a sprinkling of holy water)

Can be learnt by:
Cleric, Paladin

You bless up to three creatures of your choice within range.
Whenever a target makes an attack roll or a save before the spell ends, the
target can roll a d4 and add the number rolled to the attack roll or save.

When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot level
above 1st.
Gate

A 9th Level Conjuration spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 60’

Components: V, S, M (a diamond worth at least 5,000gp)

Can be learnt by: Cleric, Sorcerer, Wizard

You conjure a portal linking an unoccupied space you can see within range
to a precise location on a different plane of existence. The portal is a
circular opening, which you can make 5 to 20’ in diameter. You can orient the
portal in any direction you choose. The portal lasts for the duration.

The portal has a front and back on each plane where it appears. Travel
through the portal is possible only by moving through its front. Anything that
does so is instantly transported to the other plane, appearing in an unoccupied
space nearest to the portal.

Deities and other powerful planar entities can prevent portals created by
this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a
pseudonym, title, or nickname doesn’t word). If that creature is on a plane
other than the one you are one, the portal opens in the named creature’s
immediate vicinity and draws the creature through it to the nearest unoccupied
space on your side of the portal. You gain no special power over the creature,
and it is free to act as the DM deems appropriate. It might leave, attack you,
or help you.
Greater Conjure Celestial

An 8th Level Conjuration spell

Casting Time: 1 minute

Duration: Concentration, up to 1 hour

Range: 90’

Components: V, S

Can be learnt by: Cleric

You summon a celestial whose CR is equal to or less than
half your character level rounded down, which appears in an unoccupied space
that you can see within range. The celestial disappears when it drops to 0HP or
when the spell ends.

The celestial is friendly to you and your companions for the
duration. Roll initiative for the celestial, which has its own turns. It obeys
any verbal commands that you issue to it (no action required by you), as long
as they don’t violate its alignment. If you don’t issue any commands to the
celestial, it defends itself from hostile creatures but otherwise takes no
actions. The DM has the celestial’s statistics.

This spell is a Lost Spell.
Comprehend Languages

A 1st Level Divination spell

This spell can be cast as a Ritual

Casting time: 1 Action

Duration: 1 hour

Range: Self

Components: V, S, M (a pinch of soot and salt)

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

For the duration, you understand the literal meaning of any
spoken language that you hear. You also understand any spoken language that you
hear. You also understand any written language that you see, but you must be
touching the surface of which the words are written. It takes about 1 minute to
read one page of text. This spell doesn’t decode secret messages in a text or
glyph, such as an arcane sigil, that isn’t part of a written language.
Idea Insinuation

A 1st Level Enchantment spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 60’

Components: V, S

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

You unleash a torrent of conflicting desires in the mind of
one creature that you can see within range, impairing its ability to make
decisions. The target must succeed on a Wisdom save or be incapacitated. At the
end of each of the creature’s turns, it takes 1d12 psychic damage, and it can
then make another Wisdom save, ending the spell on itself with a success.
Alarm

A 1st Level Abjuration spell

This spell can be cast as a Ritual

Casting time: 1 Minute

Duration: 8 hours

Range: 30’

Components: V, S, M (a tiny bell and a piece of fine silver
wire)

Can be learnt by:
Ranger, Wizard

You set an alarm against unwanted intrusion. Choose a door,
window, or area within range that is no larger than a 20’ cube. Until the spell
ends, an alarm alerts you whenever a Tiny or larger creature touch or enters
the warded area. When you cast the spell, you can designate creatures that
won’t set off the alarm. You also choose whether the alarm is mental or audible.

* A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
* An audible alarm produces the sound of a hand bell for 10 seconds within 60’.
Black Lightning

A 2nd Level Necromancy spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 60’

Components: V, S, M (a piece of charred bone)

Can be learnt by: Cleric, Sorcerer, Wizard

You thrust out your hands, unleashing a deadly coil of death
infused lightning towards a creature you can see within range. The target must
make a Constitution save, taking 2d8 lightning damage on a failure, or half as
much on a success.

