recursal/Fanatic-Fandom huggingface dataset:
Acrid Delight

***1st-level transmutation (ritual)***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a piece of food)
* **Duration:** Up to 1 hour

You touch a piece of food (weighing up to 5 lbs), rotting it from the inside, but maintaining its original taste, texture,appearance and smell. If the piece of food is then eaten by a creature within one hour, the creature must make a Constitution saving throw or take 2d8 poison damage and become poisoned until it completes a long rest. On a successful save the creature takes half the damage and is not poisoned. If the food is not eaten within one hour, it succumbs to its rotten nature and spoils.

At Higher Levels. When you cast this spell using a spellslot of 2nd level or higher, the damage increases by 1d8 for each spell slot level above 1st.
Alter Arrow's Fortune

***1st-level divination (temporal)***

* **Casting Time:** 1 reaction, when an enemy makes a ranged attack that hits
* **Range:** 100 feet
* **Components:** S
* **Duration:** Instantaneous

You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy's aim. When an enemy makes a ranged attack (weapon or spell) that hits one of your allies, this spell causes the enemy to repeat the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).
Abi-Dalzim’s Horrid Wilting

***8th-level necromancy***

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (a bit of sponge)
* **Duration:** Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one
Bloodletting

***2nd-level necromancy (ritual)***

* **Casting Time:** 1 action
* **Range:** Self or Touch
* **Components:** V, S, M (a small shiv, knife, or dagger anda live leech)
* **Duration:** Concentration, up to 10 minutes

For the duration, you inflict several cuts into your body or another’s before letting the live leech drain the blood. You cure any diseases or poisons that are affecting your body or the creature’s, and for the next hour, you or the creature have advantage on saving throws against diseases and poisons. This spell has no effect on constructs or undead.
Conjure Wyrmling

***7th-level conjuration (ritual)***

* **Casting Time:** 1 minute
* **Range:** 90 feet
* **Components:** V, S, M (dragon scales and a jewel worth 10,000 gp, both of which the spell consumes)
* **Duration:** Up to 8 hours

You summon a dragon wyrmling of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The color of dragon scales used in the casting determines the type of wyrmling summoned. The wyrmling disappears when it drops to 0 hit points or when the spell ends. The wyrmling is friendly to you and your companions for the duration. Roll initiative for the wyrmling, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the wyrmling, it defends itself from hostile creatures but otherwise takes no actions. The DM has the wyrmling's statistics. You can only have one wyrmling conjured at a time with this spell. Any additional castings of the spell within the duration will cause the prior wyrmling to cease existing or to extend the duration, depending on the scale used.

**At Higher Levels.** When you cast this spell using an 8th- level spell slot, the duration is up to 24 hours. When using a 9th-level spell slot, the duration is a year and a day.
Bloodhunter

* **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

### **Proficiencies**

* Wisdom
* Athletics
* Acrobatics
* Arcana
* Insight
* Investigation
* Survival
* Light
* Medium
* Light
* Medium
* Heavy

### **Equipment**

* (a) Eine Martial Waffe und ein Dreiecksschild (b) zwei Simple Waffen
* (a) Eine Armbrust und 20 Bolzen (b) eine Handarmbrust und 20 Bolzen oder (c) eine Steinschlosspistole und 20 Patronen
* (a) Gepolsterte Haube, Gambeson, Gepolsterte Hose, und Lederstiefel oder (b) Kettenpanzer-Haube, Stahlgorget, Lederhose, und Sabaton
* Ein Explorer's Pack

Alternativ kannst du die Ausrüstung deiner Klasse und das Geld deines Hintergrund ignorieren und mit 10d6 x 10  starten.
Aurelius Goldseele

"Haha! Hat dich meine strahlende Radianz angelockt?"

"*Haha! Es bin ich! Aurelius Goldseele! Fürchtet nicht, meine Freunde, für ich werde Gerechtigkeit walten lassen, so wahr mir Zanir helfe!*" - Aurelius Goldseele

Aurelius Goldseele ist ein freundlicher Paladin, welcher der Gruppe seit Regendia ab und zu über den Weg läuft. Er ist bekannt für sein äußerst dramatisches Auftreten und seltsame Art zu reden. Als Hendrickson der Avatar von Zanir wurde, lernte er, dass Aurelius in Wahrheit ein ranghoher Engel unter Zanir ist, und einen Champion für diesen suchte. Ab und zu hilft er Hendrickson aus, falls dieser seinen Gott darum bittet.

