recursal/Fanatic-Fandom huggingface dataset:
Draconic Sorcery

***Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power, perhaps the location where a great dragon was slain. Or perhaps you handled a treasure taken from a dragon’s hoard, some precious item that was infused with draconic power. Or you might even claim a dragon for an ancestor or wield draconic magic by virtue of your Dragonborn heritage.***

## Draconic Sorcery Features:

### 3rd Level: Draconic Resilience

The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3 and increases by 1 again whenever you gain another Sorcerer level.

Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

### 3rd Level: Dragon Speech

Your draconic gift causes your speech to be understood by all creatures of the Dragon type, and you understand their communication.

### 6th Level: Elemental Affinity

Your draconic magic has an affinity with one of the damage types associated with chromatic and metallic dragons. Choose one of those types: Acid, Cold, Fire, Poison, or Lightning.

You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

### 10th Level: Draconic Exhalation

Once per turn when you cast Sorcerous Burst, you can exhale it in a 15-foot cone rather than selecting a target within range. To cast the spell in this way, you must choose the damage type associated with your Elemental Affinity feature. When you do so, you make separate attack and damage rolls against each creature in the spell’s cone.

### 14th Level: Dragon Wings

Your innate magic can now manifest as spectral draconic wings on your back. While your Sorcery Incarnate spell is active, you sprout those wings, gain a Fly Speed equal to your Speed, and can hover. In addition, at the end of each of your turns, you can flap the wings to unleash magical energy, dealing damage to each creature of your choice within 15 feet of yourself. The damage equals your Charisma Modifier, and it is the damage type of your Elemental Affinity feature.

### 18th Level: Draconic Presence

You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Balance of Harmony

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast Detect Evil and Good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Flame Strike

*5th Level Evocation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (pinch of sulfur)

**Duration:** Instantaneous

**Description:** A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 Fire damage and 4d6 Radiant 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 6th level or higher, the Fire damage or the Radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Animate Dead

*3rd Level Necromancy*

**Casting Time:** 1 minute

**Range:** 10 feet

**Components:** Verbal, Somatic, Material (a drop of blood, a piece of flesh, and a pinch of bone dust)

**Duration:** Instantaneous

**Description:** This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Dust of Corrosion

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Surfaces and objects made of nonmagical ferrous metal in the area instantly corrode and turn to dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking 4d8 Necrotic damage on a failed save, or half as much damage on a successful one.

Found in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use.
Driftglobe

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the Light or Daylight spell. Once used, the Daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Find Steed

*2nd Level Conjuration*

**Casting Time:** 10 minutes

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You gain the service of an otherworldly being, which manifests as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, your steed is replaced by the new one.

The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.

**Combat:** The steed is an ally to you and your companions. In combat, it shares your initiative count, and it functions as a controlled mount (as defined in the rules on mounted combat). If you have the Incapacitated condition, it takes its turn immediately after yours and acts independently, focusing on protecting you.

**Disappearance of the Steed:** The steed disappears if it drops to 0 Hit Points, if you dismiss it as a Bonus Action, or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.

**At Higher Levels:** When you cast this spell using a Spell Slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.

 STR
 18 (+4)
 ***Healing Touch (Celestial Only; Recharges after a Long Rest):*** The steed touches another creature and restores a number of Hit Points to it equal to 2d8 + the spell’s level.
Earth Tremor

*1st Level Evocation*

**Casting Time:** 1 Action

**Range:** Self (10-foot Radius)

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 Bludgeoning damage and is knocked Prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

**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.
Bracelet of Rock Magic

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** While you wear this gold bracelet, it grants you immunity to being Petrified, and it allows you to cast Flesh to Stone (save DC 15) as an Action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast Stone Shape as an Action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.

**Curse:** The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against Flesh to Stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are Petrified instantly.
Flying Chariot

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** The chariot's riders and creatures pulling the chariot gain a +1 bonus to their AC.

If this magic chariot is pulled by one or more flying creatures, it too can fly.

**Chariots**

*Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the* Player's Handbook*, but with the following differences:*

* *Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed.*
* *Being mounted on a chariot grants you half cover.*
* *A chariot's speed is equal to the speed of the slowest creature pulling it.*
* *If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn.*
Arc VIII NPC’s

## Allies:

* Ruax - The recently fired Headmaster of the Arcane Academy. He is also secretly an ancient Gold Dragon who needs to make it to his ancestral home in order to transform into a Greatwyrm. Once he has ascended and his home is freed from Aralana, he grants the two adventurers who help him with great power.

