recursal/Fanatic-Fandom huggingface dataset:
Orphan’s Cradle

**Type:** Trick Weapon (Morningstar)

**Attunement:** Yes

**Rarity:** Very Rare

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

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. In both states, the weapon is a morningstar with the Reach property.

**Untransformed:** The flowers growing in the cradle exude a sickly sweet scent that calms the mind of men and chases away nightmares. Humanoids within 10 feet of the cradle have advantage on saving throws against the charmed and frightened condition. In addition, the cradle has the Vile Miasma and Cleansing Miasma properties.

* **Vile Miasma:** When you hit a beast or an undead with orphan's cradle, the target must succeed on a DC 16 Constitution saving throw or become Poisoned for 1 minute, even if the target is immune to the poisoned condition. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Vile Miasma for the next 24 hours.

* **Cleansing Miasma:** As an Action, you can cleanse one humanoid you can see within 10 feet of you. It gains 1d12 temporary hit points and can end one of the following conditions: Charmed, Frightened, or Poisoned. Once a creature has benefited from this property, it can't benefit from it again for 1 hour.

**Transformed:** When transformed, the cradle's plants ignite, and it deals an extra 2d6 Fire damage on a hit. In addition, the weapon gains the Fanned Flames and Withering Flames properties.

* **Fanned Flames:** As an Action you can rotate the cradle wildly around you, fanning the flames. Each creature in a 20-foot cone in front of you must make a DC 16 Dexterity saving throw, taking 3d6 Fire damage and 3d6 Poison damage on a failed save, or half as much damage on a successful one. Beasts and Undead have disadvantage on this saving throw. After using this property, orphan's cradle reverts to its untransformed state and can't be transformed again for 1d4-1 rounds.

* **Withering Flames:** When you hit a Beast or an Undead with orphan's cradle, you can force the target to make a DC 16 Constitution saving throw. On a failure, the target becomes vulnerable to your choice of one of the following damage types until the start of its next turn: Acid, Cold, Fire, Lightning, Poison, or Radiant. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the cradle's Withering Flames for the next 24 hours.
Word of Radiance

*Evocation Cantrip*

**Casting Time:** 1 Action

**Range:** 5 feet

**Components:** Verbal, Material (a holy symbol)

**Duration:** Instantaneous

**Description:** You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 Radiant damage.

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

***Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.***

***Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.***

## Path of the Ancestral Guardian Features:

### 3rd Level: Ancestral Protectors

Spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

### 6th Level: Spirit Shield

The guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

### 10th Level: Consult the Spirits

You gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

### 14th Level: Vengeful Ancestors

Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.
Water 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.***

***Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.***

***Their skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself.***

## Water Genasi Traits:

**Creature Type:** Genasi

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

**Speed:** 30 feet

**Life Span:** 120 years on average

**Swimmer:** You have a swimming speed equal to your walking speed

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

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

**Call to the Wave:** You know the Acid Splash cantrip. Starting at 3rd level, you can cast the Create or Destroy Water spell with this trait. Starting at 5th level, you can also cast the Water Walk spell with this trait, without requiring a material component. Once you cast Create or Destroy Water or Water Walk 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).
Shiftweave

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties.
Spies Murmur

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another spies' murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a Bonus Action, and it ends if you're incapacitated.
Storm of Vengeance

*9th Level Conjuration*

**Casting Time:** 1 Action

**Range:** Sight

**Components:** Verbal, Somatic

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

**Description:** A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces different effects on your turn.

Storm of Vengeance after Round 1
 3
 4
 5-10
Species

## Introduction:

When you choose your character’s Species, you determine whether your character is a Human or a member of a fantastical Species, such as Dragonborn or Gnome.

The peoples of the D&D multiverse hail from many worlds and are members of many different sapient life forms. A player character’s Species is the set of game traits that an adventurer gains from being one of those life-forms. A character’s upbringing and training are represented in the rules by Class and Background.

Some Species can trace their origin to a single world, plane of existence, or god, while other Species first appeared in multiple realms at once. Whatever a Species’ origin story, its members have spread across the multiverse and contribute to various cultures.

### Children of Different Humanoid Kinds

Thanks to the magical workings of the multiverse, Humanoids of different kinds sometimes have children together. For example, folk who have a human parent and an orc or an elf parent are particularly common. Many other combinations are possible.