## Aussehen

Aurelius Goldseele nimmt die Gestalt eines jungen, gut aussehenden Menschen an, dessen lange blonde Haare und grünen Augen das Sonnenlicht reflektieren. Er ist von imposanter Statur, welches nur von seiner goldenen Rüstung akzentiert wird.

## Hintergrund

Über den Hintergrund von Aurelius ist nicht viel bekannt.

## Geschichte

Erstes Treffen in Regendia

Mehrere Treffen in Ebennitz

Er half unter anderem der Party im 1. Frontenkrieg und verbündete sich

mit der rhivanischen Seite der Schlacht, wo die Gruppe das erste Mal erfuhr, wie stark dieser seltsame Paladin eigentlich im Kampf ist. Mit Leichtigkeit überwältigte Aurelius tief in den feindlichen Reihen der Schlacht. Am Ende verabschiedete er sich, bevor er auf weißen Flügeln davonflog.

## Beziehungen

### Zanir

Außer der Tatsache, dass Aurelius ein Engel unter Zanir ist, der sich auf die Suche nach einem Champion für den Gott begab, ist nicht viel über die Beziehung zwischen den beiden bekannt.

### Hendrickson Greyford

Aurelius sieht in Hendrickson Greyford einen guten Freund und einen ehrevollen Krieger, dem er in Not zur Seite stehen wird. Als Hendrickson nach dem Kampf mit Sir Leonardo von Seland in eine Elfenruine fiel und verschwand, fürchtete Aurelius um das Wohl seines Freundes, auch wenn er es sich nicht anmerken lies.

### Daena Datoris

Daena Datoris mag Aurelius nicht, dies ist ihm jedoch bewusst, aber als Engel von Zanir ist es ihm nicht gestattet, seine Identität wahllos zu veröffentlichen, wodurch er gegenüber der Party in der materialen Ebene weiterhin die dramatische Art eines Paladins kopiert. Obwohl es ihn anfangs gestört hat, dass ein Mitstreiter von Hendrickson auf so eine Art reagieren würde, genießt er mittlerweile die Reaktion der Elfin, insbesondere da Aurelius sich als guter Kamerad der Gruppe bewiesen hat und öfter bei ihren Problemen aushilft.

## Trivia

* Aurelius ruft oft vor Sätzen "Haha!", eine Angewohnheit, die viele Leute stört
	+ Diese Angewohnheit ist eine Anspielung an Ocho Octavius, 8th Knight of Eight von Dungeon Dynamite.
Conjure Volley

***5th-level conjuration***

**Casting Time:** 1 action **Range:** 150 feet **Components:** V, S, M (one piece of ammunition or one thrown weapon) **Duration:** Instantaneous

You fire a piece of nonmagical ammunition from a ranged weapon or
throw a nonmagical weapon into the air and choose a point within range.
Hundreds of duplicates of the ammunition or weapon fall in a volley from
 above and then disappear. Each creature in a 40-foot-radius,
20-foot-high cylinder centered on that point must make a Dexterity
saving throw. A creature takes 8d8 damage on a failed save, or half as
much damage on a successful one. The damage type is the same as that of
the ammunition or weapon.
Cage of Briars

***4th-level conjuration***

* **Casting Time:** 1 minute
* **Range:** 30 feet
* **Components:** V, S, M (a small woven basket)
* **Duration:** 8 hours

*To make a mortal crave freedom, give them a cage. To make a mortal crave order, set them free.*

As you cast this spell, you create a cage of thorned briars that surrounds a 10-foot cube within range. The briars are thick and only allow a small amount of light and air to pass through, providing three-quarters cover to creatures within and total cover to creatures outside. You, and any others you designate, can pass through the cage at will. The briar cage has AC 10, 200 hit points, and vulnerability to fire. A creature that hits the cage with an unarmed strike or natural weapon, such as a bite or claw, takes 1d4 piercing damage.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the cage’s hit point total increases by 20 per spell slot level above 4th.
Avoid Grievous Injury

