recursal/Fanatic-Fandom huggingface dataset:
Flame Arrows

*3rd Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

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

**Description:** You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 Fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Crown of Whirling Comets

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This delicate silver tiara is decorated with stellar iconography. While you wear the crown, the gems on the tiara’s points detach and closely orbit your head.

The crown has 6 charges for the following properties, which you can use while wearing the crown:

* Star Flight: As a Bonus Action, you can spend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover. While flying, you glow faintly with starlight.

* Starlight Strike: As an Action, you can spend any number of charges to launch bolts of frigid starlight. You launch a number of bolts equal to the number of charges spent, and you can direct the bolts to target one creature or several, so long as all creatures are within 120 feet of you and you can see them. The bolts automatically strike their targets, and each bolt deals 2d4 Cold damage.

* Whirling Hail: As an Action, you can spend 3 charges and cast the Ice Storm spell (save DC 16).

The crown regains 1d6 expended charges daily at dawn.
College of Dance

***Bards of the College of Dance know that the Words of Creation can’t be contained within speech or even song; they are uttered by the movements of celestial bodies and flow through the motions of even the smallest creatures. To these Bards, dance is art freed from the constraints of a single point in space and time; it is meaning unconfined by narrow definitions of words and structures of grammar. The College of Dance practices a way of being in harmony with the ever-whirling cosmos, emphasizing agility, speed, and grace.***

## College of Dance Features:

### 3rd Level: Dazzling Footwork

Your practice of dance gives you the ability to gracefully dodge and make agile strikes. While you aren’t wearing armor or wielding a Shield, you gain the following benefits:

**Unarmored Defense:** Your base Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

**Agile Strikes:** When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.

**Bardic Damage:** You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes, and when you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier. This roll doesn’t expend the die.

### 3rd Level: Inspiring Movement

When an enemy you can see ends its turn within 5 feet of an ally of yours who is within 60 feet of you, you can use your Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then roll your Bardic Inspiration die, and the ally can move up to a number of feet equal to 5 times the number rolled. None of this feature’s movement provokes Opportunity Attacks.

### 6th Level: Leading Evasion

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and you take only half damage if you fail. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.

You can’t use this feature if you have the Incapacitated condition.

### 6th Level: Tandem Footwork

When you roll Initiative, you can spend one use of your Bardic Inspiration if you don’t have the Incapacitated condition. When you do so, roll your Bardic Inspiration die, and choose a number of creatures within 60 feet of yourself (you can choose yourself), up to a number equal to your Charisma modifier (minimum of one creature). Each of them gains a bonus to their Initiative equal to the number rolled.

### 14th Level: Irresistible Dance

You always have the Otto’s Irresistible Dance spell prepared. You can cast it without expending a spell slot. Once you cast the spell in this way, you can’t do so again until you finish a Long Rest. You can also restore your use of the feature by expending four uses of your Bardic Inspiration (no action required).
Hellfire Weapon

**Type:** Weapon (Any)

**Attunement:** No

**Rarity:** Uncommon

**Description:** This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil (described in the *Monster Manual*).
Cone of Cold

*5th Level Evocation*

**Casting Time:** 1 Action

**Range:** Self (60-foot Cone)

**Components:** Verbal, Somatic, Material (a small crystal or glass cone)

**Duration:** Instantaneous

**Description:** A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 Cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

**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.
Mirror Image

*2nd Level Illusion*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** 1 minute

**Description:** Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Mage Hand

*Conjuration cantrip*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** 1 minute

**Description:** A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magical items, or carry more than 10 pounds.
Moon Sickle

**Type:** Weapon (Sickle)

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

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

**Description:** This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your Druid and Ranger spells. The bonus is determined by the weapon's rarity. In addition, you can use the sickle as a spellcasting focus for your Druid and Ranger spells.

When you cast a spell that restores Hit Points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Lord’s Ensemble

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** The Masked Lords of Waterdeep don this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces — a helm, an amulet, and a robe — that function as a single magic item when worn together, but only within the city of Waterdeep and its sewers. You become attuned to the ensemble as a single item.

* Lord's Helm: This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it.

* Lord's Amulet: This amulet bears the crest of Waterdeep. It functions as an Amulet of Proof Against Detection and Location.

