recursal/Fanatic-Fandom huggingface dataset:
Staff of Birdcalls

**Type:** Staff

**Attunement:** No

**Rarity:** Common

**Description:** This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an Action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Identify

*1st Level Divination [Ritual]*

**Casting Time:** 1 minute

**Range:** Touch

**Components:** Verbal, Somatic, Material (a pearl worth at least 100 GP and an owl feather)

**Duration:** Instantaneous

**Description:** You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Scissors of Shadow Snipping

**Type:** Wondrous Item

**Attunement:** Rare (Fey Creature or Spellcasting Feature Required)

**Rarity:** Rare

**Description:** As an Action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can't be used again until the next dawn.

The detached shadow is rooted to the spot where it was snipped until you use a Bonus Action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow:

* You control the shadow's movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can't speak, and it doesn't require air, sleep, or nourishment.
* You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow's Strength Drain attack does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest.

A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
Shadar-Kai

Shadar-Kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies.

Once Shadar-Kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy.

Shadar-Kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.

## Shader-Kai Traits:

**Creature Type:** Elf

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

**Speed:** 30 feet

**Life Span:** 500 years on average

**Blessing of the Raven Queen:** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. 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.

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

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

**Fey Ancestry:** You have advantage on Saving Throws you make to avoid or end the Charmed Condition on yourself.

**Keen Senses:** You have proficiency in the Perception Skill.

**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.

Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the *Player’s Handbook*. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Staff of the Woodlands

**Type:** Staff

**Attunement:** Yes (Druid Only)

**Rarity:** Rare

**Description:** This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

* Spells: You can use an Action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: Animal Friendship (1 charge), Awaken (5 charges), Barkskin (2 charges), Locate Animals or Plants (2 charges), Speak with Animals (1 charge), Speak with Plants (3 charges), or Wall of Thorns (6 charges). You can also use an Action to cast the Pass Without Trace spell from the staff without using any charges.

* Tree Form: You can use an Action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic if targeted by Detect Magic. While touching the tree and using another Action to speak its command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Prosthetic Limb

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This item replaces a lost limb a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.
Minor Illusion

*Illusion Cantrip*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Somatic, Material (a bit of fleece)

**Duration:** 1 minute

**Description:** You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Potion of Mind Control

**Type:** Potion

**Attunement:** No

**Rarity:** Varies

**Description:** When you drink a Potion of Mind Control, you can cast a Dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.

A Potion of Mind Control produces the effect of a Dominate Beast, a Dominate Person (humanoid), or a Dominate Monster spell (see the table below). If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.

 Mind control (humanoid)
 Mind control (monster)
Seasonal Maidens

## Description:

The Seasonal Maidens are the protectors of the Feywild. Long ago the original Maidens were gifted the power of the Wild Magic of the Fey and tasked with protecting the four Fey Courts. When a Maiden dies, her power passes on to another young woman within the Feywild seemingly at random. Once discovered, they must be taken to the Court that corresponds to their season and act as the lands protector from any outside interference.

## Known Seasonal Maidens:

### Winter:

* The Winter Queen
* Cinder

### Spring:

* Red
* Polk Lightcliff

### Summer:

* Shielle
* Mirabella Alaric-Lyrian
Orb of Shielding

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Common

**Description:** If you're holding the orb when you take damage of the type associated with the orb's material, you can use your Reaction to reduce the damage by 1d4 (to a minimum of 0). The materials and their associated damage types are listed in the Orb of Shielding table.

 Irian Quartz
 Kythrian Skarn
 Lamannian Flint
 Mabaran Obsidian
 Risian Shale
 Shavarran Chert
 Xorian Marble
Ring of Temporal Salvation

**Type:** Ring

**Attunement:** Yes

**Rarity:** Rare

**Description:** If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed.
Spellwrought Tattoo

**Type:** Tattoo

**Attunement:** No

**Rarity:** Varies

**Description:** Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.

The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.
Philter of Love

**Type:** Potion

**Attunement:** No

**Rarity:** Uncommon

**Description:** The next time you see a creature within 10 minutes after drinking this philter, you become Charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are Charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Modify Memory

*5th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

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

**Description:** You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.

**At Higher Levels:** If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).
Night Caller

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Arcana or History check, the character recalls lore that says the Duergar made several such whistles for various groups in an age past.

