recursal/Fanatic-Fandom huggingface dataset:
Bigby’s Hand

*5th Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (an eggshell and a snakeskin glove)

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

**Description:** You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

* **Clenched Fist:** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 Force damage.

* **Forceful Hand:** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Athletics check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

* **Grasping Hand:** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes Bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

* **Interposing Hand:** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Asmodeus

## Asmodeus

* Arc VI
* Arc XX

### Aliases

* The King of Hell
* The Lord of Nessus

## Connections

### Occupation

* The King of Hell
* Lord of Hell

### Family

* Baaelzebub (brother)
	+ Mammon (nephew)
	+ Fierna (niece)
* Dispater (brother)
	+ Belial (nephew)
* Levistus (son)
* Glasya (daughter)
* Zariel (adopted son)

## In Podcast

### Aliases

* The Lord of Nessus
* The King of Hell

## Connections

### Affiliation

* The Nine Hells
* Lucas Alaric

### Family

* Baaelzebub (brother)
	+ Mammon (nephew)
	+ Fierna (niece)
* Dispater (brother)
	+ Belial (nephew)
* Levistus (son)
* Glasya (daughter)
* Zariel (adopted son)
Bloodaxe

**Type:** Weapon (Greataxe)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 Necrotic damage to creatures that aren't Constructs or Undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points.
Gentle Repose

*2nd Level Necromancy*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)

**Duration:** 10 days

**Description:** You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
Bracer of Flying Daggers

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This armband appears to have thin Daggers strapped to it. As an Action, you can pull up to two magic Daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A Dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.
Blade of the Medusa

**Type:** Weapon (Any Sword)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.

A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.

**Curse:** This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Blindness/Deafness

*2nd Level Necromancy*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal

**Duration:** 1 minute

**Description:** You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Dust Devil

*2nd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a pinch of dust)

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

**Description:** Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 Bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

**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.
Charlatan

***Soon after you were old enough to order an ale, you already had a favorite stool in every tavern within ten miles of where you were born. As you traveled the circuit from public house to watering hole, you learned to prey on the unfortunates who were in the market for a comforting lie or two—perhaps a sham potion or a forged “treasure map.” You are fluent in Infernal, the ancient language of deception.***

## Background Features:

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

**Skill Proficiencies:** Deception, Slight of Hand

**Tool Proficiency:** Forgery Kit

**Language:** Infernal

**Feat:** Skilled

### Background Equipment:

* Costume
* Fine Clothes
* Forgery Kit
* 15GP
Bloodwell Vial

**Type:** Wondrous Item

**Attunement:** Yes (Sorcerer only)

**Rarity:** Uncommon (+1), Rare (+2), Very Rare (+3)

**Description:** To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 Sorcery Points. This property of the vial can't be used again until the next dawn.
Absolute Chapter

***Jaegers of the Absolute Chapter aim for the perfect hunt: to kill their prey without suffering a single hit. Quick hands, quick feet, and quick minds, they never stay still—always one step ahead, always striking with lethal accuracy. They are masters of their craft, refining the core techniques of a jaeger to absolute perfection. Members of the Absolute Chapter are respected by their allies and feared by their enemies.***

## Absolute Chapter Features:

### 3rd Level: Counter Strike

When you use the Weapon Parry Focus Art, your damage roll increases by an amount equal to half your level in this class (rounded down). If the amount of damage you block exceeds the damage their attack would deal, and your attack roll would hit their AC, the target takes damage equal to the remainder of the damage roll.

Whenever you expend a Focus Point on a Focus Art, you gain advantage on your next weapon attack roll before the end of your next turn.

### 3rd Level: Unencumbered Movement

While you are wearing light armor or no armor, your speed increases by 10 feet, and the distance you can move when using the Dodge Step Focus Art increases by 5 feet.

### 7th Level: Encircling Strike

If you move to the opposite side of a creature from where you started your turn, or are directly on the opposite side of a creature from an allied creature of yours, you deal extra damage to the target equal to your Momentum die the first time you hit it with a melee weapon attack.