* Lord's Robe: This elegant robe functions as a Ring of Free Action, and it creates the illusion that you have a nondescript. androgynous humanoid build and stand 6 feet tall.
Hell Hound Cloak

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the Polymorph spell, but you can use a bonus action to revert to your normal form.

**Curse:** This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.

The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only Remove Curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
Helm of the Gods

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** While wearing this helm, you know whether there is a Celestial or Fiend within 30 feet of you, as well as where the creature is located, provided the creature isn't behind total cover.

Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored there. The save DC for the spell is 13.

The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn.
Entangle

*1st Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic

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

**Description:** Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.
Illuminator’s Tattoo

**Type:** Tattoo

**Attunement:** Yes

**Rarity:** Common

**Description:** Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

* **Tattoo Attunement:** To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

* **Magical Scribing.** While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an Action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.
Guild Signet

**Type:** Ring

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild's recognition and favor.

A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Lyre of Building

**Type:** Wondrous Item

**Attunement:** Yes (Bard Only)

**Rarity:** Rare

**Description:** While holding this lyre, you can cast Mending as an Action. You can also play the lyre as a Reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn.

In addition, you can play the lyre as an Action to cast Fabricate, Move Earth, or Passwall, and that spell can't be cast from it again until the next dawn.
Fog Cloud

*1st Level Conjuration*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

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

**Description:** You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Heroism

*1st Level Enchantment*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

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

**Description:** A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Mithral Armor

**Type:** Armor (Medium or Heavy)

**Attunement:** No

**Rarity:** Uncommon

**Description:** Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Stealth checks or has a Strength requirement, the Mithral version of the armor doesn't.
Mace of Terror

**Type:** Weapon (Mace)

**Attunement:** Yes

**Rarity:** Rare

**Description:** This magic weapon has 3 charges. While holding it, you can use an Action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its Action, it can use only the Dash Action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge Action. At the end of its turns, a creature can use the Dodge Action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.
Giff

***Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and unforgettable appearance, giff are noticed wherever they go.***

***Most giff believe they originated on one world, but their home world is now the stuff of legend, because no living giff has seen it or knows where it is. The divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current form.***

***Although they don't realize it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace or the Astral Sea.***

***Giff are split into two camps concerning how their name is pronounced. Half of them say it with a hard g, half with a soft g. Disagreements over the correct pronunciation often blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.***

## Giff Traits:

**Creature Type:** Animal Folk

**Size:** Medium (About 6-8 feet tall)

**Speed:** 30 feet

**Life Span:** 80 years on average

**Swimmer:** You have a swimming speed equal to your walking speed

**Astral Spark:** Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a target with a simple or martial weapon, you can cause the target to take extra force damage equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest.

**Firearms Mastery:** You have a mystical connection to firearms that traces back to the gods of the giff, who delighted in such weapons. You have proficiency with all firearms and ignore the loading property of any firearm. In addition, attacking at long range with a firearm doesn't impose disadvantage on your attack roll.

**Hippo Build:** You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Hammer of Runic Focus

**Type:** Weapon (Warhammer)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This magic hammer has 3 charges. As a Bonus Action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact. While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you create another rune circle, or when you dismiss the rune circle as a Bonus Action. This hammer regains 1d3 expended charges daily at dawn.
Dispel Evil and Good

*5th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (holy water or powdered silver and iron)

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

**Description:** Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.

* **Break Enchantment:** As your action, you touch a creature you can reach that is Charmed, Frightened, or Possessed by a Celestial, an Elemental, a Fey, a Fiend, or an Undead. The creature you touch is no longer Charmed, Frightened, or Possessed by such creatures.

* **Dismissal:** As your action, make a melee spell attack against a Celestial, an Elemental, a Fey, a Fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they are already on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
Lucky

*1st Level Feat*

**Prerequisite:** None

**Repeatable:** No

You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:

**Luck Points:** You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.\*

**Advantage:** Immediately after you roll a d20 for a d20 Test,\* you can spend 1 Luck Point to give yourself Advantage on the roll.

**Disadvantage:** When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
Grasping Vine

*4th Level Conjuration*

**Casting Time:** 1 Bonus Action

**Range:** 30 feet

**Components:** Verbal, Somatic

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

**Description:** You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Loadstone

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This stone is a large gem worth 150 gp.