***2nd-level divination***

* **Casting Time:** 1 reaction, when you are struck by a critical hit
* **Range:** Self
* **Components:** V, S
* **Duration:** Instantaneous

You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.
Aganazaar's Scorcher

***2nd-level evocation***

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a red dragon's scale)
* **Duration:** Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

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

Manche Assassinen scheinen wesentlich freundlicher, als sie wirklich sind. Der **Abschiedskuss** ist ein von Mitternachtstränen abgewandeltes Gift, sodass es auf den Lippen angebracht werden kann, ohne den Giftmörderer zu schaden. Dieser muss vorher den Bereich ihrer Haut, der in Kontakt mit dem Gift kommt, mit dem Nektar der Blume aus der Mitternachtstränen gemacht werden, benetzen.

* **Beschaffung:** Der Abschiedskuss benötigt Mitternachtstränen, und eine seltene Flüssigkeit, die aus dem Nektar derselben Blume gewonnen wird.
* **Typ:** Kontakt
* **Marktwert:**  16
* **Legalität:** Illegal
* **Modification DC:** 20
* **Medicine DC:** 21
* **Saving Throw DC:** 17

## Effekt

A creature subjected to this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Animate Dead

***3rd-level necromancy***

**Casting Time:** 1 minute
**Range:** 10 feet
**Components:** V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
**Duration:** Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

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

* **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per arcanist level after 1st

### Proficiencies

* Charisma
* Arcana
* Deception
* Insight
* Intimidation
* Persuasion
* Religion
* Schleuder
* Dart
* Armbrust

### Equipment

* (a) eine Armbrust und 20 Bolzen oder (b) eine beliebige Simple Waffe
* (a) ein Component Pouch oder (b) ein Arcane Focus
* (a) ein Dungeoneer's Pack oder (b) ein Explorer's Pack
* Diadem, und Sandalen
* zwei Dolche

Alternativ kannst du die Ausrüstung deiner Klasse und das Geld deines Hintergrund ignorieren und mit 6d6 x 10  starten.
Aqua Blast

*6th-level conjuration*

* **Casting Time:** 1 action
* **Range:** Self (120-foot line)
* **Components:** S, M (a piece of coral)
* **Duration:** Instantaneous

A blast of gushing water pulled from the depths of the elemental plane of water shoots from you hands in a line 120 feet long and 5 feet wide out from you in a direction you choose. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 6d12 bludgeoning damage and is pushed 30 feet directly away from you. On a successful save, a creature takes half as much damage and is only pushed 15 feet directly away from you.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 1d12 for each slot level above 6th.
Constriction

***5th-level transmutation***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

*The crushing grasp and merciless gaze displays an ambition that cannot be quenched with gold, but can be sated with blood.*

Your body becomes eerily serpentine and you strike forward, attempting to grasp a creature within range. Make a melee spell attack. If you hit, your grapple your target using the body part you attacked with and squeeze them, dealing 5d10 bludgeoning damage. Until the spell ends, the grappled target is also restrained. As a bonus action on each of your subsequent turns while you have restrained the creature, you can continue to crush the target. The creature must make a Strength saving throw. If they fail, they take an additional 5d10 bludgeoning damage. If the target escapes the grapple, the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, each instance of bludgeoning damage increases by 1d10 per spell slot level above 5th.
Arcane Disturbance

***3rd-level abjuration (ritual)***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** 1 minute

You cause an area to be filled with energy that causes magic to become hindered. A 30-foot cube of rippling, translucent energy forms from a point you choose within range. Spells cast within this this area are made at disadvantage, and creatures within the area that would be effected by some magical property, such as from a trap, a spell, or other magical source, have advantage on saving throws against such effects. Constructs made from spells (such as animate objects) or who are animated (such as animated armor) must make a Constitution saving throw against your spell save DC when entering the affected area, or become inactive until the beginning of their next turn on a failed save.
Banshee's Grievance

***5th-level enchantment***

* **Casting Time**: 1 action
* **Range:** Self (30-foot radius)
* **Components:** V
* **Duration:** Instantaneous

You unleash a mournful wail, harming creatures of your choosing that are within range and can hear you. A target must succeed on a Constitution saving throw or take 10d8 psychic damage and become deafened for 1 minute. At the end of each of its turns, a deafened creature can make another Constitution saving throw. On a success, the spell ends on the creature. This spell has no effect on undead or constructs.