### 14th Level: Mobile Pursuer

When you move as part of your Hunter's Pursuit, you ignore difficult terrain, can pass through hostile creatures, and don’t need to spend extra movement to climb or swim.

### 17th Level: The Hunt

You can declare a hunt (no action required). For 1 minute, you are under the effect of Freedom of Movement and each time you expend a Focus Point, you gain 2 Momentum dice instead of 1.

This effect ends early if you become incapacitated, or end it early as a Bonus Action. Once you use this feature, you can’t use it again until you finish a long rest.
Catapult

*1st Level Transmutation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Somatic

**Duration:** Instantaneous

**Description:** Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 Bludgeoning damage.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Cloudkill

*5th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

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

**Description:** You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 Poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Cloud of Daggers

*2nd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a sliver of glass)

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

**Description:** You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 Slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Caldera

**Type:** Trick Weapon (Battleaxe, Pistol)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** The Caldera is an intimidating weapon. In its battleaxe form, it is crowned with a black-hole-like orb that bubbles menacingly with molten metal. This churning crucible holds the devastating axe together and serves as a searing ammunition barrel in the weapon's pistol form.

When you attune to the Caldera, the metallic crucible at its apex ignites, constantly simmering with superheated lead. You have a +1 bonus to attack and damage rolls made with this magic weapon.

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. Each time you transform the weapon, you take 1d4 fire damage as the liquid-fire reservoir that serves as a material catalyst surges with thermal energy.

In its untransformed state, the Caldera is a battleaxe that can devour its haft to reform into a pair of pistols, each holding half of the crucible. In its transformed state, the weapon is two pistols that can be slammed together to reform the crucible, alongside the rest of the battleaxe.

When you transform this weapon into pistols, the crucible refills each of the barrels with 6 lead bullets (12 total), filling up one pistol fully, then the other. When you switch to the untransformed state of the weapon, any unfired lead bullets are re-added to the boiling metal. The boiling metal can contain up to 60 lead bullets, and the weapon can’t transform unless it contains at least 7 lead bullets. As an Action, you can feed the crucible in either state by throwing lead bullets in it or by adding a cannonball, which counts as 30 bullets.

**Untransformed:** When you hit with this battleaxe, you can expend 3 lead bullets from the boiling metal to cover the target in molten lead. The target takes an extra 1d6 Fire damage, and it takes that damage again at the start of each of its turns unless it rolls on the floor (Prone) or uses a Bonus Action to wipe off the lead.

**Transformed:** You pull out two fiery pistols from the molten metal. When you attack with them, you can use your Strength modifier, instead of Dexterity, for the attack and damage rolls. These pistols are each loaded to full capacity, if there are enough lead bullets in the boiling metal.

When you use the Fan Fire property of these pistols, the cumulative penalty per bullet fired is -2 instead of - 3, and the pistol deals Fire damage instead of piercing damage. In addition, if you roll a 1, the gun doesn’t jam, and you instead take 1d6 Fire damage.

* **Bullet Hell:** As an Action, if both pistols are fully loaded, you can fire both of them in rapid succession, emptying all 12 bullets. Make 6 ranged attacks with the pistols, each dealing 1d6 Piercing damage and 1d6 Fire damage on a hit. Each attack after the first suffers a cumulative -2 penalty to the attack roll. You cannot add any modifier to the damage roll of these attacks beyond the first—such as the bonus from your Dexterity modifier or the Sharp-Shooter feat—apart from this weapon's bonus to damage rolls. The weapon then reverts to its untransformed state.
Actor

*4th Level Feat*

**Prerequisite:** Charisma 13+

**Repeatable:** No

Skilled at mimicry and dramatics, you gain the following benefits:

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

**Impersonation:** While you’re disguised as a fictional person or a real person other than yourself, you have Advantage on Charisma Checks (Performance) to convince others that you are that person.

