recursal/Fanatic-Fandom huggingface dataset:
Maddening Darkness

**Maddening Darkness** (8th, evo., conc.)

Casting Time: *1 action*        Range/Area: *30 m (12 m radius)*

Duration: *Conc., up to 10 min*    Attack/Save: *Int/Cun save*

Components: *S* Effect: *Psychic*

Magical darkness spreads from a point you choose within range to fill a 12 m radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Whenever a creature starts its turn in the sphere, it must make an Int/Cun saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Hunter

***Origin***: Anywhere

You are a hunter. You spent several years mastering your craft. Tracking, stealth, trapping, shooting or crafting, whatever your tactics are, you know your way around wilderness and its inhabitants. You might be a hunter for trade, using your skills to find food and earn coins. You could be employed by a noble house, tending to an area of wilderness for them and aiding them in their hunts. Or even a beast hunter in Beornhelm or Oldwood charged to remove threats to your community.

***Skill Points***: You gain four skill points, assign them in the Animal Handling, Arts & Craft (Leatherworking or Carpentry), Athletics, Perception, Stealth, and Survival skills in a manner of your choice.

***Equipment***: Leatherworker's Tools, woodcarver's tools, or Herbalism Kit. A trophy from your most glorious hunt (a piece of a tooth, antler or claw, etc.) and a small pouch containing 10 gp.

***Background Trait***: Expert Survivalist

* ***Expert Tracker***: Your experience with naming tracks is so vast that you can by a simple glance determine its origin, granted the track is native to your region.
* ***Feeder***: Finding food has become second nature for you, and you are automatically able to provide enough food for one day to a number of people equal to your proficiency bonus, including yourself. Provided that the land offers berries, small game, water, and so forth.

* ***Income***: You can earn a poor lifestyle but you provide your food.
Shadows of Djosqet

**Shadows of Djosqet** (4th, vis., conc.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *Conc., up to 1 min*        Attack/Save: *Vit save*

Components: *S, V* Effect: *Necrotic*

The shadows turn dim light within 2 m of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 2 m of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Locate Creature

**Locate Creature** (4th, div., conc.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Detection*

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 300 m of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close -within 6 m- at least once. If the creature you described or named is in a different form, such as being under the effects of a Polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 2 m wide blocks a direct path between you and the creature.
Shape Water

**Shape Water** (0, trans.)

Casting Time: *1 action*        Range/Area: *6 m (1 m cube)*

Duration: *Instant*            Attack/Save: *None*

Components: *S* Effect: *None*

You choose an area of water that you can see within range and that fits within a 1 m cube. You manipulate it in one of the following ways:

* You instantaneously move or otherwise change the flow of the water as you direct, up to 1 m in any direction. This movement doesn’t have enough force to cause damage.
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
* You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
* You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Coptic Word of Pain

**Coptic Word of Pain** (7th, ench.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *Instant*            Attack/Save: *Com save*

Components: *V* Effect: *Debuff*

You speak the Coptic word for pain. If the target has 100 hit points or fewer, it is subject to the pain. Otherwise, the spell does not affect it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 12 m. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Composure saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Resolve saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Composure saving throw at the end of each of its turns. On a successful save, the pain ends.
Passwall

**Passwall** (5th, trans.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Control*

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 1.5 meters wide, 2.5 meters tall, and 4 meters deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Unhindered Explorer

***Origin***: Malgrave

The Malgravian school system early discovered your intelligence. Hence you advanced quickly and easily to a position in the Explorer Vocation. As an Explorer of Malgrave, you are given a certain amount of freedom and leverage to practice your skill. The Development Department funds you, and you are free to explore whatever topic you please, as long as you can argue to the Development Department its value for the Malgravian society. Still, the Explorers’ freedom is restrained by ethical limitations and a level of oversight. Some scientists find them irritating enough that they migrate to Greenfield to conduct their experiments in peace. Due to the vast political pressure, Malgrave is exerting on Greenfield, Greenfield cannot complain fully about the Explorers’ practices.

You can be an Explorer in the sense of the word, exploring other kingdoms or people for some kind of social studies. Work with your GM to determine your area of expertise, some of your accomplishments, and your place in the narrative. ***Skill Points***: You gain five skill points, assign them in the Academics (your choice), Arts & Crafts (your choice), Investigation, Medicine, Occult, Perception, and Persuasion in a manner of your choice. ***Equipment***: A tool of your choice, a bottle of black ink, a quill, an almost empty book you are using for notes, a set of common clothes, and a belt pouch containing 10 gp.