***Curse:*** The stone is cursed, but its magical nature is hidden; Detect Magic doesn't detect it. An Identify spell reveals the stone's true nature. If you use the Dash or Disengage Action while the stone is on your person, its curse activates. Until the curse is broken with Remove Curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone.
Mage Armor

*1st Level Abjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a piece of cured leather)

**Duration:** 8 hours

**Description:** You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Musician

*1st Level Feat*

**Prerequisite:** None

**Repeatable:** No

You are a practiced musician, granting you the following benefits:

**Instrument Training:** You gain Tool Proficiency with three Musical Instruments of your choice.

**Inspiring Song:** As you finish a Short Rest or a Long Rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration\* to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.
Mind Lash

**Type:** Weapon (Whip)

**Attunement:** Yes (Mind Flayer Only)

**Rarity:** Rare

**Description:** In the hands of a creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 Psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mace of Disruption

**Type:** Weapon (Mace)

**Attunement:** Yes

**Rarity:** Rare

**Description:** When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes Frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Heroes’ Feast

*6th Level Conjuration*

**Casting Time:** 10 minutes

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a gem-encrusted bowl worth at least 1,000 GP, which the spell consumes)

**Duration:** Instantaneous

**Description:** You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to Poison and being Frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Insignia of Claws

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with Unarmed Strikes and Natural Weapons. Such attacks are considered to be magical.
Green Flame Blade

*Evocation Cantrip*

**Casting Time:** 1 Action

**Range:** Self (5-foot Radius)

**Components:** Somatic, Material (a Melee Weapon worth at least 1 SP)

**Duration:** Instantaneous

**Description:** You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes Fire damage equal to your spellcasting ability modifier.

**Cantrip Upgrade:** At 5th level, the melee attack deals an extra 1d8 Fire damage to the target on a hit, and the Fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Hook of Fisher’s Delight

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher's Delight table. Once the hook conjures a fish, it can't do so again until the next dawn.

 1-10
 11-14
 15 -18
 19-20
Medal of Wit

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** You can press this medal to your temple as an action. Doing so gives you advantage on Intelligence checks and Intelligence saving throws for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.
Khenra

***Khenra are tall and lean, with graceful bodies and heads that strongly resemble jackals. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown of the desert sands to ebony black. Despite their sharp teeth, they consider biting to be an uncouth and unworthy combat tactic.***

***Nearly every khenra is born a fraternal or identical twin, and a pair of khenra twins forms an extremely close emotional bond unknown to most other residents of the Material Plane. The death of one twin causes a tremendous shock to the survivor, who typically grows more aggressive and foolhardy in battle. The rare khenra who are born without twins are believed to have killed their siblings in the womb, and are thus viewed as natural-born initiates, sure to achieve a glorified death.***

## Khenra Features:

**Creature Type:** Animal Folk

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

**Speed:** 35 feet

**Life Span:** 60 years on average

**Khenra Weapon Training:** You have Proficiency with the Khopesh, Spear and Javelin

**Khenra Twins: I**f your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can’t be Frightened.
Guide

***You came of age in the outdoors, far from settled lands. Your home? Anywhere you chose to unfurl your bedroll. There are wonders on the frontier—strange monsters, pristine forests and streams, overgrown ruins of great halls once trod by giants—and you learned to fend for yourself as you explored them. From time to time, you traveled with a pair of friendly druids who were kind enough to instruct you in the fundamentals of channeling the magic of the wild.***

## Background Features:

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

**Skill Proficiencies:** Stealth, Survival

**Tool Proficiency:** Cartographer’s Tools

**Language:** Giant

**Feat:** Magic Initiate (Primal)

### Background Equipment:

* Arrows (20)
* Bedroll
* Cartographer’s Tools
* Fishing Tackle
* Quiver
* Shortbow
* Tent
* Traveler’s Clothes
* 2 GP
Guiding Bolt

*1st Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** 1 Round

**Description:** A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 Radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Meteor Swarm

*9th Level Evocation*

**Casting Time:** 1 Action

**Range:** 1 mile

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Masquerade Tattoo

**Type:** Tattoo

**Attunement:** Yes

**Rarity:** Common

**Description:** Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

* **Tattoo Attunement:** To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

* **Fluid Ink:** As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

As an Action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
Gulthias Staff

**Type:** Staff

**Attunement:** Yes

**Rarity:** Rare

**Description:** Made from the branch of a Gulthias tree, a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk.

If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.