## Enemies:

* Aralana - A Sapphire Dragon who as a young dragon killed every member of Ruax’s family and has held their ancestral home ever sine. She is killed by Arizona and Holt in the name of Ruax
Elf

***Created by the god Corellon, the first elves could change their physical forms at will. The elves lost this ability when Corellon exiled them from Arvandor for plotting with another elven deity named Lolth, who tried and failed to usurp Corellon’s dominion. When Lolth was cast down into the Abyss, most elves renounced her treachery and earned Corellon’s forgiveness, but that which Corellon had taken from the elves was lost forever.***

***No longer able to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influence. Over time, wanderlust and curiosity led many of them to explore other planes of existence, including various worlds in the Material Plane.***

***Elves have the mystical ability to take on characteristics of the environments with which they are bonded—drow to the Underdark, high elves to fey crossings in the Material Plane, and wood elves to forests. These connections grant elves access to certain kinds of magic.***

***Elves are blessed with long lives and long memories. From birth, they don’t sleep but instead enter a trance when they need to rest. In this state, elves remain aware of their surroundings while immersing themselves in their own memories. What an elf remembers during this reverie depends largely on how long the elf has lived and the events that have shaped the elf’s existence.***

***Elves have pointed ears and tend to be light on their feet. Another common physical characteristic of elves is their lack of facial and body hair.***

## Elf Traits:

**Creature Type:** Elf

**Size:** Medium (about 5-6 feet tall)

**Speed:** 30 feet

**Life Span:** 500 years on average

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

**Keen Senses:** You have Proficiency in the Perception Skill

**Fey Ancesstry:** You have Advantage on saving throws you make to avoid or end the Charmed Condition on yourself.

**Trance:** You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest\* in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest\* in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

**Elven Lineage:** You are part of an elven lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table: Drow, the lineage of the Underdark; High Elf, the lineage of fey crossings and other magical locations; or Wood Elf, the lineage of primeval forests. You gain the 1st-level benefit of that lineage.

Starting at 3rd level and again at 5th level, you also gain the ability to cast a Spell with this trait. Once you cast the Spell with this trait, you can’t cast that Spell with it again until you finish a Long Rest\*; however, you can cast the Spell using any Spell Slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).

Elven Lineages
Dust of Sneezing and Choking

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** Found in a small container, this powder resembles very fine sand. It appears to be Dust of Disappearance, and an Identify spell reveals it to be such. There is enough of it for one use.

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The Lesser Restoration spell can also end the effect on a creature.
Fabricate

*4th Level Transmutation*

**Casting Time:** 10 minutes

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Fiend Patron

***Your pact draws on the power of the Lower Planes of existence—the homes of demons, devils, yugoloths, and other Fiends. When you choose this subclass, you might forge a bargain with a demon lord such as Demogorgon, Orcus, Fraz’Urb-luu, or Baphomet; an archdevil such as Asmodeus, Dispater, Mephistopheles, or Belial; a pit fiend or balor that is especially mighty; or an ultroloth or some other lord of the yugoloths. Alternatively, you might call on a varied array of Fiends without binding yourself to the service of one. In any case, your patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path will be defined by the extent to which you strive against those aims.***

## Fiend Patron Features:

### 3rd Level: Patron Spells

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

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

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

Fiend Spells

### 3rd Level: Dark One’s Blessing

When you reduce an enemy to 0 Hit Points or an enemy drops to 0 Hit Points within 5 feet of you, you gain Temporary Hit Points equal to your spellcasting ability modifier + your Warlock level (minimum of 1).

### 6th Level: Dark One’s Own Luck

You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

You can use this feature a number of times equal to your spellcasting ability modifier (minimum of once), and you regain all uses when you finish a Long Rest.

### 10th Level: Fiendish Resilience

Channeling the preternatural resilience of Fiends, you can choose one damage type, other than Force, whenever you finish a Short Rest or Long Rest. You gain Resistance to that damage type until you choose a different one with this feature.