If you blow the whistle in darkness or under the night sky, it allows you to cast the Animate Dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed.

Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it
Staff of Charming

**Type:** Staff

**Attunement:** Yes (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Only)

**Rarity:** Rare

**Description:** While holding this staff, you can use an action to expend 1 of its 10 charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an Enchantment spell that targets only you , you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment that targets only you, with or without the staff's intervention, you can use your Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Moongold Equilizer

**Type:** Trick Weapon (Flintlock, Rifle)

**Attunement:** No

**Rarity:** Rare

**Description:** This weapon, crafted with moongold, gives you a 1d4 bonus to damage rolls against nonhumanoid creatures. Moongold acts as a guiding light in the darkness; creatures holding or wearing moongold have advantage on saving throws against being frightened and madness.

**Trick Weapon:** As a Bonus Action, you can magically melt the moongold before solidifying it, switching between the transformed and untransformed states of this weapon. In its untransformed state, the equalizer is a flintlock. In its transformed state, the weapon is an ornate, two-handed weapon; a rifle.

**Untransformed:** This flintlock has the Barrel 2 (F) property. In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with this flintlock.

**Transformed:** When you attack with this weapon, you can choose to replace your attack with a particularly violent shot. Make a ranged weapon attack. On a hit, the target takes the weapon’s damage plus an extra 2d8 Piercing damage. Hit or miss, this causes the weapon to partially liquefy and turn back into its untransformed state; it can’t be transformed again until the end of your next turn.

You can use this attack only if you haven’t moved during this turn, and after you use this attack, your speed is 0 until the end of your turn.
Potion of Aqueous Form

**Type:** Potion

**Attunement:** No

**Rarity:** Rare

**Description:** When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die.

You're under the following effects while in this form:

* **Liquid Movement:** You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter.

* **Watery Resilience:** You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws.

* **Limitations:** You can't talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you're wearing, such as armor.
Revivify

*3rd Level Necromancy*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (diamonds worth 300 GP, which the spell consumes)

**Duration:** Instantaneous

**Description:** You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Ice Knife

*1st Level Conjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Somatic, Material (a drop of water or piece of ice)

**Duration:** Instantaneous

**Description:** You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 Cold damage.

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

**Type:** Potion

**Attunement:** No

**Rarity:** Uncommon

**Description:** After drinking this potion, you can use a Bonus Action to exhale fire at a target within 30 feet of you. The target 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. The effect ends after you exhale the fire three times or when 1 hour has passed.

This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Rewarded

***You were living a difficult life before your destiny suddenly changed through a miraculous turn of good fortune. Perhaps a benevolent deity gave you precisely what you most desired. You might have stumbled across the Deck of Many Things and drawn a card with a potent, positive effect. Or maybe you inherited a modest fortune from a distant relative you didn't know you had.***

***Regardless, you left the daily miseries of you old life behind in favor of a life of adventure and excitement. Your old debts have been paid, responsibilities you though inescapable are behind you, or you suddenly possess rare and unusual skills unknown to ordinary folk.***

## Background Features:

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

**Skill Proficiencies:** Insight, Persuasion

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

**Language:** One of your choice

**Feat:** Lucky

### Background Equipment:

* A bottle of black ink
* An ink pen
* 5 sheets of paper
* A Gaming Set (matching your chose Proficiency)
* A signet ring
* A set of Fine Clothes
* 18 GP
Infestation

*Conjuration Cantrip*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a living flea)

**Duration:** Instantaneous

**Description:** You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 Poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

**Cantrip Upgrade:** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Suggestion

*2nd Level Enchantment*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Material (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)

**Duration:** Concentration, up to 8 hours

**Description:** You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.

If you or any of your companions damage the target, the spell ends.
Potion of Mind Reading

**Type:** Potion

**Attunement:** No

**Rarity:** Rare

**Description:** When you drink a Potion of Mind Control, you can cast a Dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.