If you’d like to play the child of such a wondrous pairing, choose two Species options that are Humanoid to represent your parents. Then determine which of those Species options provides your game traits: Size, Speed, and special traits. You can then mix and match visual characteristics—color, ear shape, and the like—of the two options. For example, if your character has a halfling and a gnome parent, you might choose Halfling for your game traits and then decide that your character has the pointed ears that are characteristic of a gnome.

Finally, determine the average of the two options’ Life Span traits to figure out how long your character might live. For example, a child of a halfling and a gnome has an average life span of 288 years

## Species List:

Below is a list of species that can be chosen when creating your charcater, the list is organized first by the type of creature they are, whether that be humanoid, fey folk etc and then it is organized alphabetically within those categories. Clicking on the name of the species will take you to a page where you can read a more in depth description of the species as well as view its in game stats and features

### Animal Folk:

* Aarakocra
* Ardling
* Giff
* Grung
* Hadozee
* Khenra
* Leonin
* Lizardfolk
* Loxodon
* Minotaur
* Owlin
* Tabaxi
* Thri-Keen
* Tortle
* Triton
* Yuan-Ti

### Constructs:

* Autognome
* Warforged

### Dragon Folk:

* Dragonborn
* Kobold

### Elves:

* Astral Elf
* Elf
* Shadar-Kai

### Fey Folk:

* Centaur
* Eladrin
* Fairy
* Firbolg
* Harrengon

### Genasi:

* Air Genasi
* Earth Genasi
* Fire Genasi
* Water Genasi

### Gith:

* Githyanki
* Githzeri

### Goblinoids:

* Bugbear
* Goblin
* Hobgoblin

### Humanoids:

* Dwarf
* Gnome
* Goliath
* Halfling
* Half-Elf
* Half-Orc
* Human
* Orc
* Tiefling

### Magic Folk:

* Aetherborn
* Hexblood
* Plasmoid
* Reborn

### Monster Folk:

* Changeling
* Dhampir
* Shifter
* Siren

### Possessed Folk:

* Aasimar
* Demon

### Yharnamites

* Accursed Tiefling
* Demidritch
* Y’ha-Nthlei
* Manikin
* Scourgeborne
Spray of Cards

*2nd Level Conjuration*

**Casting Time:** 1 Action

**Range:** Self (15-foot cone)

**Components:** Verbal, Somatic, Material (a deck of cards)

**Duration:** Instantaneous

**Description:** You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 Force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Plate of Knight's Fellowship

**Type:** Armor (Plate)

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** This gleaming set of silver-and-gold plate armor never tarnishes.

While wearing this armor, you can use a Bonus Action to summon the spirit of a warrior to your aid. The spirit’s corporeal form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first.

The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required by you); if you don’t issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger.

Once this Bonus Action is used, it can’t be used again until the next dawn.
The Royal Families of Hyranor

## The Reign of Erias Hyranor:

### The 1st Ruling Council:

* Monarch: Erias Hyranor
## The Reign of Jon Benril:

### The 2nd Ruling Coucil:

* Monarch: Jon Benril
* Right Hand:
* Headmaster: Ruax
## The Reign of Alder Pinn:

### The 3rd Ruling Council:

* Monarch: Alder Pinn
## The Second Reign of Alder Pinn:

### The 3rd Ruling Council:

* Monarch: Alder Pinn
## The Reign of Henric Alaric:

### The 4th Royal Family:

* King Henric Alaric
	+ Queen Cassandra Haxel-Alaric
		- First Prince Albane Alaric
		- Second Prince Donovan Alaric
		- Third Princess Mirabella Alaric
			* Third Husband Cyrus Lyrian
		- Third Prince Lucas Alaric

### The 4th Ruling Council:

* Monarch: Henric Alaric
* Right Hand: Johnny Duff
* Headmaster: Feylen Ianfiel
* Captain: KA-C3
* Head Cleric: Alodar Wakar

## The Reign of Lucas Alaric:

### The 5th Ruling Council:

* Monarch: Lucas Alaric
* Right Hand: Dispater
* Headmaster: Penny Lovejoy
* Captain: Hael
* Head Cleric: None

## The Reign of Donovan Alaric:

### The 6th Ruling Council:

* Monarch: Donovan Alaric
* Right Hand: Jonathan Varyc
* Headmaster: Feylen Ianfiel
* Captain: Johnny Duff
* Head Cleric: Albane Alaric
Sleep

*1st Level Enchantment*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (a pinch of fine sand, rose petals, or a cricket)

**Duration:** 1 minute

**Description:** This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Starshot Crossbow

**Type:** Weapon (Any Crossbow)

**Attunement:** Yes

**Rarity:** Rare

**Description:** This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn.

Constellations: The crossbow is decorated with three constellations. As a Bonus Action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects:

* Balance: The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to 1d8 plus your proficiency bonus.