### 14th Level: Hurl Through Hell

When you hit a creature with an attack roll, you can use this feature to instantly transport the target through the Lower Planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied or the nearest unoccupied space. If the target is not a Fiend, it must make a Wisdom saving throw against your Spell Save DC upon its return. On a failed save, the target takes 10d10 Psychic damage. On a successful save, it takes half as much damage.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Spell Slot of at least 4th level when you use it again. You can use this feature only once per turn.
Demiplane

*8th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Somatic

**Duration:** 1 hour

**Description:** You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Feywild Shard

**Type:** Wondrous Item

**Attunement:** Yes (Sorcerer Only)

**Rarity:** Uncommon

**Description:** This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an Action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic Option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the *Player's Handbook*. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

If you don't have Wild Magic Sorcery, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn.
Cure Wounds

*1st Level Abjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** A creature you touch regains a number of hit points equal to 2d8 + 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 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.
Dream

*5th Level Illusion*

**Casting Time:** 1 minute

**Range:** Special

**Components:** Verbal, Somatic, Material (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)

**Duration:** 8 hours

**Description:** This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of their surroundings, but can’t take actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 Psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
Fire Bolt

*Evocation Cantrip*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

**Cantrip Upgrade:** This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Divine Soul

***Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.***

***A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.***

***In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.***

## Divine Soul Features:

### 3rd Level: Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Divine Spell List or the Arcane Spell List. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the Divine Spell List.

### 3rd Level: Favored by the Gods

Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

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

### 6th Level: Empowered Healing

The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you aren't Incapacitated. You can use this feature only once per turn.

### 14th Level: Angelic Form

You can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're Incapacitated, you die, or you dismiss them as a Bonus Action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

### 18th Level: Unearthy Recovery

You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Very Rare

**Description:** This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends.
Fireball

*2rd Level Evocation*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Verbal, Somatic, Material (a tiny ball of bat guano and sulfur)

**Duration:** Instantaneous

**Description:** A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 Fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Dragon’s Wrath Weapon

**Type:** Weapon (Any)

**Attunement:** Yes

**Rarity:** Varies

**Description:** This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.

* **Slumbering (Uncommon):** Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.

* **Stirring (Rare):** The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.

* **Wakened (Very Rare):** The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.

* **Ascendant (Legendary):** The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6. The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.
Freedom of Movement

*4th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a leather strap, bound around the arm or a similar appendage)

**Duration:** 1 hour

**Description:** You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Gem Lovejoy

* Arc II
* Arc V
* Arc IX

## Backstory:

Gem Lovejoy and her sister came from nothing, raised on the streets of Tyle, they were eventually found by Ruax and asked to come learn at the Tyle Arcane Academy. They each studied and became exceptionally powerful. The sisters slowly drifted apart as Emerald joined a group of adventurers known as The Chosen Heroes. She would later give her life in order to seal Levistus, the Horseman of Death into the form of a cat in order to stop the impending Apocalypse before it could finish.

Due to this loss, Gem made it her mission to make herself as powerful as possible and to have as big a family as possible in order to never be alone again. She marries a wealthy, but stupid man and slowly has 16 children with him while slowly building up the city of Glycaria after making a deal with Dispater, one of the 9 Lords of Hell in order to open a portal to the Realm of Fire beneath her fledgeling city in the Upnorth. She hid her misdeeds from the world and claims that a powerful spell that she cast is what keeps the city livable.

Once settling into her power, she refused to budge on her power, in the contrary, she wants more, to expend Glycaria, and her families reach, bringing her eldest daughter Penny into the fold and teaching her the ancient runic magic that she learned from the Giants before wiping them out in order to build her city.
Goblin

***A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.***

## Goblin Traits:

**Creature Type:** Goblinoid

**Size:** Small (about 3-5 feet tall)

**Speed:** 30 feet

**Life Span:** 60 years on average

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

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

**Fury of the Small:** When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

**Nimble Escape:** You can take the Disengage or Hide action as a bonus action on each of your turns.
Dwarf

***Resilient like the mountains, dwarves were raised up from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone and metal and for living underground.***

***Squat and often bearded, the original dwarves carved cities and strongholds into mountain sides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds—especially of the little overcoming the mighty.***

## Dwarf Traits:

**Creature Type:** Humanoid

**Size:** Medium (about 4-5 feet tall)

**Speed:** 30 ft

**Life Span:** 350 years on average

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

**Dwarven Resilience:** You have Resistance to Poison Damage. You also have Advantage on saving throws you make to avoid or end the Poisoned Condition on yourself.

**Dwarven Toughness:** Your Hit Point Maximum increases by 1, and it increases by 1 again whenever you gain a level.

**Forge Wise:** Your divine creator gave you an uncanny affinity for working with stone or metal. You gain Tool Proficiency\* with two of the following options of your choice: Jeweler’s Tools, Mason’s Tools, Smith’s Tools, or Tinker’s Tools.

**Stonecunning:** As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching such a surface to use this Tremorsense. The stone can be natural or worked.

You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Duplicitous Manuscript

**Type:** Wondrous Item

**Attunement:** Yes (Wizard Only)

**Rarity:** Rare

**Description:** To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an Action, you can change the book's appearance and alter the plot of the romance.

