recursal/Fanatic-Fandom huggingface dataset:
Book of Shadows

*Conjuration Cantrip (Warlock Only)*

**Casting Time:** 1 hour

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Stitching together strands of shadow, you conjure forth a book in your hand. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the following benefits:

* **Cantrips and Rituals:** When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.

* **Spell Slot:** You gain a level 1 spell slot. Once you expend it, you can’t gain another slot from this feature until you finish a Long Rest.

* **Spellcasting Focus:** You can use the book as a Spellcasting Focus.

The book disappears if you conjure another book with this feature or if you die.

**Cantrip Upgrade:** When you reach 5th level as a Warlock, this spell also enhances other cantrips while the book is on your person; you can add your Warlock spellcasting ability modifier to the damage rolls of any cantrip you cast that doesn’t already have that modifier added to its damage roll.
Find Greater Steed

*4th Level Conjuration*

**Casting Time:** 10 minutes

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Alert

*1st Level Feat*

**Prerequisite:** None

**Repeatable:** No

Always on the lookout for danger, you gain the following benefits:

**Initiative Proficiency:** When you roll Initiative, you can add your Proficiency Bonus to the roll.

**Initiative Swap:** Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Incapacitated.
Githzeri

***Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.***

***Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating their mental powers within the endless chaos of Limbo have imbued githzerai with the ability to shape psionic energy to protect themselves and probe minds.***

## Githzeri Traits:

**Creature Type:** Gith

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

**Speed:** 30 feet

**Life Span:** 100 years on average

**Githzeri Psionics:** You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the Shield spell with this trait. Starting at 5th level, you can also cast the Detect Thoughts spell with it. Once you cast one of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species). None of these spells require spell components when you cast them with this trait.

**Mental Discapline:** Your innate psychic defenses grant you advantage on Saving Throws you make to avoid or end the Charmed and Frightened Conditions on yourself.

**Psychic Resiliance:** You have resistance to Psychic damage.
All-Purpose Tool

**Type:** Wondrous Item

**Attunement:** Yes (Artificer only)

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

**Description:** This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the *Player's Handbook* for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool's rarity.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Acheron Blade

**Type:** Weapon (Any Sword)

**Attunement:** Yes

**Rarity:** Rare

**Description:** The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.

* **Dark Blessing:** While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.

* **Disheartening Strike:** When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Conjure Woodland Beings

*4th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

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

**Description:** You summon nature spirits that flit about you for the duration. Until the spell ends, each creature you choose that enters a space within 10 feet of you for the first time on a turn or starts its turn there must make a Wisdom saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.

In addition, you can take the Disengage action as a Bonus Action for the spell’s duration.

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

*5th Level Enchantment*

**Casting Time:** 1 minute

**Range:** 60 feet

**Components:** Verbal

**Duration:** 30 days

**Description:** You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.

If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 Psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.

**At Higher Levels:** When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Amulet of the Black Skull

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.

The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an Action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn't need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn't subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb.

If you aren't Undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.

 01-20
 21-35
 36-50
 51-70
 71-95
 96-00
Deck of Illusions

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the *Monster Manual*), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Investigation check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Fish Suit

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Very Rare

**Description:** This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.
Gloves of Missile Snaring

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Evoker

***You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as adventurers.***

## Evoker Features:

### 3rd Level: Evocation Savant

Choose two Evocation spells from the Arcane spell list, each of which must be no higher than 2nd level. You add those spells to your spellbook without needing to cast Scribe Spell.

In addition, whenever you gain a new level of spell slot, you can learn one additional Evocation spell of that level and add it to your Spellbook.

### 3rd Level: Potent Cantrip

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

### 6th Level: Sculpt Spells

You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

### 10th Level: Empowered Evocation

Whenever you cast an Evocation spell from the Arcane spell list, you can add your Intelligence modifier to one damage roll of that spell.