* Flames: Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional 2d8 Fire damage.

* Rogue: Until the end of your next turn, you have the Invisible condition, and anything you are wearing or carrying is also invisible.
Ritual Caster

*4th Level Feat*

**Prerequisite:** Intelligence, Wisdom, or Charisma 13+

**Repeatable:** No

You have studied ritual magic, granting you the following benefits:

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

**Ritual Spells:** Choose two 1st-level Spells that have the Ritual tag from the Arcane, Divine, and Primal Spell Lists. You always have those two Spells prepared, and you can cast them with any Spell Slots you have. The Spells’ Spellcasting Ability is the ability increased by this Feat.

**Quick Ritual:** With this benefit, you can cast a Ritual Spell that you have prepared using its regular casting time, rather than the extended time for a Ritual. Doing so doesn’t require a Spell Slot. Once you cast the Spell in this way, you can’t use this benefit again until you finish a Long Rest.
Spell Gem

**Type:** Wondrous Item

**Attunement:** Yes (Optional)

**Rarity:** Varies

**Description:** A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gems properties. While holding the gem. you can cast the spell from it as an action if you know the spell or if the spell is on your class spell list. Doing so doesn‘t require any components and doesn't require attunement. The spell then disappears from the gem.

If the spell is of a higher level than you can normally cast. you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check. the spell disappears from the gem with no other effect.

Each spell gem has a maximum level for the spell it can store. The spell level determines the gems rarity and the stored spell's saving throw DC and attack bonus. as shown in the Spell Gem table.

You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed. you must provide them. but they can be worth half as much as normal.

Once imbued with a spell. the gem can't be imbued again until the next dawn.

Deep gnomes created these magic gemstones and keep the creation process a secret.
Pact Familiar

*Conjuration Cantrip (Warlock Only)*

**Casting Time:** 1 hour

**Range:** 10 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You summon an unearthly entity to serve you. It manifests in an unoccupied space of your choice within range. This creature uses the Pact Familiar stat block. If you already have a familiar from this spell, that familiar transforms into the new one but retains its memories; you don’t get a second Pact Familiar.

Whenever you cast the spell, choose the familiar’s creature type: Aberration (flumph or knot of tentacles), Celestial (owl, raven, or other bird), Dragon (pseudodragon or similar dragonet), Fey (pixie or sprite), Fiend (imp or quasit), or Undead (shadow or skull). This choice affects the familiar’s default appearance, as noted in the parentheses, and it determines certain traits in its stat block. You can alter details of the creature’s appearance each time you summon it.

**Combat:** The familiar is an ally to you and your companions, and it obeys you. In combat, it shares your Initiative count, but it takes its turn immediately after yours. On its turn, the familiar takes the Dodge action and uses its Move to avoid danger, unless you use your Reaction to command it to attack instead.

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

**Remote Viewing:** As a Magic action, you can see what your familiar sees and hear what it hears until the end of your next turn.

**Cantrip Upgrade:** Starting when you reach 5th level as a Warlock, you can communicate telepathically with your familiar as long as you two are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice.

 STR
 3 (-4)
 ***Invisibility:*** The familiar has the Invisible condition until the end of its next turn.
Resurrection

*7th Level Necromancy*

**Casting Time:** 1 hour

**Range:** Touch

**Components:** Verbal, Somatic, Material (a diamond worth at least 1,000GP, which the spell consumes)

**Duration:** Instantaneous

**Description:** You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such affects aren’t removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
Sequester

*7th Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a powder composed of diamond, emerald, ruby and sapphire dust worth at least 5,000 GP, which the spell consumes)

**Duration:** Until dispelled

**Description:** By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by the divination of spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakes." This spells also ends if the target takes any damage.
Rod of the Vonindod

**Type:** Rod

**Attunement:** Yes

**Rarity:** Rare

**Description:** The fire giant duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant's hand. The rod has two prongs at one end and a molded handle grip on the opposite end.

