recursal/Fanatic-Fandom huggingface dataset:
Season 1

**Arc I: Wild Grief** - Players are stuck in a Time Loop created by a pirate, with no idea how much power she holds

**Arc II: The Goblin Lord** - A small group of adventurers travel the world to save The Lord of Far Ridge from a monster plaguing the town

**Arc III: Pirates and Princesses** - The reunion of the cast from Arc I, now on a diplomatic mission for allies in the coming war

**Arc IV: Dragons in Dungeons** - The local barkeep hasn't heard from her fiancé in 6 days, and sends a group of capable folk to go find her

**Arc V: The Princes' Nightmare** - The new and improved Mountainbreakers work together to save the youngest Prince of Hyranor

**Arc VI: The Tides of Hell** - The long told, and long misremembered, story of the first time that Asmodeus escaped and was sealed back in Hell

**Arc VII: Trials of the Jito** - One man goes on a journey to take control of one-third of the Vosea Empire

**Arc VIII: Strangers in a Scarred Land** - A group of mercenaries are hired to help an old man return to his home in The Scarred Lands

**Arc IX: The Snowstorm and The Songbird** - The Hatebad family does the unthinkable, working with a Lovejoy, in order to get back their long lost property.

**Arc X: The King is Dead** - King Henric Alaric has died before the end of his reign, and must be replaced by a successor
Prismatic Wall

*9th Level Abjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** 10 minutes

**Description:** A shimmering, multicolored plane of light forms a vertical opaque wall – up to 90 feet long, 30 feet high, and 1 inch thick – centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An Antimagic Field has no effect on it.

Prismatic Wall Effects
 Orange
 Yellow
 Green
 Blue
 Indigo
 Violet
Otiluke’s Resilient Sphere

*4th Level Evocation*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)

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

**Description:** A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing – not physical objects, energy, or other spell effects – can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

A Disintegrate spell targeting the globe destroys it without harming anything inside it.
Ravenous Gazer

**Type:** Trick Weapon (Glaive)

**Attunement:** Yes

**Rarity:** No

**Description:** Acquiring forbidden knowledge always comes at a cost.

Any creature that attunes to this glaive is considered proficient with it. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the gazer is a glaive. In its transformed state, the gazer is a glaive which can be used as a spellcasting focus.

To transform this weapon, you must feed it your blood: each time you shift this weapon into its transformed state, or start your turn with the glaive in its transformed state, you take 1d4 Necrotic damage, which cannot be reduced in any way. This damage cannot break your concentration.

**Transformed:** While the glaive is in its transformed state, it grants you a +2 bonus to spell attack rolls, increases your spell save DC by 1, and gives you Truesight out to 30 feet.
Potion of Poison

**Type:** Potion

**Attunement:** No

**Rarity:** Uncommon

**Description:** This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An Identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be Poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 Poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the Poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Staff of Healing

**Type:** Staff

**Attunement:** Yes (Bard, Cleric, Druid Only)

**Rarity:** Rare

**Description:** The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: Cure Wounds (1 charge per spell level, up to 4th), Lesser Restoration (2 charges), or Mass Cure Wounds (5 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Portable Hole

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an Action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an Action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Ruined

***Everything was going so well! You had a life of luxury, love, and comfort when you suddenly lost it all. Perhaps you were framed for crimes you didn't commit and lost your reputation, fortune and career. Maybe a rampaging dragon or another monster wiped out everything you had in a single calamitous afternoon. Or you might have sought out a Deck of Many Things, hoping to mea your successful life even more glorious - only to draw a destructive card that changed your destiny forever.***

***Your desperation has driven you to the career of adventurer. You don't seek out dark dungeons and their monstrous inhabitants for excitement and glory; you do it because every other path is closed to you. But you have risen high on fortunes wheel once before and with luck and fortitude, you could do so again.***

## Background Features:

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

**Skill Proficiencies:** Stealth, Survival

**Tool Proficiency:** One Gaming Set of your choice.

**Language:** One of your choice

**Feat:** Alert

### Background Equipment:

* A cracked hourglass
* Set of rusty manacles
* A half empty bottle
* A hunting trap
* A gaming set (Same as your chosen Proficiency)
* A set of travelers clothes
* 13 GP
Polymorph