If the target is below their maximum HP, the lightning deals
an additional 1d10 necrotic damage (cannot be avoided) and arcs to another
creature of your choice within 10’ of the original target. This new target must
make their own Constitution save, taking 2d8 lightning damage on a failure, or
half as much on a success. The new target also takes the 1d10 necrotic damage
if it is below maximum HP.

If this spell is cast using a spell slot of 3rd
level or higher, the lightning damage increases by 1d8 per spell slot level
above 2nd.

This spell is a Lost Spell.
Earthquake

An 8th Level Evocation spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 500’

Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)

Can be learnt by: Cleric, Druid, Sorcerer

You create a seismic disturbance at a point on the ground that you can see
within range. For the duration, an intense tremor rips through the ground in a
100’ radius circle centered on that point and shakes creatures and structures
in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the
ground that is concentrating (on a spell or any similar effect) must make a
Constitution save. On a failed save, the creature’s concentration is broken.

When you cast this spell and at the end of each turn you spend
concentrating on it, each creature on the ground in the area must make a
Dexterity save. On a failed save, the creature is knocked prone.

The spell can have additional effects depending on the terrain in the area,
as determined by the DM:

* Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast this spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10\*10 feet deep, 10’ wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity save or fall in. A creature that successfully saves moves with the fissure’s edge as it moves. A fissure that opens beneath a structure causes it to automatically collapse (see below)
* Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0HP, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity save. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Athletics check as an Action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried
Hold Monster

A 5th
Level Enchantment spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 90’

Components: V, S, M
(a small, straight piece of iron)

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

Choose a creature
that you can see within range. The target must succeed on a Wisdom save or be
paralyzed for the duration. This spell has no effect on undead. At the end of
each of its turns, the target can make another Wisdom save. On a success, the
spell ends on the target.

When this spell is
cast using a spell slot of 6th level or higher, you can target one
additional creature for each slot level above 5th. The creatures
must be within 30’ of each other when you target them.
Dominate Monster

An 8th Level Enchantment spell

Casting time: 1 Action

Duration: Concentration, up to 1 hour

Range: 60’

Components: V, S

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

You attempt to beguile a creature that you can see within range. The
creature must succeed on a Wisdom save or be charmed by you for the duration.
If you or creatures that are friendly to you are fighting it, it has advantage
on the save.

While the creature is charmed, you have a telepathic link with it if the
two of you are on the same plane of existence. You can use this telepathic link
to issue commands to the creature while you are conscious (no action required),
which it does its best to obey. You can specify a simple and general course of
action, such as “attack that creature”, “go over there”, or “fetch that
object”. If the creature completes the order and doesn’t receive further
directions from you, it defends itself to the best of its ability.

You can use your Action to take total and precise control of the creature.
Until the end of your next turn, the creature takes only the Actions you
choose, and doesn’t do anything that you don’t allow it to do. During this
time, you can also cause the creature to use a Reaction, but this requires you
to use your own Reaction as well.

Each time the creature takes damage, it makes a new Wisdom save against the
spell. If it succeeds, the spell ends. If it takes damage as a direct result of
your actions, it makes the Wisdom save with advantage.

If this spell is cast with a 9th level spell slot, the duration
is concentration up to 8 hours.
Conjure Minor Elemental

A 4th Level
Conjuration spell

Casting time: 1
minute

Duration:
Concentration, up to 1 hour

Range: 90’

Components: V, S

Can be learnt by: Druid, Wizard

You summon
elementals that appear in unoccupied spaces that you can see within range. You
choose one of the following options for what appears:

* One elemental of challenge rating 2 or lower
* Two elementals of challenge rating 1 or lower
* Four elementals of challenge rating ½ or lower
* Eight elementals of challenge rating ¼ or lower

An elemental
summoned by this spell disappears when it drops to 0HP or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative
for the summoned creatures as a group, which has its own turns. They obey any
verbal commands that you issue to them (no Action required by you). If you
don’t issue any commands to them, they defend themselves from hostile
creatures, but otherwise take no actions. Ask your DM for the creatures’
statistics.