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

***Necromancy cantrip***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a bit of phosphorus)
* **Duration:** Concentration, up to 1 minute

You touch the ground beneath your feet to imbue it with a faint necrotic energy. This energy glows with a green dim light in a 10-foot radius. As a bonus action on your turn, you can cause the energy to travel through the ground centered on a place you can see within 30 feet of you. Any creature other than yourself making an attack while standing on the corrupted ground does so with a -2 attack penalty.

The distance you can move the corruption increases by an additional 10 feet when you reach 5th level (40 feet), 11th level (50 feet), and 17th level (60 feet).
Chill

***Evocation cantrip***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** S
* **Duration:** Instantaneous

You exhale a tiny cloud of freezing temperature onto an enemy, coating them in a fine layer of ice. Make a melee spell attack against the target. On a hit, the target takes 1d6 cold damage and can't take a reaction until the end of your turn.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Aerden Bisgaard

**Aerden Bisgaard** war der Anführer der Seelenretter, die in der westranischen Stadt Lopenderoy stationiert waren.

## Beschreibung

Der Anführer der Seelenretter war ein erfahrener Krieger und begabter Kämpfer, bis er sein linkes Bein bei einem Einsatz im Totenstillestreifen verlor. Er war ein älterer Herr mit markantem Gesicht und wildem Haar, pflegte jedoch sichtlich seinen Bart.

Er trug zu jeder Angelegenheit seine alte Rüstung und hatte eine hölzerne Prothese, die er jedoch stetig unter seiner Kleidung versteckte.

## Persönlichkeit

Aerden war ein Mann weniger Worte, und wirkte auf dem ersten Blick sehr fern und unfreundlich, jedoch war er eine sehr emphatische Person und behandelte seine Untergebenen insgeheim so, als wären sie seine Kinder.

Er redete nicht gerne von seiner Vergangenheit. Besonders sein letzter Auftrag in den Totenstillestreifen, der ihm sein Bein kostete, war für ihn ein schwieriges Thema, an dem er immer zu hadern hatte.
Bugbear

Bugbears sind weder Käfer noch Bären, sondern die plumpen Cousins der Goblins und Hobgoblins. Ihre Wurzeln liegen im Feywild, und die ersten Bugbears lebten an versteckten Orten, in schwer zugänglichen und schattigen Plätzen. Vor langer Zeit kamen sie aus dem Augenwinkel heraus auf die materielle Ebene und wurden von einem vergessenen Gott dazu gedrängt, sich auf ganz Onos auszubreiten. Jahrhunderte später haben sie immer noch die feenhafte Gabe, im Verborgenen zu lauern, und viele von ihnen haben sich dem Einfluss dieses Gottes entzogen. Sie sind langgliedrig und mit grobem Haar bedeckt, haben keilförmige Ohren und spitze Zähne. Trotz ihrer gewaltigen Statur sind Käferbären stille Schleicher, dank einer Feenmagie, die es ihnen erlaubt, sich in Räumen zu verstecken, die scheinbar zu klein für sie sind.

## Traits

### Biologische Traits

 Körperbau
 Kreaturentyp

### Fertigkeiten

* (a) Choose any +2; choose any other +1
 Size
 Speed
 Languages
 Darkvision
 Fey Ancestry
 Long-Limbed
 Powerful Build
 Sneaky
 Surprise Attack
Asmodeus

**Asmodeus**, der gefallene Engel, ist der größte aller Teufel, ein Höllenfürst und Herrscher der gesamten Neun Höllen.

## Persönlichkeit

Das strategische Geschick und Charisma von Asmodeus sind legendär. Er ist der König der anderen acht Höllenfürsten und verlangt von diesen Seelen als Opfergaben. Asmodeus befasst sich eher mit der Akquisition und Versklavung von Pseudo-Göttern oder ähnlich starker Seelen. Dazu verführt er diese mit Versprechungen oder Verträgen. Manche werden dann seiner fast unendlich großen und stetig wachsenden Armee als Krieger oder gar neue Teufel hinzugefügt wie etwa sein letztes Opfer Zariel.