A Potion of Mind Control produces the effect of a Dominate Beast, a Dominate Person (humanoid), or a Dominate Monster spell (see the table below). If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.

 Mind control (humanoid)
 Mind control (monster)
Path of the World Tree

***Barbarians who follow the Path of the World Tree believe that their Rage links them to the cosmic ash tree Yggdrasil. This “world tree” grows among the Outer Planes, connecting them to each other and to the many worlds of the Material Plane, and the greatest plants on every world are said to be distant descendants of mighty Yggdrasil. These Barbarians draw on their connection to the world tree as a source of vitality and as a means of travel across the multiverse.***

## Path of the World Tree Features:

### 3rd Level: Vitality of the Tree

Your Rage taps into the lifeforce of the World Tree. You gain the following benefits:

**Vitality Surge:** When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.

**Life-Giving Force:** At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.

### 6th Level: Branches of the Tree

While your Rage is active, whenever a creature you can see starts its turn within 30 feet of you, you can use your Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC equal to 8 plus your Proficiency Bonus plus your Strength modifier) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. The space the target teleports to must be on a surface or liquid that can support it; otherwise, the target doesn’t teleport.

After the target teleports, you can reduce its Speed to 0 until the end of the current turn.

### 10th Level: Battering Roots

Tendrils of the World Tree extend from your Melee weapons. During your turn, while you wield a Melee weapon with the Heavy or Versatile property, your reach with that weapon increases by 10 feet. When you hit with this weapon, you can activate the Push or Topple property in addition to any other Mastery property you are using with that weapon.

### 14th Level: Travel Along the Tree

You can briefly travel along the World Tree. When you activate your Rage and as a Bonus Action while it’s active, you can teleport up to 60 feet to an unoccupied space you can see.

In addition, when you teleport using this feature, you can bring up to six willing creatures who are within 10 feet of yourself, and the range you can teleport increases to 500 feet. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space. You can teleport other creatures with you only once per Rage
Ray of Frost

*Evocation Cantrip*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

**Cantrip Upgrade:** The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Storm Sorcery

***Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.***

***Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.***

## Storm Sorcery Features:

### 3rd Level: Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

### 3rd Level: Tempestuous Magic

You can use a Bonus Action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

### 6th Level: Heart of the Storm

You gain resistance to Lightning and Thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take Lightning or Thunder damage (choose each time this ability activates) equal to half your Sorcerer Level.

### 6th Level: Storm Guide

You gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

### 14th Level: Storm’s Fury

When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

### 18th Level: Wind Soul

You gain Immunity to Lightning and Thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Scorpion Armor

**Type:** Armor (Plate)

**Attunement:** Yes

**Rarity:** Rare

**Description:** This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:

* The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren't incapacitated.
* The armor doesn't impose disadvantage on your Stealth checks.
* The armor doesn't impose disadvantage on saving throws made to resist the effects of extreme heat.

**Curse:** This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) Poison damage on a failed save, or half as much damage on a successful one. Only a Wish spell can remove the armor's curse.
Psi Crystal

**Type:** Wondrous Item

**Attunement:** Yes (Intelligence Score of 3 or Higher)

**Rarity:** Uncommon

**Description:** This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the *Monster Manual* for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light's intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).

 8-11
 12-15
 16 or higher
Quandrix Primer

**Type:** Wondrous Item

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

**Rarity:** Uncommon

**Description:** The Quandrix Primer is a magic textbook created at Strixhaven's Quandrix College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Arcana or a Nature check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.