The rod has 10 charges and regains 1d6 + 4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the Locate Object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles.
Planar Ally

*6th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
Stoneskin

*4th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (diamond dust worth 100 GP, which the spell consumes)

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

**Description:** This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to Bludgeoning, Piercing, and Slashing damage.
Shield of Faith

*1st Level Abjuration*

**Casting Time:** 1 Bonus Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a small parchment with a bit of holy text written on it)

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

**Description:** A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Potion of Climbing

**Type:** Potion

**Attunement:** No

**Rarity:** Common

**Description:** When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Athletics checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
Robe of Useful Items

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

* Dagger
* Bullseye lantern (filled and lit)
* Steel mirror
* 10-foot pole
* Hempen rope (50 feet, coiled)
* Sack

In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
Ray of Enfeeblement

*2nd Level Necromancy*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

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

**Description:** A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Pilgrim

***You and a group of like-minded believers— mostly humans and halflings—once endeavored to walk a thousand miles of road to reach a faraway shrine. Priests counseled at the outset that, long after your journey was complete, you’d come to realize that you found the key to your salvation not at your destination, but somewhere along the road that led there.***

## Background Features:

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

**Skill Proficiencies:** Religion, Survival

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

**Language:** Halfling

**Feat:** Healer

### Background Equipment:

* Bedroll
* Healer’s Kit
* Holy Symbol
* Musical Instrument (same as proficiency choice)
* Rations (2 days)
* Traveler’s Clothes
* 16 GP
Sailor

***Thus far, you’ve spent most of your days living the life of a seafarer, wind at your back and decks swaying beneath your feet, as you sailed toward your next adventure. You’ve perched on barstools in more ports of call than you can remember, faced down mighty storms, and swapped stories with the folk who live beneath the waves.***

## Background Features:

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

**Skill Proficiencies:** Acrobatics, Perception

**Tool Proficiency:** Navigator’s Tools

**Language:** Primordial

**Feat:** Tavern Brawler

### Background Equipment:

* Dagger
* Fishing Tackle
* Navigator’s Tools
* Silk Robe
* Traveler’s Clothes
* 10 GP
Speedster

*4th Level Feat*

**Prerequisite:** Dexterity or Constitution 13+

**Repeatable:** No

You possess exceptional speed and stamina, granting you the following benefits:

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

**Speed Increase:** Your Speed increases by 10 feet while you aren’t wearing Heavy Armor.

**Dash Over Difficult Terrain:** When you take the Dash Action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.
Prismatic Spray

*7th Level Evocation*

**Casting Time:** 1 Action

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

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
Potion of Maximum Power

**Type:** Potion

**Attunement:** No

**Rarity:** Rare

**Description:** The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die.

This glowing purple liquid smells of sugar and plum, but it has a muddy taste.
Spell Scroll

**Type:** Scroll

**Attunement:** No

**Rarity:** Varies

**Description:** A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.

A Wizard can copy a spell from a spell scroll just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Arcana check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Strixhaven Pennant

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This magic pennant bears the symbol of Strixhaven or one of its colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. While you wave the pennant, the symbol on it glitters, and the pennant sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Seeker Dart

**Type:** Weapon (Dart)

**Attunement:** No

**Rarity:** Uncommon

**Description:** This small dart is decorated with designs like windy spirals that span the length of its shaft.

When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.

When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 Piercing damage and 3d4 Lightning damage. The dart’s magic is then spent, and it becomes an ordinary dart.
Sorcery Incarnate

*5th Level Transmutation (Sorcerer Only)*

**Casting Time:** 1 Bonus Action

**Range:** Self

**Components:** Verbal, Somatic

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

**Description:** You regain 1d4 Sorcery Points. Until the spell ends, you also gain the following benefits:

* You can use up to two of your Metamagic options on each spell you cast, provided you pay the Sorcery Point costs.

* You have Advantage on the attack rolls of every spell you cast.

**At Higher Levels:** N/A
Ronnie Duff

## Ronnie Duff

* Arc I
* Arc III
* Arc XIX

### Aliases

* Tuff Duff
* Ser Duff

## Connections

### Occupation

* Personal Guard to Princess Mirabella Alaric

### Family

* Johnny Duff (father)
* Bonnie Duff (mother)

## In Podcast

### Aliases

* Tuff Duff
* Ser Duff

## Connections

### Occupation

* Personal Guard to Princess Mirabella Alaric

### Family

* Johnny Duff (father)
* Bonnie Duff (mother)

## In Podcast

### Aliases

* Tuff Duff
* The Lightning Knight

## Connections

### Family

* Johnny Duff (father)
* Bonnie Duff (mother)
Skill Empowerment

*5th Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

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

**Description:** Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
The Seasonal Maidens of the Fey

## Description:

The Seasonal Maidens are young women that are chosen by the Feywild to carry large amounts of Fey Magic within their bodies. They are known as the protectors of the Seasonal Courts. When a Maiden dies, her power passes on to another young woman within the Feywild who is deserving of the power.