When this spell is
cast using a 6th level spell slot, twice as many creatures appear.
When cast using an 8th level spell slot, thrice as many creatures
appear.
Enlarge/Reduce

A 2nd
Level Transmutation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 30’

Components: V, S, M
(a pinch of powdered iron)

Can be learnt by: Sorcerer, Wizard

You cause a creature
or object you can see within range to grow larger or smaller for the duration.
Choose either a creature or an object that is neither worn nor carried. If the
target is unwilling, it can make a Constitution save. On a success, the spell
has no effect. If the target is a creature, everything it is wearing and
carrying changes size with it. Any item dropped by an affected creature returns
to normal size at once.

* Enlarge: The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.
* Reduce: The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
Haste

A 3rd
Level Transmutation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 30’

Components: V, S, M
(a shaving of licorice root)

Can be learnt by: Sorcerer, Wizard

Choose a willing
creature that you can see within range. Until the spell ends, the target’s
speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity
saves, and it gains an additional Action on each of its turns. That action can
be used only to take the Attack (one weapon attack only, regardless of the
Multiattack or Extra Attack abilities), Dash, Disengage, Hide, or Use an Object
action.

When the spell ends,
the target can’t move or take Actions until after its next turn, as a wave of
lethargy sweeps over it.
Decapitator

*Exotic tier (Fusion), primary material: Blood Iron*

**Weapon: battleaxe, greatsword, greataxe**

Made with iron infused with Orcish blood magic and fused with arcane condensate, this blade builds on the Meat Cleaver, upon which this weapon is based, allowing it to shear through flesh and bone as a hot knife through butter.

When this weapon is used to make a melee attack, it grants a +1 bonus to hit with the attack. On a successful hit, it always deals thrice as much slashing damage as a normal weapon of its type (e.g. 3d12 for a greataxe) and grants a +5 bonus to damage. Creatures reduced to 0HP by this weapon, if it has a head, is killed instantly as it is decapitated.
Contact Other Plane

A 5th
Level Divination spell

This spell can be cast as a Ritual

Casting time: 1
minute

Duration: 1 minute

Range: Self

Components: V

Can be learnt by: Warlock, Wizard

You mentally contact
a demigod, the spirit of a long-dead sage, or some other mysterious entity from
another plane. Contacting this extraplanar intelligence can strain or even
break your mind. When you cast this spell, make a DC 15 Intelligence save. On a
failure, you take 6d6 psychic damage and are insane until you finish a long
rest. While insane, you can’t take Actions, can’t understand what other
creatures say, can’t read, and speak only in gibberish. A greater restoration
spell cast on you ends this effect.

On a successful
save, you can ask the entity up to five questions. You must ask your questions
before the spell ends. The DM answer each question with one word (yes, no,
maybe, never, always, irrelevant, unclear, etc.). If a one-word answer would be
misleading, the DM might instead offer a short phrase as an answer (should the
DM choose to do so).
Circle of Power

A 5th Level
Abjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 10 minutes

Range: Self (30’
radius)

Components V

Can be learnt by: Paladin

Divine energy radiates
from you, distorting and diffusing magical energy within 30’ of you. Until the
spell ends, the sphere moves with you, centered on you. For the duration, each
friendly creature in the area (including you) has advantage on saves against
spells and other magical effects.

Additionally, when
an affected creature succeeds on a save made against a spell or magical effect
that allows it to make a save to take only half damage, it instead takes no
damage if it succeeded, and only half damage on a failure.
Halfling

The Halflings of Erath are, lore-wise at least, very similar to the Halflings of Abeir-Toril in the Forgotten Realms, the official setting of the current D&D 5e story.