***Background Trait***: Quick Study

* ***Fast Mind***: Others may mock your obsession, but your dedication has paid off. It takes you half the time it normally would identify, repair, or glean information from an object, a specimen, or writings related to your field of study.

* ***Income***: As long as you serve the Development Department in Malgrave you earn a comfortable lifestyle. However, if you have moved to Greenfield, considering the Department’s extra costs purchasing property for you there, as well as ensuring your safety, the Department lowers your salary to Modest.
Prismatic Spray

**Prismatic Spray** (7th, evo.)

Casting Time: *1 action*        Range/Area: *Self (12 m cone)*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Multiple*

This spell evokes 8 different rays. Each ray is a different color and has a different power and purpose. Each creature in a 12 m cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

***1. Red***: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

***2. Orange***: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

***3. Yellow***: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

***4. Green***: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

***5. Blue***: The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

***6. Indigo***: On a failed save, the target is restrained. It must then make a Vitality saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

***7. Viole***t: On a failed save, the target is blinded. It must then make a Composure saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another Realm of the GM's choosing and is no longer blinded. (Typically, a creature that is in a Realm that isn't its home is banished home, while other creatures can be cast into the Ethereal Plane.)

***8. Special***: The target is struck by two rays. Roll twice more, rerolling any 8.
Phantasmal Force

**Phantasmal Force** (2nd, ill., conc.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *Conc., up to 1 min*        Attack/Save: *Int/Cun*

Components: *S, V* Effect: *Psychic*

The target must make an Int/Cun saving throw. On a failed save, you create a phantasmal object, creature, or another visible phenomenon of your choice that is no larger than a 2 m cube and that is perceivable only to the target for the duration. This spell does not affect undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Investigation (Cun) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall: it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 1 m of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Sacred Arms Soldier

***Origin***: Crowhill

You are a soldier in the Sacred Arms, the personal army of the Church of Riahn. Sacred Arms is notorious for its rigid training and its extensive traditions and rituals. A soldier of the Sacred Arms is foremost tasked with protecting the Church in Crowhill and all their diplomatic envoys, serving as bodyguards. They are also the main peacekeeping force in Eastcreek today after the successful occupation. You may be a personal bodyguard of a church official in their travels, an active soldier in Eastcreek, a captain stationed in Crowhill who experiences a call from Riahn, or you could have even deserted for your reasons.

***Skill Points***: You gain five skill points, assign them in the Animal Handling, Athletics, Investigation, Leadership, Medicine, Perception, and Persuasion skills in a manner of your choice.

***Equipment***: An insignia of rank, a trinket from the Random Trinket table, a set of traveler’s clothes, and a belt pouch containing 20 gp.

***Background Trait***: Army Hierarchy

* ***Familiarity***: You possess inside knowledge of Sacred Arms’ operations, as well its strengths and weaknesses.
* ***Income***: As long as you serve the Sacred Arms you earn a modest lifestyle.
* ***Jurisdiction***: You possess a military rank in Sacred Arms, and soldiers of lower rank recognize your authority.
* ***Residence***: You are welcome in any establishment of the Sacred Arms and you might be able to acquire simple equipment from the organization.

***Bond***: In the Service Of The Sacred Arms

* ***No Resignations***: You have sworn an oath to Riahn and his church. If you have defected from Sacred Arms you will be met with hostility if you ever come across them again, you will be barred from any Church of Riahn, and if you're not careful with what you do and say, the Inquisition may come knocking on your door.
* ***Service***: No matter your rank and your circumstances, your oath to Sacred Arms might demand active service from you. At any point in the campaign, Sacred Arms will ask for loyalty and work from you.
Pass Without A Trace

**Pass Without A Trace** (2nd, abj. conc.)

Casting Time: *1 action*        Range/Area: *Self (6 m)*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Buff*

For the duration, each creature you choose within 6 m of you (including you) has a +10 bonus to Stealth (Dex/Cun) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Teleportation Circle

**Teleportation Circle** (5th, conj.)

Casting Time: *1 minute*         Range/Area: *2 m*

Duration: *1 round*            Attack/Save: *None*

Components: *V, SC* Effect: *Teleportation*

As you cast the spell, you draw a 2 m diameter circle on the ground inscribed with sigils that link your location to a permanent Teleportation Circle of your choice whose sigil sequence you know and that is on the same Realm as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 1 m of the destination circle or in the nearest unoccupied space if that space is occupied.