Was Asmodeus mit den Seelen vorhat, oder wofür diese vielleicht schon benutzt werden ist nicht bekannt. Es ist jedoch anzunehmen, dass diese, sowie die gigantische Armee an Teufeln im Inneren von Malsheem, ein Teil seines Plans sind die gesamten Existenzebenen von Onos zu beherrschen, um sein Utopia der infernalischen Hierarchie mit ihm an der Spitze durchzusetzen.

## Beziehungen

### Asmodai

Die Asmodai, auch Mordai genannt, sind die Priester und Anhänger von Asmodeus. Sie handeln in seinem Namen und versuchen gierige und ungeduldige Seelen zu dogmatisieren. Als Gegenleistung verspricht Asmodeus ihnen den Aufstieg in der infernalischen Hierachie, verlangt dafür aber uneingeschränkten Gehorsam und Hingabe. Die Asmodai benutzten statt Gewalt eher das gesprochene Wort oder Verträge um Seelen zu akquirieren. Einige Anführer örtlicher Gruppierungen können das Verlangen von Nessus aussprechen, welches ihnen erlaubt anderen Lebewesen Lebenskraft zu entziehen, um ihre eigene zu steigern.
Armor of Bones

***5th-level conjuration***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a pinch of bone dust)
* **Duration:** Concentration, up to 1 minute

You encase the armor of a willing creature that you can see within range in solid bone. While not impervious to degradation, this bone armor will grant the target a +3 bonus to AC for the duration. Additionally, every time a creature within 5 feet lands a successful attack against the target, the attacker takes 3d6 piercing damage as bone shrapnel chips off and strikes the assailant.
Athlete

You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues.

Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.

## Favored Event

While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you excel.

 2
 3
 4
 5
 6
 7
 8

## Feature: Echoes of Victory

You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.

Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the "Practicing a Profession" downtime activity in chapter 8 of the Player's Handbook.
Cauterizing Flame

***1st-level evocation***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S
* **Duration:** Instantaneous

A willing creature you touch regains a number of hit points equal to 2d10 + your spellcasting ability modifier. However, the creature can no longer regain hit points by any other means until it completes a long rest. This spell has no effect on undead or constructs.

**At Higher Levels.** The healing increases by 1d10 for each slot level above 1st.
Analyze Blood

***2nd-level divination (ritual)***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (1 ounce of blood)
* **Duration:** Instantaneous

You are able to learn a number of qualities from one ounce of
fresh blood, as long as it is not more than 24 hours old. Roll a
d4 and choose a number of qualities to learn from the list
below, equal to the die score:

* Learn the creature's type
* Learn the creature's age (if applicable)
* Learn the creature's gender (if applicable)
* Learn if the blood carries any traces of poison or disease
* Learn if the creature is within 20 miles of your location
* Learn if the creature is still on your plane of existence

If you cast this spell using a spell slot, in addition to the
information learned above, you will also see a brief glimpse of
the moment right before the creature shed blood, from its
perspective.
Ash Prison

***1st-level conjuration***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a pinch of ash or a piece of charcoal)
* **Duration:** Concentration, up to 1 minute

You summon a cloud of whirling ash around a creature within range. The creature must make a Constitution saving throw. On a failed save, the creature is caught in the whirling ash cloud, and takes 2d6 fire damage and is blinded. At the start of each of its turns, the creature can repeat the saving throw to end the effect, taking 1d6 damage on a failed save and continuing to be blinded. A creature who does not have eyes is immune to the blinded effect. Ranged attacks made against the creature are made at disadvantage, and a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

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

***1st-level enchantment***

* **Casting Time:** 1 bonus action
* **Range:** 30 feet
* **Components:** V
* **Duration:** Concentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you
can see within range must make a Wisdom saving throw. On a failed save,
the creature is drawn to you, compelled by your divine demand. For the
duration, it has disadvantage on attack rolls against creatures other
than you, and must make a Wisdom saving throw each time it attempts to
move to a space that is more than 30 feet away from you; if it succeeds
on this saving throw, this spell doesn’t restrict the target’s movement
for that turn.