### 14th Level: Overchannel

You can increase the power of your spells. When you cast an Arcane or a Wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12. This damage ignores Resistance and Immunity.
Dispel Magic

*3rd Level Abjuration*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Giant Slayer

**Type:** Weapon (Any Axe or Sword)

**Attunement:** No

**Rarity:** Rare

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

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Commune with Nature

*5th Level Divination [Ritual]*

**Casting Time:** 1 minute

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* terrain and bodies of water

* prevalent plants, minerals, animals, or peoples

* powerful celestials, fey, fiends, elementals, or undead

* influence from other planes of existence

* buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Dimension Door

*4th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 500 feet

**Components:** Verbal

**Duration:** Instantaneous

**Description:** You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet".

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 Force damage, and the spell fails to teleport you.
Earth Genasi

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

***Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth.***

***An earth genasi’s skin can be the colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal.***

## Earth Genasi Traits:

**Creature Type:** Genasi

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

**Speed:** 30 feet

**Life Span:** 120 years on average

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

**Earth Walk:** You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.

**Merge with Stone:** You know the Blade Ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the Pass Without Trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.

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

*1st Level Divination [Ritual]*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (a pinch of soot and salt)

**Duration:** 1 hour

**Description:** For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.
Fractured Shell

*1st Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a porcupine’s carapace)

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

**Description:** You touch a willing creature, forcing spiked bone plates to grow and pierce through its skin. It takes 1 point of Piercing damage. For the duration of the spell, the first time each turn that the target is hit with a melee attack, the attacking creature takes 2d4 Piercing damage.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage dealt to attacking creatures increases by 1d4 for each slot level above 1st. If you use a spell slot of 5th level or higher, the spell doesn’t require concentration.
Death Ward

*4th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

**Duration:** 8 hours

**Description:** You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
Coiling Grasp Tattoo

**Type:** Tattoo

**Attunement:** Yes

**Rarity:** Uncommon

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

While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 Force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Athletics or Acrobatics check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
Crown of Stars

*7th Level Evocation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** 1 hour

**Description:** Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 Radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

**At Higher Levels:** When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Foresight

*9th Level Divination*

**Casting Time:** 1 minute

**Range:** Touch

**Components:** Verbal, Somatic, Material (a hummingbird feather)

**Duration:** 8 hours

**Description:** You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
Druidcraft

*Transmutation Cantrip*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Whispering to the spirits of nature, you create one of the following effects within range:

* You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

* You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

* You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.

* You instantly light or snuff out a candle, a torch, or a small campfire.
Eldritch Blast

*Evocation Cantrip (Warlock Only)*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Make a ranged spell attack against the target. On a hit, the target takes 1d10 Force damage.

**Cantrip Upgrade:** The spell creates more than one beam when you reach higher Warlock levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Dragonborn

***The earliest dragonborn hatched from the eggs of chromatic, gem, and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the worlds of dragons with people created in their image. Another story holds that dragons created the first dragonborn without the gods’ blessings. Whatever their origin, dragonborn have made homes for themselves on the worlds of the Material Plane.***

***Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned, with horns on their heads. Dragonborn of chromatic ancestry have scales that are black, blue, green, red, or white, whereas dragonborn of metallic ancestry have scales that are the color of brass, bronze, copper, gold, silver, and finally, Dragonborn of gem ancestry have scales that are the color of amethyst, crystal, emerald, sapphire, and topaz. When two dragonborn whose scales are of different colors produce a child, their offspring’s scales match those of one parent or the other.***

***Like their draconic ancestors, dragonborn can exhale different damage types. One can tell the type of energy a dragonborn breathes by the color of the dragonborn’s scales.***

## Dragonborn Traits:

**Creature Type:** Dragon Folk

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

**Speed:** 30 feet

**Life Span:** 80 years on average

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

**Draconic Ancestry:** Your lineage stems from a dragon progenitor. Choose the type of dragon from the Draconic Ancestor table. Your choice affects your Breath Weapon, Damage Resistance, and 5th level traits. The chosen dragon also affects your appearance, with you displaying coloration and other features reminiscent of that dragon.