Each such circle includes a unique sigil sequence, a string of Copta runes arranged in a particular pattern. When you first gain the ability to cast this spell, you may learn up to two sigil sequences for two destinations, if the GM allows it. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent Teleportation Circle by casting this spell in the same location for seven days. If you do, you have created another fixed Teleportation Circle destination. When casting Teleportation Circle with a permanent Teleportation Circle you cast without paying Soul Consumption.
Conjure Fey

**Conjure Fey** (6th, conj., conc.)

Casting Time: *1 minute*        Range/Area: *18 m*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Summoning*

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast or animal of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, 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 personality. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The Bestiary has the fey creature's statistics. Some sample creatures are listed below.

*At higher levels*: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
Primordial Ward

**Primordial Ward** (6th, abj., conc)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *1 minute*            Attack/Save: *None*

Components: *S, V* Effect: *Warding*

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage.

If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
Darkvision

**Darkvision** (2nd, trans.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *8 hours*            Attack/Save: *None*

Components: *S, V* Effect: *Buff*

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 12 meters.
Warding Bond

**Warding Bond** (2nd, abj.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Buff*

Until this spell ends, you and a willing target become magically connected. While the target is within 12 m of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 12 m. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Seeming

**Seeming** (5th, ill.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *8 hours*            Attack/Save: *Pre/Man save*

Components: *S, V* Effect: *Control*

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Pre/Man saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 0.1 m shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Investigation (Cun) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Character Creation

In this section, we will explore how to create a player character for a Frostmark campaign. A character in a roleplaying game is a persona (a person you create and bring to life) as well as several statistics (their talents and capabilities). You create your character with your imagination and your sources of inspiration, with the only limitation that the character has to make sense in the game world. The most important thing is, however, you bring a character to the table that you will enjoy playing. If you have no clue what kind of character you want to create, read through the Ability Origins options, the backgrounds, the general lore, or even search for inspiration outside of the game.

Before you begin, ask your GM what kind of campaign you will be playing and if your GM has any limitations or wishes regarding character creation. Maybe it is a classical Frostmark campaign that starts on Frostmark with only human characters, or maybe it is a realm-jumping high fantasy adventure where you are free to choose any character type, etc. When you know what your GM is after, look through this section carefully to not miss anything crucial for your character's creation.

**Character Creation Guide**

Before getting into the specifics of character creation, create a concept in your mind of what kind of character you want to play. Read at least the basics of the lore of Frostmark if it is significant to the campaign you play in. Understanding the lore will help you properly establish your character in the world and the narrative. Also, consult your GM about what kind of campaign they will be running; What themes they want to explore, what races are allowed, what kind of character concepts they would like to see, etc. With this knowledge at hand, consider what kind of character you will be playing. Where are they from? What kind of backstory do they have? Create a general theme and then go on to start giving your character statistics and abilities.

 Step 7
 *Step 10* | Do some finishing touches. Make sure your character is ready, and your backstory is finished.

**Leveling Up Guide**

Your GM decides when your character levels up. Read more about this in the "For the GM" chapter.

 *Step 4* | Tally your new Potential gained from the spellcasting tag for the level. With the Potential, you may purchase Exaltation, or if you possess spellcasting, you may purchase cantrips, spells known, and spell slots.
Shadow Blade

**Shadow Blade** (2nd, ill., conc.)

Casting Time: *1 bonus action*        Range/Area: *Self*

Duration: *Conc., up to 1 min*        Attack/Save: *None*

Components: *S, V* Effect: *Psychic*

This magic sword lasts until the spell ends. It counts as a melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 4/12). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

*At higher level*: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Wayfarer

*Origin*: Oldwood

You are one of the last Wayfarers of the Oldberry. As a child, a Wayfarer came into your town or village and picked you out of a group of many. It was quite the event for you, as you most likely didn't understand why you had to leave your home for barely a hut in the woods and never visit your family again. But you resigned yourself to your fate, and the Wayfarer became like a parent for you instead. They taught you how to survive out in the wilds, and most importantly, the mysteries of the Wayfarers. A lot of knowledge of the Wayfarers has been lost, however, and most of the few that exist still today do not dabble in magic or do not even know how to. Most likely, you were taught herbalism, how to rudimentary defend yourself, and various secrets of the land. Your Wayfarer patron would also instill reluctant respect in you for the Sacred Arms and teach you to avoid them, and if you can't, how to appease them. Work with your GM to establish how your apprenticeship went, what kind of Wayfarer became your patron, and how you came to divert from them. Were you given a higher calling? Did they die before you could complete your training, and you felt lost or revengeful? Or did you simply think that the things they have taught you can be better used in another way? ***Skill Points***: You gain six skill points, assign them in the Academics (nature), Animal Handling, Athletics, Deception, Investigation, Occult, Medicine, and Survival skills in a manner of your choice.