*4th Level Illusion*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a caterpillar cocoon)

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

**Description:** This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.
Scatter

*6th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal

**Duration:** Instantaneous

**Description:** The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
Ring of Puzzler's Wit

**Type:** Ring

**Attunement:** No

**Rarity:** Uncomon

**Description:** This gold ring bears a fluorite stone and is enchanted to sharpen the wearer’s mind.

The ring has 3 charges and regains 1d4 − 1 expended charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check.
See Invisibility

*2nd Level Divination*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (a pinch of talc and a small sprinkling of powdered silver

**Duration:** 1 hour

**Description:** For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Shillelagh

*Transmutation Cantrip*

**Casting Time:** 1 Bonus Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (mistletoe, a shamrock leaf, and a Club of Quarterstaff)

**Duration:** 1 minute

**Description:** A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).

The spell ends early if you cast it again or if you let go of the weapon.

**Cantrip Upgrade:** The weapon’s damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
Speak with Plants

*3rd Level Transmutation*

**Casting Time:** 1 Action

**Range:** Self (30-foot Radius)

**Components:** Verbal, Somatic

**Duration:** 10 minutes

**Description:** You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you share a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature.
Staff of the Ivory Claw

**Type:** Staff

**Attunement:** Yes (Spellcasting Feature Required)

**Rarity:** Rare

**Description:** This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 Radiant damage.
Smokepowder

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a Firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough Smokepowder for five shots, and a keg holds enough Smokepowderfor five hundred shots.

If Smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals Fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.

Casting Dispel Magic on Smokepowder renders it permanently inert.
Potion of Advantage

**Type:** Potion

**Attunement:** No

**Rarity:** Uncommon

**Description:** When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.

This potion takes the form of a sparkling, golden mist that moves and pours like water
Staff of Flowers

**Type:** Staff

**Attunement:** No

**Rarity:** Common

**Description:** This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Saint Markovia’s Thighbone

**Type:** Weapon (Mace)

**Attunement:** Yes

**Rarity:** Rare

**Description:** Saint Markovia's thighbone has the properties of a Mace of Disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.

As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.

Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.

Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.

The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
Ring of Animal Influence

**Type:** Ring

**Attunement:** No

**Rarity:** Rare

**Description:** This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an Action to expend 1 of its charges to cast one of the following spells:

* Animal Friendship (save DC 13)

* Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower

* Speak with Animals
Opal of the Ild Rune

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.

* **Ignite:** As an Action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.

* **Fire's Friend:** You have resistance to Cold damage.

* **Fire Tamer:** As an Action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.

* **Gift of Flame:** You can transfer the opal's magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

* + **Weapon:** The weapon is now an uncommon magic weapon. It deals an extra 1d6 Fire damage to any target it hits.
	+ **Armor:** The armor is now a rare magic item that requires attunement. You have resistance to Cold damage while wearing the armor.
Scribe’s Pen

**Type:** Wondrous Item

**Attunement:** Yes (requires Mark of Scribing)

**Rarity:** Common

**Description:** You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing.

Any creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all.

If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days.
Serpent Bladewhip

**Type:** Trick Weapon (Whip, Rapier)

**Attunement:** Yes

**Rarity:** Rare

**Description:** You have a +1 to attack and damage rolls made with both forms of this weapon.

**Attunement:** When you attune to this weapon, the cold, lifeless snake wraps around your forearm and bites your flesh, burying its head beneath it and inflicting 1d4 Piercing damage. While attuned, you cannot be disarmed of this magical weapon. Ending the attunement causes the head to retract and the item to fall to the ground.

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the bladewhip is a metallic whip. In its transformed state, the weapon solidifies by coagulating your blood to form a rapier.

**Untransformed:** Attacks you make with the serpent bladewhip add an additional 5 feet to your reach, as well as when determining your reach for opportunity attacks with it. In addition, if you hit a creature twice in a turn with this weapon, the whip’s devouring hunger awakens and tears out more of its flesh, dealing an extra 2d4 Slashing damage.

**Transformed:** While transformed, you take 1 piercing damage at the start of each of your turns as the blade drains your blood to empower itself. This rapier gains the Fireblood Poison property and is considered silvered.