**Breath Weapon:** When you take the Attack Action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot cone or a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity Saving Throw against a DC equal to 8 + your Constitution modifier + your Proficiency Bonus. On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach the following character levels: 5th level (2d10), 11th level (3d10), and 17th level (4d10).

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

**Damage Resistance:** You have Resistance to the damage type determined by your Draconic Ancestry trait.

**Evolving Traits:** When you reach 5th Level, you gain an ability based on your Draconic Ancestry, these abilities are listed below:

Dragonborn Traits
 Gem
 Metallic
* Each creature in the area must succeed your choice of a Constitution saving throw or become Incapacitated until the start of your next turn
* Each creature in the area must succeed a Strength saving throw or be pushed 20 feet away from you and knocked prone.
Gladiator

***Your first few appearances in the gladiatorial pits led you to appreciate every one of the scars you carry from your instructors and sparring partners. Each scar was a lesson that taught you how to best your opponents and curry favor with the crowds your brawls entertained. Your time in the pits left you with a strong hand and a strong heart. You’ll forever share a remarkable bond with the other pit fighters in your stable—humans, dragonborn, dwarves, and orcs—hardened warriors all.***

## Background Features:

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

**Skill Proficiencies:** Athletics, Performance

**Tool Proficiency:** Smith’s Tools

**Language:** Orc

**Feat:** Savage Attacker

### Background Equipment:

* Chain
* Costume
* Healer’s Kit
* Javelin (6)
* Smith’s Tools
* Traveler’s Clothes
* 15 GP
Divine Word

*7th Level Evocation*

**Casting Time:** 1 Bonus Action

**Range:** 30 feet

**Components:** Verbal

**Duration:** Instantaneous

**Description:** You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

* 50 hit points or fewer: Deafened for 1 minute

* 40 hit points or fewer: Deafened and Blinded for 10 minutes

* 30 hit points or fewer: Blinded, deafened, and Stunned for 1 hour

* 20 hit points or fewer: killed instantly

Regardless of its current hit points, a Celestial, an Elemental, a Fey, or a Fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a Wish spell.
Devotee’s Censer

**Type:** Weapon (Flail)

**Attunement:** Yes (Cleric or Paladin Only)

**Rarity:** Rare

**Description:** The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.

As a Bonus Action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn.
Entertainer

***You spent much of your youth following roving fairs and carnivals, performing odd jobs for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to double pick a lute, or how to recite Elvish poetry with the impeccable trills of an elf poet. To this day, you thrive on applause and long for the stage.***

## Background Features:

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

**Skill Proficiencies:**Acrobatics, Performace

**Tool Proficiency:** Musical Instrument (one of your choice)

**Language:** Elvish

**Feat:** Musician

### Background Equipment:

* Costume (2)
* Musical Instrument (same as your proficiency choice)
* Perfume
* Steel Mirror
* Traveler’s Clothes
* 8 GP
Eyebite

*6th Level Necromancy*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

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

**Description:** For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

* **Asleep:** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

* **Panicked:** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

* **Sickened:** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
Gloomwrought Armor

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

**Attunement:** Yes

**Rarity:** Rare

**Description:** This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom.

While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the Frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This armor regains 1d3 expended charges daily at dawn.
Dimensional Shackles

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** You can use an Action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing-through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Athletics check. On a success, the creature breaks free and destroys the shackles.
Conjure Barrage

*3rd Level Conjuration*

**Casting Time:** 1 Action

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

**Components:** Verbal, Somatic, Material (one piece of ammunition or a thrown weapon)

**Duration:** Instantaneous

**Description:** You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
Create Undead

*6th Level Necromancy*

**Casting Time:** 1 minute

**Range:** 10 feet

**Components:** Verbal, Somatic, Material (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 GP black onyx stone for each corpse)

**Duration:** Instantaneous

**Description:** You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. The DM has game statistics for these creatures.