* **Vampiric Strike:** The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short-term madness.

* **Blight Bane:** While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.
Magic Missile

*1st Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Marauder Chapter

***A jaeger of the Marauder Chapter embodies raw slaughter. Vengeance, wrath, and death, all rolled into one swing that never ceases, endlessly scything through monsters, leaving a bloody wake of destruction. Each marauder is a symbol of the Chapter's determination and ferocity, striking fear into the hearts of their enemies with every swing of their weapon. They are unstoppable warriors, driven by a thirst for vengeance and the need to protect humanity from the monstrous hordes.***

## Marauder Chapter Features:

### 3rd Level: Path of Gore

You learn the Great Cleave Finisher. This does not count against your Finishers known.

#### Great Cleave

*Special*

When you hit a creature with an attack using a weapon with the two-handed property, you can expend all of your Momentum dice. When you do so, the attack deals extra damage equal to 1 Momentum die to the target, and you cleave a number of adjacent targets within reach equal to the number of dice expended. Make a melee weapon attack against each creature targeted. You regain 1 Focus Point for each creature this reduces to 0 hit points, up to your maximum number of Focus Points.

### 3rd Level: Marauder Momentum

While you are wielding a melee weapon with the two-handed property, the size of your Momentum die is increased by one step (from a d6 to a d8, to a d10 at 11th level, and to a d12 at 17th level).

Additionally, while you are wearing medium armor, you can add your Constitution modifier (to a maximum of +2) instead of your Dexterity modifier to determine your Armor Class.

### 7th Level: Leap Attack

Once per turn, if you move more than 15 feet toward a creature (or fall 10 feet or more) immediately before making a weapon attack against them, you deal extra damage on a hit equal to your Momentum die.

When falling, you can make this attack prior to hitting the ground if there is a target creature in range where you would fall. On a hit, any falling damage you take is reduced by half, and you do not fall prone from the fall.

### 14th Level: Fell the Leviathan

Whenever you use a Finisher, the target must succeed on a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked Prone. Creatures that are Large or larger have disadvantage on this saving throw.

### 17th Level: Titanic Strength

Your strength is so great that you can wield a two-handed weapon in one hand, and can use two-weapon fighting even when the weapons you are wielding aren't light (including using two- handed weapons).

If you use two hands to wield a two-handed weapon, your attacks with it deal extra damage equal to half your Strength modifier (rounded up) on a hit.

Additionally, when you use a Finisher, you can double the number of Momentum dice you have (to no more than your maximum Momentum dice + 1). Once you've doubled your dice, you can't do so again until you finish a long rest.
Oil of Slipperiness

**Type:** Potion

**Attunement:** No

**Rarity:** Uncommon

**Description:** This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a Freedom of Movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours.
Magic Jar

*6th Level Necromancy*

**Casting Time:** 1 minute

**Range:** Self

**Components:** Verbal, Somatic, Material (a gem, crystal, reliquary, or some other ornamental container worth at least 500 GP)

**Duration:** Until dispelled

**Description:** Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.

Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.

Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends, the container is destroyed.
Instant Summons

*6th Level Conjuration [Ritual]*

**Casting Time:** 1 minute

**Range:** Touch

**Components:** Verbal, Somatic, Material (a sapphire worth at least 1,000 GP)

**Duration:** Until dispelled

**Description:** You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel Magic or a similar effect successfully applied to the sapphire ends this spell's effect.
Mass Cure Wounds

*5th Level Evocation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 5d8 + your spellcasting ability modifier. This spell has no effect on Undead or Constructs.

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

*4th Level Illusion*

**Casting Time:** 10 minutes

**Range:** 300 feet

**Components:** Verbal, Somatic, Material (a stone, a twig, and a bit of green plant)

**Duration:** 24 hours

**Description:** You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Graviturgist

***Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.***

## Graviturgist Features:

### 3rd Level: Adjust Density

You can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

### 6th Level: Gravity Well

Whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

### 10th Level: Violent Attraction

When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### 14th Level: Event Horizon

As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Leomund’s Tiny Hut

*3rd Level Evocation [Ritual]*

**Casting Time:** 1 minute

**Range:** Self (10-foot-radius Hemisphere)

**Components:** Verbal, Somatic, Material (a small crystal bead)

**Duration:** 8 hours

**Description:** A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.