***Equipment***: A staff, a set of bone dice, an Herbalism Kit, a Tattoo Kit, a set of traveler's clothes, and a belt pouch containing 10 gp. ***Background Trait***: My Home is Nature You gain the Naturalist feature.

***Bond***: Under Scrutiny

If you ever come across an agent of the Church, you must act like a simple tribal shaman and not reveal the true breadth of your knowledge, or else Sacred Arms will come after you. As a "paltry deceiver" you are probably not welcome in any establishment owned by the Church.
Weird

**Weird** (9th, ill., conc.)

Casting Time: *1 action*        Range/Area: *24 m (6 m sphere)*

Duration: *1 minute*            Attack/Save: *Multiple*

Components: *S, V* Effect: *Psychic*

Each creature in a 6 m radius sphere centered on a point of your choice within range must make a Resolve saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on an Int/Cun saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
Shatter

**Shatter** (2nd, Evo.)

Casting Time: *1 action*        Range/Area: *12 m (2 m sphere)*

Duration: *Instant*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Thunder*

Each creature in a 2 m radius sphere centered on that point must make a Vitality saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of an inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's 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.
Whirlwind

**Whirlwind** (7th, evo., conc.)

Casting Time: *1 action*        Range/Area: *60 m (2 m cylinder)*

Duration: *1 minute*            Attack/Save: *Dex save*

Components: *V* Effect: *Force*

The whirlwind is a 2 m radius, 6 m high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 6 m in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 force damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Brawn saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 1 m higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Brawn or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 2 m away from it in a random direction.
Ravenmoor Operative

***Origin***: Oldwood

How you find yourself in west Oldwood, nor your past, matters not to the Ravenmoors, now only what you can do for them is of importance. You possess talents that interest them, and thus you were one day picked up by their soldiers, trained and instructed, and sent on your way to perform whatever task they had you do. Work with your GM to establish some details about your past and your work for the Ravenmoors, and what you could be up to now.

***Skill Points***: You gain six skill points, assign them in the manner of your choice.

***Equipment***: One tool or kit of your choice, two sets of clothes of your choice, a trinket from the Random Trinket table or memorabilia that reminds you of your past, and a belt pouch containing 20 gp.

***Background Trait***: Unnatural Luck

* ***Feat***: Ever since your contract with Ravenmoor you have experienced unnatural luck. You gain the Luck feature.

* ***Income***: So long as you stay in their good graces you are paid a modest lifestyle for your service.

***Bond***: Risky Business The missions you are sent to perform can be completely harmless and legal, but it doesn't have to be. If caught, they will deny any connection with you and won't help you escape your fate. Similarly, if you become a liability for them or even escape the contract without their consent, they will send others like you after you.
Wind Wall

**Wind Wall** (3rd, evo., conc.)

Casting Time: *1 action*        Range/Area: *24 m*

Duration: *1 minute*            Attack/Save: *Br save*

Components: *S, V* Effect: *Force*

You create a wall of wind up to 10 m long, 3 m high, and 0.5 m thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Brawn saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
Forbiddance

**Forbiddance** (6th, abj., ritual)

Casting Time: *10 min*            Range/Area: *Touch (8,000m2)*

Duration: *24 hours*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Radiant*

You designate an area up to 8,000 square meters of floor space to a height of 6 m above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against Realm travel and therefore prevents creatures from accessing the area by way of the Stellar Expanse, Ethereal Plane, or the Realm Shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell's area can't overlap with the area of another Forbiddance spell. If you can cast this spell in the same area for seven days straight the effects of the spell lasts for seven months instead (this effect triggers automatically on the eighth day), or until dispelled.
Reverse Gravity

**Reverse Gravity** (7th, trans., conc.)

Casting Time: *1 action*        Range/Area: *30 meters (15 meter cylinder)*

Duration: *1 minute*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Control*

This spell reverses gravity in a 15-meter radius, 30 meters high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.
Sending

**Sending** (3rd, evo.)

Casting Time: *1 action*        Range/Area: *Unlimited*

Duration: *1 round*            Attack/Save: *None*

Components: *S, V* Effect: *Communication*

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer similarly immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other Realms and Planes, but if the target is on a different Plane or in a different Realm, there is a 5 percent chance that the message doesn't arrive.
Spider Climb

**Spider Climb** (2nd, trans., conc.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Buff*

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

***Origin***: Eastcreek

You are a mounted warrior from one of the clans of Eastcreek, or you defected your crumbling clan to one of the surviving ones. Choose one of the remaining clans, Red Stag, Iron Crow, or Swift Fox. As a clan member, you have ridden horses all your life and know them like the back of your hand. And as a warrior, you have trained to turn your horsemanship into a deadly weapon. Maybe you are still fighting for the clans' survival in your way, or maybe you have left Eastcreek for your reasons.