## Halfling Characteristics

Because of Copyright issues, please see pages 26-27 in the official *D&D 5th edition Player's Handbook* by Wizards of the Coast for a full description of Halfling culture.

## Halfling Traits

***Ability Score Increase.*** DEX + 2

***Age.***
Halflings mature at around 20 and live to be about 160

***Alignment.*** Halflings commonly lean towards Law and Good

***Size.*** Small; 2’6” to 3’4” tall, weighs 30-70lb

***Speed.*** 25’

***Lucky.*** Whenever you roll a 1 on a d20 you can choose to
reroll the dice and must use the new roll

***Brave.*** Gain advantage on Saving Throws against being
Frightened

***Halfling Nimbleness.*** You can move through the space of any creature that
is at least one size bigger than you

***Languages.*** Common and Halfling

***Subraces.*** Halfings have three subraces: Lightfoot, Stout, and Underhill. Choose one of these

## Halfling Subrace

### Lightfoot

Lightfoot Halflings are plagued with wanderlust, and their quick and agile movements make them difficult opponents.

***Ability Score Increase.*** CHA + 2

***Naturally Stealthy.*** You can attempt to Hide even when you are obscured
only by a creature at least one size bigger than you

***Slingers.*** Gain +5 attack when using Slings, a roll of 19 is
treated as a critical hit

***Silent Footfall.*** When you walk at normal speed you make no sounds,
even if you are traversing through difficult terrain

### Stout

Stout Halflings easily find comfort even in the mundane, though when force into action they act with determination and drive that is difficult to not respect.

***Ability Score Increase*:** STR + 2

***Stout Resilience.*** You have advantage on Saving Throws against Poison,
and you have resistance against Poison damage

***Shield Bearers.*** Gain proficiency using shields, +1 AC with shield
equipped

***Stout Heart Valor.*** When a friendly creature within 10’ is damaged, you
gain +2 to Hit and +2 to all damage dealt for 1 minute; does not stack, can use
1+ your Constitution modifier times between short/long rests

### Underhill

Underhill Halflings are blessed with good health, and their big hearts make them excellent hosts who never turn away anyone in need.

***Ability Score Increase.*** CON + 2

***Naturally Healthy.*** You have advantage on Saving Throws against Disease,
and you have resistance against Necrotic damage

***Rapid Recovery.*** During short rests, you can spend two Hit Dice to
recover HP; long rests recover all your Hit Dice

***Hearty Cook.*** Food prepared by you heal additional HP equal to 1+
your Wisdom modifier (minimum of 1) per pound consumed, you require at least 3 hours of
preparation and cooking time for this effect to function
Acid Rain

A 7th Level Evocation spell

Casting Time: 1 Action

Duration: Concentration, up to 10 minutes

Range: 60’

Components: V, S

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

Acid rain begins to pour from the sky in a 25’ radius
cylinder that is 100’ tall. Creatures that enter this area the first time on
their turn or that start their turn there must make a Constitution save, taking
16d4 acid damage on a failure or half as much on a success.

Non-magical stone, metal, and plants in this area are
destroyed at a rate of 1 cubic foot per round, and plant-type creatures suffer
disadvantage on the saves against this spell. Bodies of water in the area of
the spell also turns into acid that deals 1d4 acid damage on contact.

This spell is a Lost Spell.
Dominate Beast

A 4th Level
Enchantment spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 60’

Components: V, S

Can be learnt by: Druid, Sorcerer

You attempt to
beguile a beast that you can see within range. It must succeed on a Wisdom save
or be charmed by you for the duration. If you or creatures that you are
friendly to you are fighting it, it has advantage on the save.

While the beast is
charmed, you have a telepathic link with it if the two of you are one the same
plane of existence. You can use this telepathic link to issue commands to the
creature while you are conscious (no Action required), which it does to its
best to obey. You can specify a simple and general course of action (“Attack
that creature”, “Run over there”, “Fetch that object”, etc.). If the creature
completes the order and doesn’t receive further direction from you, it defends
and preserves itself to the best of its ability.