The spell ends if you attack any other creature, if you cast a spell
that targets a hostile creature other than the target, if a creature
friendly to you damages the target or casts a harmful spell on it, or if
 you end your turn more than 30 feet away from the target.
Blood Cartography

***6th-level necromancy (ritual)***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a corpse or vial of blood and a parchment)
* **Duration:** Instantaneous

*The blood always remembers.*

You draw blood from the vial or corpse and cast it upon the parchment. The blood flows together, forming a clear map

of every location that the former owner of the blood has traveled within the past month. The path the creature took is highlighted, and the time spent in each location is indicated by the thickness of the blood-markings. The blood-map dries within one minute, and becomes permanent and impossible to dispel.
Betrug der fahlen Schlange

Sobald eingenommen, fängt das Opfer an schreckliche Kopfschmerzen und visuelle Halluzinationen zu empfinden. Das Opfer sieht oft wie sich seine Umgebung verdreht und verzerrt, mit abscheulichen und ekelhaften Kreaturen, die versuchen diesem Schaden zu zufügen. Diese in der Agonie des Giftes arten oft gegen diese aus, die versuchen zu helfen, in dem Glauben, dass sie plötzlich von Monstrositäten umgeben sind. Die wenigen, bedauernswerten Seelen, die das Gift überleben tragen oft ihre Paranoia mit sich ins Grab.

* **Beschaffung:** Hergestellt wird dieses Gift aus einem Brei aus den Blättern einer seltenen Pflanze, die im Feywild zu finden ist. Diese milchige Substanz hat ein berauschendes Aroma, dass oft mit gebratenem Fleisch verwechselt wird.
* **Typ:** Eingenommen
* **Marktwert:**  13  40
* **Legalität:** Illegal
* **Modification DC:** 18
* **Medicine DC:** 15
* **Saving Throw DC:** 16

## Effekt

A creature subjected to this poison must succeed on a Constitution saving throw, taking 22 (4d10) psychic damage on a failed save, and must repeat the saving throw at the start of each of its turns. On a successful save, the effect ends. While the creature remains poisoned in this way, it must succeed a Wisdom saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failed save.
Animate Cranium

***1st-level necromancy (ritual)***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a humanoid skull)
* **Duration:** 8 hours

You infuse a skull with dark energy, granting it the foul mimicry of life. The skull is an object that has AC 5 and 1 Hit Point. When you cast this spell, you can speak a phrase of up to 10 words, which are memorized by the skull. Whenever a creature other than yourself or of your choosing enters an area within 15 feet of skull for the first time, the skull speaks the phrase exactly as it was taught.

For the duration, if the skull is destroyed while the spell is active, the dark energies seep out the remains. Every creature within a 15-foot radius circle around the skull must make a Constitution saving throw or take 2d4 necrotic damage. You can only animate one cranium with this spell at a time. If you cast this spell again, the other animated cranium is destroyed, dealing the necrotic damage.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the Duration is 24 hours. If you use a spell slot of 5th level or higher, the Duration is 10 days. If you use a spell slot of 7th level or higher, the Duration is 30 days. If you use a 9th level spell slot, the spell lasts until it is dispelled.
Courtier

## Overview

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.

You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.

Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

* **Skill Proficiencies:** Insight, Persuasion
* **Tool Proficiencies:** None
* **Languages:** Two of your choice
* **Equipment:** A set of fine clothes and a pouch containing 5 gp

## Feature: Court Functionary

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

## Suggested Characteristics

Use the tables for the guild artisan background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.

The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
Aenyell'hael

Die Feuertaufe

"*Ein Hammer - Nein, ein Kunstwerk! Das ist was es ist. Das Werkzeug eines Meisters. Reinstes Thereum ohne Makel...*"

## Effekte

#### Legendäre Waffe (Thereum)

Diese Waffe ignoriert sämtliche Resistenzen und Immunitäten, die gegen ihre Schadenstypen wirken. Zusätzlich passt die Waffe sich an die Körpergröße des Trägers an und verleiht ihm Proficiency für den zugehörigen Waffentypen.