***Skill Points***: You gain four skill points, assign them in the Animal Handling, Athletics, Perception, and Stealth skills in a manner of your choice.

***Equipment***: A riding horse, bit and bridle, a saddle pack, feed for two days, a set of traveler's clothes, and a pouch containing 5 gp.

***Background Trait***: Horse Lord

You gain the Mounted Combat feature.
Thunderwave

**Thunderwave** (1st, evo.)

Casting Time: *1 action*        Range/Area: *Self (3 m square)*

Duration: *Instant*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Thunder*

Each creature in a 3 m cube originating from you must make a Vitality saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 2 m away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 2 m away from you by the spell's effect, and the spell emits a thunderous boom audible out to 100 m.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Protection From Conditions

**Protection From Conditions** (2nd, abj. conc.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *1 minute*            Attack/Save: *None*

Components: *S, V* Effect: *Warding*

Until the spell ends, willing creatures equal to or lower than your proficiency bonus within 6 m of you, are protected from certain conditions.

The target can't be charmed, frightened, paralyzed, petrified, poisoned, possessed, or stunned. If the target is already affected by one of these conditions, the target has advantage on any new saving throw against the relevant effect.
The Scorcher

**The Scorcher** (2nd, evo.)

Casting Time: *1 action*        Range/Area: *6 m (6 m line)*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Fire*

Each creature in a 6 m long line originating from you in a direction you choose, must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

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

***Origin***: Karthmere

You are the romantic questing knight, traveling around Karthmere trying to solve problems, earn coin and fame. You might be a child of a minor noble, or a sibling of a higher one, or even just a hero of the people given the title of knight. What all of these paths have in common, though, is that you do not possess any land to use your noble title to collect taxes and solidify your influence. Land is also hard to come by in the greatly populated Karthmere. Questing knights, therefore, take the road, trying to gather resources and glory to buy or be gifted land to settle down.

***Skill Points***: You gain five skill points, assign them in the Animal Handling, Athletics, Perception, and Persuasion skills in a manner of your choice.

***Equipment***: A riding horse with a bit and bridle, a riding saddle, and saddlebag. A set of traveler's clothes, a scroll of pedigree, and a purse containing 10 gp

***Background Trait***: Fame and Fortune

* ***Followers***: You are followed by one retainer who has sworn to serve you. The retainer will perform mundane tasks for you, but will not fight for you. They will not follow you into obviously dangerous areas and will leave if they are frequently endangered or abused.
* ***Income***: As long as you serve as a Knight of Armathain you may earn a comfortable lifestyle.
* ***Reputation***: You have gathered a bit of a reputation around and in your hometown and as you play you may attempt to increase this fame. If you are located in an area you are famous in, people will recognize, respect you and try to not displease you. You gain access to important local figures, may be offered lower prices and you can seek aid if it is non-hazardous.

***Bond***: Chivalric Code

You have sworn the Sacred Code to king and kingdom.
Raider

***Origin***: Beornhelm

You are a raider and warrior of Beornhelm who has joined in on campaigns to bring wealth and thralls home to your community. You could have raided Greenfield, Sirendale, Oldwood, or even joined one of Warchieftain Kynemund's ambitious raids to Karthmere and Armathain. You might have a second profession on the side during the winters, like a farm and a homestead to come back to. Or you might have been a full-time warrior, acting as a bodyguard for your Chieftain or even the Warchieftain.

***Skill Points***: You gain four skill points, assign them in the Animal Handling, Arts & Crafts (your choice), Athletics, Perception, and Survival skills in a manner of your choice.

***Equipment***: A trophy taken from a fallen enemy, a random trinket from the Random Trinket table, a set of traveler's clothes, and 15 gp.