* **Fireblood Poison:** Once on each of your turns when you hit a creature with an attack using this blade, you can coat the wound with poison and the target must make a DC 14 Constitution saving throw. On a failure, it is Poisoned for the next minute as its innards start to boil. This can affect creatures immune to the poisoned condition. While poisoned in this way, the creature takes 1d6 Fire damage at the start of each of its turns. This damage ignores resistance to fire damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the blade's Fireblood Poison for the next 24 hours.
Ring of X-Ray Vision

**Type:** Ring

**Attunement:** Yes

**Rarity:** Rare

**Description:** While wearing this ring, you can use an Action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Shadowfell Shard

**Type:** Wondrous Item

**Attunement:** Yes (Sorcerer Only)

**Rarity:** Rare

**Description:** This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. 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 momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.
Rope Trick

*2nd Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (powdered corn extract and a twisted loop of parchment

**Duration:** 1 hour

**Description:** You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.
Shadow of Moil

*4th Level Necromancy*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (an Undead eyeball encased in a gem worth at least 150 GP)

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

**Description:** Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to Radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 Necrotic damage.
Simulacrum

*7th Level Illusion*

**Casting Time:** 12 hours

**Range:** Touch

**Components:** Verbal, Somatic, Material (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)

**Duration:** Until dispelled

**Description:** You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
Pass Without Trace

*2nd Leven Abjuration*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (ashes from a burned leaf of mistletoe and a spring of spruce)

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

**Description:** A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Stealth checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Shatter

*2nd Level Evocation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a chip of mica)

**Duration:** Instantaneous

**Description:** A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 Thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

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

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

*Necromancy Cantrip*

**Casting Time:** Action

**Range:** 15 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Choose a creature within range that has 0 Hit Points yet is alive. The creature becomes Stable.

**Cantrip Upgrade:** The spell’s range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Orb of the Stein Rune

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person.

* **Indomitable Stand:** As an Action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.

* **Stone Soul:** You can't be Petrified.

* **Earthen Step:** You can cast Meld into Stone as a Bonus Action. Once you use this property, you can't use it again until you finish a short or long rest.

* **Gift of Stone:** You can transfer the orb's magic to a nonmagical item — a shield or a pair of boots — by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

* + **Shield:** The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
	+ **Boots:** The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your Reaction to avoid being knocked Prone.
Perfume of Bewitching

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This tiny vial contains magic perfume, enough for one use. You can use an Action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.
Scribe Spell

*1st Level Transmutation (Wizard Only) [Ritual]*

**Casting Time:** 2 hours per level of the scribed spell

**Range:** Self

**Components:** Verbal, Somatic, Material (a quill, a book, and 50 GP of fine inks per level of the scribed spell; this spell consumes the inks)

**Duration:** Instantaneous

**Description:** You scribe an Arcane spell in your spellbook or a blank book worth at least 50 GP. The scribed spell must be of a level for which you have Spell Slots, and the book must lack the spell.

You must copy it from another Spellbook or a Spell Scroll, or you must have it prepared. If you copy it from a Spell Scroll, the scroll is destroyed. If you have the spell prepared, the casting time and component costs are halved.

When the scribing is complete, the spell becomes one of your known spells in the book, appearing on its own page if the book was out of pages. The spell appears in a cipher that is understandable only to you or someone casting Identify or Scribe Spell, and if the book was blank before the scribing, that book is now your Spellbook.

**At Higher Levels:** N/A
Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury. As you enter the berserker’s rage, you thrill in the chaos of battle.

## Path of the Berserker Features:

### 3rd Level: Frenzy

Your Rage has evolved into a Frenzy. You can now make an additional weapon Attack with your Bonus Action. Each Attack taken this way adds to your Frenzied Strain, which adds a -1 penalty to all of your attack rolls. This penalty will go away when your Frenzy ends

### 6th Level: Mindless Rage

You have immunity to the Charmed and Frightened conditions while your Rage is active. If you are Charmed or Frightened when you enter your Rage, that condition ends on you.