### Formwandler

Aenyell'hael kann bestimmte Eigenschaften von Gegenständen, oder ihr komplettes Aussehen verändern. Dieser Effekt funktioniert nur gegen Objekte.

### Regeln des Universums

Als Aktion kann der Träger dieses Hammers einzelne Konzepte und Regeln des Universums ändern. Zum Beispiel kann das Konzept "Tod" auf eine unsterbliche Kreatur gezwungen werden. Dieser Effekt hält nur für eine Minute, bevor er verschwindet.

### Tinver'dehs Vermächtnis

Eine Person, die Aedd Gynvael, Aenyell'hael und Ard Carraigh eingestimmt hat, kann Aerondight einstimmen, ohne dafür einen Einstimmungsplatz aufgeben zu müssen.
Call Lightning

***3rd-level conjuration***

**Casting Time:** 1 action
**Range:** 120 feet
**Components:** V, S
**Duration:** Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

**At Higher Levels.** When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Arcane Lock

***2nd-level abjuration***

**Casting Time:** 1 action
**Range:** Touch
**Components:** V, S, M (gold dust worth at least 25 gp, which the spell consumes)
**Duration:** Until dispelled

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting *knock* on the object suppresses *arcane lock* for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Continual Flame

***2nd-level evocation***

**Casting Time:** 1 action
**Range:** Touch
**Components:** V, S, M (ruby dust worth 50 gp, which the spell consumes)
**Duration:** Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A *continual flame* can be covered or hidden but not smothered or quenched.
Beggar

### Tools

Choose one from Thieves' tools, a gaming set, or musical instrument of your choice

## Ausrüstung

### Gegenstände

* Worn common clothes with many patches
* A personal trinket
* A tool based on your tool proficiency

For some, life gets tough. Be it a debilitating injury that left them crippled, economic disasters that left them penniless, political machinations that left them without a choice. Whatever their reason, people from all walks of life can become a beggar who wastes away in the gutter. Beggars always seek to make it to the next day, either through illegal means, or by relying on those more wealthy than themselves. Most of them dream of the past, or seek a positive future, perhaps you left the streets of your home in search for grand opportunities to start living again, perhaps you just seek a glorious death rather than to waste away in the slums.

### Poor Man's Story

Most beggars didn't start their life in the downtrodden alleys of civilization. Perhaps your way of life forced you to become a beggar, perhaps it was a choice.

 2
 3
 4

## Feature: Downtrodden and Dismissed

No one spares the poor more than a glance, and you have learned to use this to your advantage. You can fit right in with other beggars, regardless of the place you go to. They are willing to inform you of rumors, provide you with information of the darker side of town and will help you with other services if you part with a meager sum of gold.
Animate Skull

***Necromancy cantrip***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a skull)
* **Duration:** 1 hour

*The saying “Dead men tell no tales.” isn’t always true.*

You imbue a skull with necromantic magic, granting it an eerie semblance of life. When you cast this spell, you can speak a phrase of 10 words or fewer. Whenever a creature touches the skull or enters a space within 5 feet of it, the skull speaks the phrase. You can also choose to infuse the skull with malicious energy. When you do, once per turn when a creature other than you touches the skull, it will snap at them with its teeth. The creature must make a Dexterity saving throw. If they fail, they take 1d4 piercing damage. An animated skull has 6 AC and 1 hit point.

This spell’s piercing damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)
Alacritous Interpretation

***1st-level divination (ritual)***

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S
* **Duration:** 1 hour

For the duration, you gain the ability to read non-magical texts at a rate of 50 pages per minute and have perfect recollection of any information gained during the spell's duration.
Absorbing Smite

***1st-level necromancy***

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon briefly drains the target's lifeforce and transfers it to you. Your attack deals an extra 1d8 necrotic damage, and heals you for half the amount.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each slot level above 1st.
Bone Devil-Toxin

Teufelsgift ist extrem selten, aber auch extrem potent, wenn es in den Händen eines erfahrenen Giftmischer ist. **Bone Devil-Toxin** ist tödlich, da es das teuflische Äquivalent zu Wyverngift ist.