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 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 have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

**At Higher Levels:** When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Alchemical Compendium

**Type:** Wondrous Item

**Attunement:** Yes (Wizard Only)

**Rarity:** Rare

**Description:** Acrid odors cling to this stained, heavy volume. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. When found, the book contains the following spells: Enlarge/Reduce, Feather Fall, Flesh to Stone, Gaseous Form, Magic Weapon, and Polymorph. It functions as a spellbook for you.

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

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

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the Transmutation school.
* As an Action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.
Fighting Style: Great Weapon Fighting

*1st Level Feat*

**Prerequisite:** Fighting Style Feature

**Repeatable:** No

When you roll a 1 or 2 on a damage die for an attack you make with a Melee Weapon that you are wielding with two hands, you can reroll the die, and you must use the new roll. The Weapon must have the Two-Handed or Versatile property to gain this benefit.
Expeditious Retreat

*1st Level Transmutation*

**Casting Time:** 1 Bonus Action

**Range:** Self

**Components:** Verbal, Somaitc

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

**Description:** This spell allows you to move at an incredible pace. When you cast this spell, and then as a Bonus Action on each of your turns until the spell ends, you can take the Dash action.
Gambler’s Blade

**Type:** Weapon (Any Sword)

**Attunement:** Yes

**Rarity:** Rare

**Description:** Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.

**Curse:** This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon.
Fulminating Treatise

**Type:** Wondrous Item

**Attunement:** Yes (Wizard Only)

**Rarity:** Rare

**Description:** This thick, scorched spellbook reeks of smoke and ozone, and sparks of energy crackles along the edges of its pages. When found, the book contains the following spells: Contingency, Fireball, Gust of Wind, Leomund's Tiny Hut, Magic Missile, Thunderwave, and Wall of Force. It functions as a spellbook for you.

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

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

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school.
* When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 Force damage to the creature and knock the creature prone if it is Large or smaller.
Detect Poison and Disease

*1st Level Divination*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (a yew leaf)

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

**Description:** For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Elemental Adept

*4th Level Feat*

**Prerequisite:** Spellcasting Feature

**Repeatable:** Yes, but you must choose a different Damage Type each time for Energy Mastery

In your spellcasting, you can harness a particular form of energy with deadly mastery, granting you the following benefits:

**Ability Score Increase:** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

**Energy Mastery:** Choose one of the following Damage Types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a Spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
Find the Path

*6th Level Divination*

**Casting Time:** 1 minute

**Range:** Self

**Components:** Verbal, Somatic, Material (a set of divinatory tools - such as bones, ivory sticks, cards, teeth, or carved runes - worth 100 GP, and an object from the location you wish to find)

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

**Description:** This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as "a green dragon’s lair”), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Goodberry

*1st Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a sprig of mistletoe)

**Duration:** Instantaneous

**Description:** Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Death Domain

***The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).***

## Death Domain Features

### 3rd Level: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Death Domain Spells table, you thereafter always have the listed spells prepared.

Death Domain Spells

### 3rd Level: Reaper

You learn one necromancy cantrip of your choice from any spell list. When you cast a Necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Additionally, you gain proficiency with Martial Weapons.

### 3rd Level: Touch of Death

You can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

### 6th Level: Inescapable Destruction

Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.

### 17th Level: Improved Reaper

When you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
Flame Tongue

**Type:** Weapon (Any Sword)

**Attunement:** Yes

**Rarity:** Rare

**Description:** You can use a Bonus Action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 Fire damage to any target it hits. The flames last until you use a Bonus Action to speak the command word again or until you drop or sheathe the sword.
Eldritch Claw Tattoo

**Type:** Tattoo

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

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

* **Magical Strikes:** While the tattoo is on your skin, your unarmed strikes can deal your choice of Bludgeoning or Force damage, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

* **Eldritch Maul:** As a Bonus Action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 Force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Dragons Breath

*2nd Level Transmutation*

**Casting Time:** 1 Bonus Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a hot pepper)

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

**Description:** You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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 1d6 for each slot level above 2nd.