You can use your
Action to take total and precise control of the target. Until the end of your
next turn, the creature takes only the Actions you choose, and doesn’t do
anything that you don’t allow it to do. During this time, you can also cause
the creature to use a Reaction, but this requires you to use your own Reaction
as well.

Each time the target
takes damage, it makes a new Wisdom save against the spell, ending the spell on
itself with a success.

When this spell is
cast with a 5th level spell slot, the duration is concentration, up
to 10 minutes. When cast with a 6th level slot, the duration is
concentration, up to 1 hour. When cast with a 7th level slot, the duration
is concentration, up to 8 hours. When cast with an 8th level slot,
the duration is 12 hours. When cast with a 9th level slot, the
duration is 24 hours.
Electrical Storm

A 7th Level Evocation spell

Casting Time: 1 Action

Duration: Concentration, up to 1 minute

Range: 120’

Components: V, S, M (10 copper pieces)

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

This spell creates a 30’ radius cylinder that is 50’ tall,
within which numerous cracking bolts of electricity arc throughout seemingly at
random. Creatures in the area must make a Dexterity save, taking 16d8 lightning
damage on a failure or half as much on a success. Creatures who enter the area
for the first time on their turn or start their turn inside the area must immediately
make the Dexterity save.

The area within the storm counts as difficult terrain
(unless a creature is resistant or immune to lightning) as the surging
electricity causes their muscles to seize up, making movement difficult.

If this spell is cast using an 8th level spell
slot, the lightning damage increases to 18d8. When you cast this spell using a
9th level spell slot, the lightning damage increases to 20d8 and the
spell’s area also counts as difficult terrain for creatures with resistance
(but not immunity) to lightning.

This spell is a Lost Spell.
Caustic Smite

A 2nd Level Evocation spell

Casting Time: 1 Bonus Action

Duration: Concentration, up to 1 minute

Range: Self

Components: V

Can be learnt by: Paladin

The next time you hit a creature with a melee weapon attack
during this spell’s duration, your weapon sprays caustic acid, and the attack
deals an extra 2d4 acid damage to the target. In addition, the target of the
attack and each creature within 5’ of the target, other than you, must make a
Constitution save, taking 2d4 acid damage on a failure or half as much damage
on a success.

If this spell is cast using a spell slot of 3rd
level or higher, the damage increases by 1d4 for each slot level above 2nd.

This spell is a Lost Spell.
Awaken

A 5th Level
Transmutation spell

Casting time: 8 hours

Duration: Instantaneous

Range: Touch

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

Can be learnt by: Bard, Druid

After spending the
casting time tracing magical pathways within a precious gemstone, you touch a
Huge or smaller beast or plant. The target must have either no Intelligence
score or an Intelligence of 3 or less. The target gains an Intelligence of 10.
The target also gains the ability to speak one language you know. If the target
is a plant, it gains the ability to move its limbs, roots, vines, creepers, and
so forth, and it gains senses similar to a human’s. Your DM chooses statistics
appropriate for the awakened plant, such as the statistics for the **Awakened Shrub** or **Awakened Tree**.

The awakened beast
or plant is charmed by you for 30 days or until you and your companions do
anything harmful to it. When the charmed condition ends, the awakened creature
chooses whether to remain friendly to you, based on how you treated it while it
was charmed.
Dancing Lights

An Evocation cantrip

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 120'

Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)

Can be learnt by: Bard, Sorcerer, Wizard

You create up to
four torch-sized lights within range, making them appear as torches, lanterns,
or glowing orbs that hover in the air for the duration. You can also combine
the four lights into one glowing vaguely humanoid form of Medium size.
Whichever form you choose, each light shed dim light in a 10’ radius.

As
a Bonus Action on your turn, you can move the lights up to 60’ to a new spot
within range. A light must be within 20’ of another light created by this
spell, and a light winks out if it exceeds the spell’s range.