### 10th Level: Retaliation

When you take damage from a creature that is within 5 feet of you, you can use your Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

### 14th Level: Intimidating Presence

As an action, you can strike terror into others with your menacing presence, as you swell with primal power. When you do so, each creature of your choice within 30 feet of you—or 60 feet of you if your Rage is active—must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), provided the creature isn’t behind Total Cover. On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the saving throw, ending the effect on itself on a successful save.

Once you use this feature, you can’t use it again until you finish a Long Rest. If you’ve run out of uses of this feature, you can expend a use of your Rage, choosing not to activate the Rage and activating Intimidating Presence instead.
Wand of Enemy Detection

**Type:** Wand

**Attunement:** Yes

**Rarity:** Rare

**Description:** This wand has 7 charges. While holding it, you can use an Action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Rings of Shared Suffering

**Type:** Ring

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** These rings come in linked pairs. You can use a Bonus Action to form a link to the creature attuned to the other ring; from then on, whenever that creature suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a Bonus Action or until you or the other creature removes their ring. This effect isn't limited by range. A creature cannot be attuned to more than one ring of shared suffering.
Skulker

*4th Level Feat*

**Prerequisite:** Dexterity 13+

**Repeatable:** No

You are expert at slinking through shadows, granting you the following benefits:

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

**Blindsight:** You have Blindsight with a range of 10 feet.

**Fog of War:** Exploiting the distractions of battle, you have Advantage on any Dexterity Check (Stealth) you make as part of the Hide Action during combat.

**Sniper:** If you make an Attack Roll while Hidden and the roll misses, making the Attack Roll doesn’t end the Hidden Condition on you.
Ray of Sickness

*1st Level Necromancy*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and must make a Constitution saving throw. On a failed save, it is also Poisoned until the end of your next turn.

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

**Type:** Tattoo

**Attunement:** Yes

**Rarity:** Rare

**Description:** Produced by a special needle, this magic tattoo is dark in color and abstract.

* **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.

* **Shadow Essence:** You gain darkvision with a range of 60 feet, and you have advantage on Stealth checks.

* **Shadowy Defense:** When you take damage, you can use your Reaction to become insubstantial for a moment, halving the damage you take. Then the Reaction can't be used again until the next sunset.
Spellshard

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that's no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within.

While holding the shard, you can use an Action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank "pages" in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it.

A Wizard can use a spellshard as a spellbook, with the usual cost in gold and time to "scribe" a spell into the shard.
Pyroconverger

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** A pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it.

As an action, you can cause the pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 Fire damage on a failed save, or half as much damage on a successful one.

Each time you use the pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the pyroconverger malfunctions: you take 4d6 Fire damage, and you can't use the pyroconverger again until you finish a long rest.
Pyrotechnics

*2nd Level Transmutation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.

* **Fireworks:** The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

* **Smoke:** Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Reincarnate

*5th Level Transmutation*

**Casting Time:** 1 hour

**Range:** Touch

**Components:** Verbal, Somatic, Material (rare oils and unguents worth at least 1,000 GP, which the spell consumes)

**Duration:** Instantaneous

**Description:** You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s species to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original species for the new one and changes its species features accordingly.
Rogue's Mantle

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

* Darkvision: You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.

* Move in Shadows: While you are in dim light or darkness, you can use a Bonus Action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

* Willful Enmity: You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.
Summon Aberration

*4th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 GP)

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

**Description:** You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block.
Wrath of Nature

*5th Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

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

**Description:** You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

* **Grasses and Undergrowth:** Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

* **Trees:** At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 Slashing damage from whipping branches.

* **Roots and Vines:** At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

* **Rocks:** As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical Bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Outer Essence Shard

**Type:** Wondrous Item

**Attunement:** Yes (Sorcerer Only)

**Rarity:** Rare

**Description:** This flickering crystal holds the essence of an Outer Plane. 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.

Roll a d4 and consult the Outer Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.

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Soul Cage

*6th Level Necromancy*

**Casting Time:** 1 Reaction, which you take when a humanoid you can see within 60 feet of you dies

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a tiny silver cage worth 100 GP)

**Duration:** 8 hours

**Description:** This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.

* **Steal Life:** You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

* **Query Soul:** You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

* **Borrow Experience:** You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.

* **Eyes of the Dead:** You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one using See Invisibility or Truesight) sees a translucent image of the tormented humanoid whose soul you caged.