**Mimicry:** You can mimic the sounds of other creatures, including speech. To mimic a sound or a way of speaking, you must listen to it for at least 1 minute. Any time thereafter, you can make a DC 15 Charisma Check (Performance) to perform the mimicry; on a success, you perform it convincingly for up to 1 hour
Arcane Propulsion Arm

**Type:** Wondrous Item

**Attunement:** Yes (Requires a missing Hand or Arm)

**Rarity:** Very Rare

**Description:** This prosthetic appendage was developed by the Manikin of the Tincture of Estoc. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it's replacing.

While attached, the prosthetic provides these benefits:

* The prosthetic is a fully capable part of your body.
* You can take an Action to remove the prosthetic, and it removes itself if your attunement to it ends. It can't be removed against your will.
* The prosthetic is a magic melee weapon with which you're proficient. It deals 1d8 Force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.
Gem of Seeing

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This gem has 3 charges. As an Action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.
Gauntlets of Flaming Fury

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a Bonus Action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 Fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.
Centaur

***Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the waist up, they resemble elves, displaying all the elf varieties of skin tone. From the waist down, they have the bodies of horses.***

## Centaur Traits:

**Creature Type:** Fey

**Size:** Medium

**Speed:** 40 feet

**Life Span:** 300 years on average

**Charge:** If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

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

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

**Hooves:** You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

**Natural Affinity:** Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have Proficiency in one of the following Skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Dragon Scale Mail

**Type:** Armor (Scale Mail)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an Action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White
Arcane Gate

*6th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 500 feet

**Components:** Verbal, Somatic

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

**Description:** 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 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

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 adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
Forge Domain

***The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.***

## Forge 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 Forge Domain Spells table, you thereafter always have the listed spells prepared.

Forge Domain Spells

### 3rd Level: Blessing of the Forge

You gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

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

Additionally, you gain Heavy Armor Training and Proficiency with Smith’s Tools.

### 3rd Level: Artisan’s Blessing

You can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

### 6th Level: Soul of the Forge

Your mastery of the forge grants you special abilities:

* You gain resistance to fire damage.

* While wearing heavy armor, you gain a +1 bonus to AC.

### 17th Level: Saint of Forge and Fire

Your blessed affinity with fire and metal becomes more powerful:

* You gain immunity to fire damage.

* While wearing heavy armor, you have resistance to Bludgeoning, Piercing, and Slashing damage.
Flesh to Stone

*6th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a pinch of lime, water, and earth)

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

**Description:** You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
Giant Insect

*4th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

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

**Description:** You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.
Crystal Blade

**Type:** Weapon (Any Sword)

**Attunement:** Yes

**Rarity:** Rare

**Description:** This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 Radiant damage.

The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra Radiant damage the sword dealt.

While you’re holding the sword, you can use a Bonus Action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
Claw of the Wyrm Rune

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties.

* **Wyrmslayer:** As an Action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn.

* **Wyrm Shield:** While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon.

* **Wyrm Ward:** You can transfer the claw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property. While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.
Conjurer

***As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.***

## Conjurer Features:

### 3rd Level: Conjuration Savant

Choose two Conjuration spells from the Arcane spell list, each of which must be no higher than 2nd level. You add those spells to your spellbook without needing to cast Scribe Spell.

In addition, whenever you gain a new level of spell slot, you can choose one additional Conjuration spell to add to your Spellbook.

### 3rd Level: Minor Conjuration

You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

### 6th Level: Benign Transportation

You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

### 10th Level: Focused Conjuration

While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

### 14th Level: Durable Summons

Any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Epee Sanguine

**Type:** Trick Weapon (Longsword, Greatsword)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This sword, formed of coagulated blood, is a dark red, nearly black color. It is warm to the touch and emits a vigorous pulse. According to legend, the blade has a will of its own and grows stronger by consuming the blood of its victims. The sword may even make its master immortal, but at a heavy cost.

You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d8 necrotic damage on a hit.

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the blade is a vile longsword glowing with echoes of blood. In its transformed state, the weapon is a greatsword with an even more nefarious aspect.