***Background Trait***: Savage Onslaught

* ***Familiarity***: You are familiar with the terrain of the regions you have raided in the past.
* ***Feature***: You gain the Savage Attack feature.
* ***Income***: If you would find work as a bodyguard you earn a modest lifestyle.
Shocking Grasp

**Shocking Grasp** (0, evo.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *Instant*            Attack/Save: *Melee*

Components: *S, V* Effect: *Lightning*

Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Shillelagh

**Shillelagh** (0, trans.)

Casting Time: *1 bonus action*     Range/Area: *Touch*

Duration: *1 minute*            Attack/Save: *Melee*

Components: *S, V* Effect: *Bludgeoning*

For the duration, you can use your spellcasting ability instead of Brawn for the attack and damage rolls of melee attacks using a club or quarterstaff, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Spiritual Weapon

**Spiritual Weapon** (2nd, evo., conc)

Casting Time: *1 bonus action*     Range/Area: *12 m*

Duration: *1 minute*            Attack/Save: *Melee*

Components: *S, V* Effect: *Force*

When you cast the spell, you can make a melee spell attack against a creature within 1 m of the weapon. On a hit, the target takes force damage equal to 2d10 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 4 m and repeat the attack against a creature within 1 m of it.

*At higher levels*: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for every two slot levels above 2nd.
Storm Sphere

**Storm Sphere** (4th, evo., conc.)

Casting Time: *1 action*        Range/Area: *30 m (4 m sphere)*

Duration: *1 minute*            Attack/Save: *Br save*

Components: *S, V* Effect: *Force, lightning*

Each creature in the sphere when it appears or that ends its turn there must succeed on a Brawn saving throw or take 2d6 force damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 12 m of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 6 m of the sphere have disadvantage on perception checks made to listen.

*At higher levels*: When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Programmed Illusion

**Programmed Illusion** (6th, ill.)

Casting Time: *1 action*        Range/Area: *24 m (6 m square)*

Duration: *Until dispelled*        Attack/Save: *None*

Components: *S, V, SC* Effect: *Control*

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 6 m cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 6 m of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Ray of Sickness

**Ray of Sickness** (1st, vis.)

Casting Time: *1* action        Range/Area: *12 m*

Duration: *Instant*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Poison*

Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Vitality saving throw. On a failed save, it is also poisoned until the end of your next turn.

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

***Origin***: Armathain, Crowhill, Greenfield, Karthmere, Malgrave, Oldwood or Sirendale

Maybe you wanted glory when you signed up to become a soldier. Perhaps you felt you simply wanted to do the right thing, protecting your great nation or an organization you admire. Or maybe you had no other choice, forced conscription or an empty stomach. You were trained to hold your own with your weapon, how to follow orders, and march as one. Work with your GM to establish which military organization you were a part of, some of your experiences as a soldier, and how far you advanced through the ranks.

***Skill Points***: You gain Athletics rank 2, and gain three skill points, assign them in the Animal Handling, Deception, Empathy, Leadership, Medicine, Perception, Persuasion, and Survival skills in a manner of your choice.

***Equipment***: An insignia of rank, a trophy/memento taken from a fallen enemy/friend (a dagger, broken blade, or piece of a banner) or a trinket from the Random Trinket table, a gaming set of your choice, a set of common clothes, and a belt pouch containing 15 gp.

***Background Trait***: Army Hierarchy

* ***Familiarity***: You possess inside knowledge of your military organization’s operations, as well its strengths and weaknesses.
* ***Income***: As long as you serve your military organization you earn a modest lifestyle.
* ***Jurisdiction***: You possess a military rank, and soldiers of lower rank recognize your authority.
* ***Residence***: You are welcome in any establishment of your military organization and you might be able to acquire simple equipment from it.

***Bond***: Military Service

No matter your rank and your circumstances, your oath to your military organization might demand active service from you. At any point in the campaign, the military organization will ask for loyalty and work from you.
Primal Savagery

**Primal Savagery** (0, trans.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *Instant*            Attack/Save: *Melee*

Components: *S* Effect: *Acid*

Make a melee spell attack against one creature within 1 m of you. On a hit, the target takes 1d10 acid damage.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Poison Spray

**Poison Spray** (0, conj.)

Casting Time: *1 action*        Range/Area: *2 m*

Duration: *Instant*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Poison*

The target must succeed on a Vitality saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th total level (2d12), 11th total level (3d12), and 17th total level (4d12).
Sword Burst

**Sword Burst** (0, conj.)

Casting Time: *1 action* Range/Area: *Self (1 m radius)*

Duration: *Instant* Attack/Save: *Dex save*

Components: *V* Effect: *Force*

Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

*At higher levels*: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).