In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the Primal Spell List or Arcane Spell List. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Stone Shape

*4th Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (soft clay, which must be worked into roughly the desired shape of the stone object)

**Duration:** Instantaneous

**Description:** You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Rope of Mending

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Staff of Swarming Insects

**Type:** Rare

**Attunement:** Yes (Bard, Cleric, Druid, Sorcerer, Warlock or Wizard Only)

**Rarity:** Rare

**Description:** This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

* Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: Giant Insect (4 charges) or Insect Plague (5 charges).

* Insect Cloud: While holding the staff, you can use an Action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Path of the Zealot

***Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their rage into powerful displays of divine power.***

***A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.***

## Path of the Zealot Features:

### 3rd Level: Divine Fury

You can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is Necrotic or Radiant; you choose the type of damage when you gain this feature.

### 3rd Level: Warrior of the Gods

Your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

### 6th Level: Fanatacal Focus

The divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

### 10th Level: Zealous Presence

You learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

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

### 14th Level: Rage Beyond Death

The divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
Shocking Grasp

*Evocation Cantrip*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

**Cantrip Upgrade:** The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Staff of Withering

**Type:** Staff

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

**Rarity:** Rare

**Description:** The staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Investiture of Wind

*6th Level Transmutation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

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

**Description:** Until the spell ends, wind whirls around you, and you gain the following benefits:

* Ranged weapon attacks made against you have disadvantage on the attack roll.

* You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.

* You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 Bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Prestidigitation

*Transmutation Cantrip*

**Casting Time:** 1 Action

**Range:** 10 feet

**Components:** Verbal, Somatic

**Duration:** Up to 1 hour

**Description:** This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

* You instantaneously light or snuff out a candle, a torch, or a small campfire.

* You instantaneously clean or soil an object no larger than 1 cubic foot.

* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Resistance

*Abjuration Cantrip*

**Casting Time:** Reaction, which you take in response to you or an ally within 10 feet of you failing a Saving Throw

**Range:** 10 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You channel magical protection to the creature who failed the Saving Throw. That creature can roll a d4 and add the number rolled to the save, potentially turning it into a success.
Programmed Illusion

*6th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a bit of fleece and jade dust worth at least 25 GP)

**Duration:** Until dispelled

**Description:** You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

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

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

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

*1st Level Abjuration*

**Casting Time:** 1 minute

**Range:** Touch

**Components:** Verbal, Somatic, Material (30 feet of cord or rope, which is consumed by the spell)

**Duration:** Until dispelled or triggered

**Description:** While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.

The trap is nearly invisible and requires a successful Investigation check against your spell save DC to be found.

The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is Restrained.

The Restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Arcana check against your spell save DC. On a success, the restrained effect also ends.
Shield of Missile Attraction

**Type:** Armor (Shield)

**Attunement:** Yes

**Rarity:** Rare

**Description:** While holding this shield, you have resistance to damage from ranged weapon attacks.

**Curse:** This shield is cursed. Attuning to it curses you until you are targeted by the Remove Curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Spelljamming Helm

**Type:** Wondrous Item

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

**Rarity:** Rare

**Description:** The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.

The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not painful.

While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):

* You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.

* You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way a rudder or oars can be used to maneuver a seafaring ship.

* At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it.

**Transfer Attunement.** You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.
Scrying

*5th Level Divination*

**Casting Time:** 10 minutes

**Range:** Self

**Components:** Verbal, Somatic, Material (a focus worth at least 1,000 GP, such as a crystal ball, a silver mirror, or a font filled with holy water)

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

**Description:** You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Scrying Modifiers
 Firsthand (you have met the target)
 Familiar (you know the target well)
 Connection
 Likeness or picture
 Possession or garment
 Body part, lock of hair, bit of nail, or the like

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you w ere there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
Orc

***Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground.***

***On some worlds, such as Eberron, orcs were among the first defenders of the natural order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their devotion to other gods.***

## Orc Traits:

**Creature Type:** Humanoid

**Size:** Medium (about 6-7 feet tall)

**Speed:** 30 feet

**Life Span:** 80 years on average

**Adrenaline Rush:** You can take the Dash Action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.

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

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

**Relentless Endurance:** When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.