When found, the book contains the following spells: Hallucinatory Terrain, Major Image, Mirror Image, Mislead, Phantasmal Force, and Silent Image. It functions as a spellbook for you.

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

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

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school.
* When a creature you can see makes an Investigation check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.
Erupting Earth

*3rd Level Transmutation*

**Casting Time:** 1 Action

**Range:** 120 feet

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

**Duration:** Instantaneous

**Description:** Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 Bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Firbolg

***Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest.***

***A firbolg’s magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.***

## Firbolg Traits:

**Creature Type:** Fey

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

**Speed:** 30 feet

**Life Span:** 500 years on average

**Firbolg Magic:** You can cast the Detect Magic and Disguise Self spells with this trait. When you use this version of Disguise Self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this Species).

**Hidden Step:** As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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

**Speech of Beast and Leaf:** You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Forcecage

*7th Level Abjuration*

**Casting Time:** 1 Action

**Range:** 100 feet

**Components:** Verbal, Somatic, Material (ruby dust worth 1,500 GP)

**Duration:** 1 hour

**Description:** An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by Dispel Magic.
Asmodeus & The Horsemen

The King of Hell is said to one day bring destruction to The Material Plane, along with his 4 children, known as his Horsemen. To stop this from happening, the first King of Hell Asmodeus was locked away into the 9th layer of Hell for eternity. As each of his children were born, they were chosen as Horsemen and also locked into the same “cage” as their father, fearing their power.

During the year 250 in the Second Reign of Hyranor, Asmodeus and his children are released upon the world, but Asmodeus is safely returned to their cage before they can destroy the Material Plane. With his children free to roam and make their own choices.

## The King of Hell & his Horsemen

* Asmodeus- The King of Hell since the creation of The Multiverse, he is one of few beings who are a universal constant. A vengeful and cruel man who cares about nothing but erasing the Material Plane
* Levistus- The first child of Asmodeus and The Horseman of Death. His true end goal is to take the Throne of Hell from his father and works with the PC’s of Arc to achieve that goal
* Mammon- The second child of Asmodeus and The Horseman of Pestilence. Any disease or curse you can think of probably started in his laboratory until being unleashed upon the world. His only care in the world is to continue his experiments, especially once released from the cage.
* Glasya- The third child of Asmodeus and The Horseman of Famine. She is a spoiled brat and a Daddy’s girl, always getting what she wants due to her power to instill urges in people for what they desire. Her biggest weakness is her attachment to her father that is shattered when Martin convinces her that he doesn’t care about her
* Zariel- The fourth child of Asmodeus and The Horseman of War. A fallen angel brought to Hells power, he is full of rage in battle, but is more calculating than you may expect from war, preferring to instill mistrust within people rather than join the front lines
Conjure Celestial

*7th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic

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

**Description:** You summon the protective presence of a Celestial spirit, which manifests as a pillar of divine light that shines in a 10-foot-radius, 40- foot-high Cylinder centered on a point within range. Until the spell ends, Bright Light fills the Cylinder, and when you Move on your turn, you can also move the Cylinder up to 30 feet.

When a creature enters the Cylinder for the first time on a turn or starts its turn there, you can bathe that creature in one of the following lights:

* **Healing Light:** The creature that isn’t an Undead or a Construct regains Hit Points equal to 4d12 plus your spellcasting modifier. A creature can be healed by this light only once per casting of this spell.
* **Searing Radiance:** The creature must make a Dexterity saving throw, taking 8d12 Radiant 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 level 8 or higher, the healing and damage increase by 1d12 for each slot level above 7.
Fire Genasi

***Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water — these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie’s magic.***

***Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke.***

## Fire Genasi Traits:

**Creature Type:** Genasi

**Size:** Medium (about 5-7 feet tall) or Small (about 3-5 feet tall)

**Speed:** 30 feet

**Life Span:** 120 years on average

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

**Fire Resistance:** You have resistance to Fire damage.

**Reach to the Blaze:** You know the Produce Flame cantrip. Starting at 3rd level, you can cast the Burning Hands spell with this trait. Starting at 5th level, you can also cast the Flame Blade spell with this trait, without requiring a material component. Once you cast Burning Hands or Flame Blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
Dragon Slayer

**Type:** Weapon (Any Sword)

**Attunement:** No

**Rarity:** Rare

**Description:** You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Cordon of Arrows

*2nd Level Transmutation*

**Casting Time:** 1 Action

**Range:** 5 feet

**Components:** Verbal, Somatic, Material (four or more arrows or bolts)

**Duration:** 8 hours

**Description:** You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 Piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.