To transform this weapon, you must feed it blood. Each time you deal damage with this weapon to a creature that possesses blood, the épée gains 1 charge. The épée can hold up to 4 charges. Each charge lasts for 1 minute or until it is consumed. If this weapon has 1 or more charges, you can use your Bonus Action to transform it.

**Untransformed:** You gain a 1d4 bonus to attack rolls you make with this weapon against creatures that have more than half their hit points.

**Transformed:** You gain a 1d4 bonus to attack rolls you make with this weapon against creatures that are bloodied (half of its hit points or fewer). In this form, the épée sanguine consumes 1 charge at the end of each of your turns, unless you’ve expended 1 or more charges that turn. It reverts back to its untransformed state if it loses all charges.

When you hit a creature with an attack using the épée, you can expend 1 or more charges to unleash the blood accumulated in the blade:

* 1 Charge: You heal a number of hit points equal to the Necrotic damage you dealt.

* 2 Charges: You deal an extra 1d8 Necrotic damage and heal a number of hit points equal to the necrotic damage you dealt.

* 3 Charges: The target becomes bound in blood and must make a DC 14 Dexterity saving throw. On a failed save, it takes 2d6 Necrotic damage and is Restrained until the start of your next turn. On a successful save, it takes half as much damage and isn’t Restrained.

● 4 Charges. Blood covers the creature’s face and chokes it. The creature must make a DC 14 Dexterity saving throw. On a failed save, it takes 2d10 necrotic damage and is stunned until the start of your next turn. On a successful save, it takes half as much damage and isn’t stunned.
Etherealness

*7th Level Transmutation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** Up to 8 hours

**Description:** You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

**At Higher Levels:** When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Astral Projection

*9th Level Necromancy*

**Casting Time:** 1 hour

**Range:** 10 feet

**Components:** Verbal, Somatic, Material (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 GP and one ornately carved bar of silver worth at least 100 GP, all of which the spell consumes)

**Duration:** Special

**Description:** You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Divination

*4th Level Divination [Ritual]*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (incense and a sacrificial offering appropriate to your religion, together worth at least 25 GP, which the spell consumes)

**Duration:** Instantaneous

**Description:** Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Atlas of Endless Horizons

**Type:** Wondrous Item

**Attunement:** Yes (Wizard Only)

**Rarity:** Rare

**Description:** This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the Conjuration school.
* When you are hit by an attack, you can use your Reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Conch of Teleportation

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very rare

**Description:** This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2 1/2 feet long and weighs 20 pounds.

As an Action, you can cast the Teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn.
Call Lightning

*3rd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

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

**Description:** A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 Lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

**At Higher Levels:** When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Arc XIII NPC’s

## Allies:

* Nol - An Orc man who Archer talks to while in the prison. He has a soft heart and is in the dungeon for following orders from Declan Helvan to kill the Goblins protecting Jonathan Varyc
* Krolad Hatebad - A Dwarven man who is imprisoned along with his brothers for pisssing off Gem Lovejoy. He is the mastermind of the escape attempt.
* Herric Hatebad - A Dwarven man who is imprisoned along with his brothers for pissing off Gem Lovejoy. He is a master crafter and breaks the enchantment on the lock and the arcane cuffs
* Wenduc Hatebad - A Dwarven man who is imprisoned along with his brothers for pissing off Gem Lovejoy. He is the Muscle of their operation.

## Enemies:

* The Warden - A well dressed human looking man who carries a cane with a large brown gemstone on it that he uses to manipulate the very walls and floors of the prison.
Cap of Water Breathing

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Detect Thoughts

*2nd Level Divination*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (a copper piece)

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

**Description:** For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Creation

*5th Level Illusion*

**Casting Time:** 1 minute

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a tiny piece of matter of the same type of the item you plan to create)

**Duration:** Special

**Description:** You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

Creation Duration
 Stone/crystal
 Precious metals
 Gems
 Adamantine, Mithral

Using any material created by this spell as another spell’s material component causes that spell to fail.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Darkness

*2nd Level Evocation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Material (bat fur and a drop of pitch or piece of coal)

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

**Description:** Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.