* **Beschaffung:** Dieses Gift muss von einem vor kurzem verstorbenen, oder ohnmächtigen Bone Devil geerntet werden. Es benötigt keine weitere Preparation.
* **Typ:** Wundgift, Toxin
* **Marktwert:**  10
* **Legalität:** Illegal
* **Modification DC:** 19
* **Medicine DC:** N/A
* **Saving Throw DC:** 14

## Effekt

A creature subjected to this poison must succeed on a Constitution saving throw or take 17 (5d6) poison damage and becomes poisoned for 1 minute. On a successful save, the target takes half damage and is not poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Aasimar

Aasimar tragen in ihren Seelen das Licht des Himmels. Sie stammen von Menschen ab, die einen Hauch der Macht des Berges Celestia in sich tragen, dem göttlichen Reich vieler rechtschaffener, guter Gottheiten. Aasimar werden geboren, um den Göttern zu dienen, und ihre Geburten werden als gesegnete Ereignisse gefeiert. Sie sind ein Volk mit jenseitigen Gesichtern, mit leuchtenden Zügen, die ihr himmlisches Erbe verraten.

## Traits

### Biologische Traits

 Körperbau
 Kreaturentyp

### Fertigkeiten

* (a) Choose any +2; choose any other +1
 Size
 Speed
 Languages
 Darkvision
 Celestial Resistance
 Healing Hands
 Light Bearer
 Celestial Revelation
* **Necrotic Shroud.** Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
* **Radiant Consumption.** Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
* **Radiant Soul.** Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Conjure Hezrou

***3rd-level conjuration***

**Casting Time:** 1 action **Range:** 60 feet **Components:** V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) **Duration:** Concentration, up to 1 hour

You summon up to a total of eight manes or dretches that appear in
unoccupied spaces you can see within range. A manes or dretch disappears
 when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures. Roll initiative for the
summoned demons as a group, which has its own turns. The demons attack
the nearest non-demons to the best of their ability.

As part of casting the spell, you can scribe a circle on the ground
with the blood used as a material component. The circle is large enough
to encompass your space. The summoned demons cannot cross the circle or
target anyone in it while the spell lasts. Using the material component
in this manner consumes it.

***At Higher Levels.*** When you cast this spell
using a spell slot of 6th or 7th level, you summon sixteen demons. If
you cast it using a spell slot of 8th or 9th level, you summon
thirty-two demons.
Charge of the Final Company

***9th-level conjuration***

* **Casting Time:** 1 action
* **Range:** Special (see below)
* **Components:** V, S, M (a gem inlaid warhorn that is worth at least 2500 gp)
* **Duration:** Instantaneous

You emit a battle cry through the warhorn, as 100 spectral humanoid soldiers appear in an unoccupied 50-foot-by-50- foot square area that you can see. These soldiers appear armed and ready for combat, and speak only when you address them.

When this company is summoned, you then order them to charge forward up to 100 feet. Each creature or object in the charging company’s path must make a Strength saving throw. On a failed save, a target takes 14d6 force damage, or half as much on a successful one, as the company attacks . A creature who fails their saving throw is knocked prone until the beginning of their next turn.

The company damages objects in the area.
Black Hole

***9th-level conjuration***

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a lead or iron ball)
* **Duration:** Concentration, up to 1 minute

A black hole of powerful gravitational energy fills a 15-foot sphere on ground that you can see within range. For the duration, the pulsating energy of the black hole turns the ground within a 60-foot radius area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or take 12d8 force damage and be restrained by the gravitational pull until the spell ends, and the creature is pulled 30 feet towards the black hole. A creature that starts its turn in the area and is already restrained by the gravitational pull takes 6d8 force damage, and is pulled 30 feet towards the black hole.

A creature restrained by the gravitational pull can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. If a creature is pulled to within 5 feet of the black hole, it must make another Strength saving throw or become pulled into the Astral Plane until the spell ends.
Cloud of Daggers

***2nd-level conjuration***

**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S, M (a sliver of glass)
**Duration:** Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Conjure Animals

***3rd-level conjuration***

**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S
**Duration:** Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

* One beast of challenge rating 2 or lower
* Two beasts of challenge rating 1 or lower
* Four beasts of challenge rating 1/2 or lower
* Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics.

**At Higher Levels.** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.