## Known Seasonal Maidens:

### Summer:

* Shielle
* Mirabella Alaric-Lyrian
Planecaller’s Codex

**Type:** Wondrous Item

**Attunement:** Yes (Wizard Only)

**Rarity:** Rare

**Description:** The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: Banishment, Find Familiar, Gate, Magic Circle, and Planar Binding. 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 conjuration school.
* When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.
Wand of Fireballs

**Type:** Wand

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

**Rarity:** Rare

**Description:** This wand has 7 charges. While holding it, you can use an Action to expend 1 or more of its charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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

***Your inmate magic comes from The Feywild itself. You have been chosen by the chaotic magic of The Feywild to become a Seasonal Maiden, a protector of one of the four Seasonal Courts of The Feywild. While at first, your magic is chaotic and unpredictable, you will come to gain a semblance of control over it and your seasonal element.***

## Seasonal Maiden Features:

### 3rd Level: Wild Magic Surge

Your spells can unleash surges of uncontrollable magic. When you cast a spell of first level or above, you must make an Arcana check with a varying DC to see if a Wild Magic Surge occurs. Each time you gain spell slots of a higher level, the lowest level on the table becomes free to cast without the possibility of a Wild Magic Surge. As you unlock new levels of Spell Slots you can cast lower level spells for free.

### 3rd Level: Unrelenting Magic

You can choose to spend 2 Sorcery Points after casting a spell to automatically do max damage on that spell, however, you have to make a DC 25 Arcana check or roll on the Wild Magic Table twice

### 6th Level: Precursor Knowledge

You can draw on the memories and advice from the previous Maiden, you can spend 1 Sorcery Point to give yourself Advantage on any History, Insight, Persuasion or Survival checks.

### 10th Level: Wild Magic Lottery

You can pool the collective power of both yourself and the previous Maiden in order to cast a random spell. You can spend 2 Sorcery Points in order to cast a random spell from the Arcane list for which you have spell slots for.

### 14th Level: Seasonal Augmentation

You now have a much stronger control over the magic within you. When you cast a spell that matches the damage type of your Season you have advantage on the Arcana check to avoid a Wild Magic Surge. In addition, you can roll the damage roll twice and choose which to use

 Summer
 Fall
 Winter

### 18th Level: Maiden’s Potential

You have become a fully realized Maiden, allowing you to tap into a unique ability based on the Season for which you are a Maiden.

Maidens Potential Abilities
 Summer
 Fall
 Winter
You can use this ability a number of times equal to your Proficiency Bonus, and the uses recharge after a Long Rest
Slow

*3rd Level Transmutation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a drop of molasses)

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

**Description:** You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Stone of Ill Luck

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** This polished agate appears to be a Stone of Good Luck to anyone who tries to identify it, and it confers that item's property while on your person.

**Curse:** This item is cursed. While it is on your person, you take a -2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item's bonus. You are unwilling to part with the stone until the curse is broken with Remove Curse or similar magic.
Sun Blade

**Type:** Weapon (Longsword)

**Attunement:** Yes

**Rarity:** Rare

**Description:** This item appears to be a longsword hilt. While grasping the hilt, you can use a Bonus Action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the Finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an Action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Warrior of Shadow

***Warriors of Shadow practice stealth and subterfuge, channeling their reservoirs of power to harness the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, to leap from shadow to shadow, and even to take on a wraithlike form of living shadow.***

## Warrior of Shadow Features:

### 3rd Level: Shadow Arts

Through rigorous training, you have learned to draw on the power of the Shadowfell, gaining the following benefits:

**Darkness:** You can spend 1 Discipline Point to cast the Darkness spell without any spell components. You can see within the spell’s area when you cast it with this feature. While the spell persists, you can move its area of darkness to a space within 60 feet of you at the start of each of your turns.

**Darkvision:** You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.

**Shadowy Figments:** You know the Minor Illusion cantrip and use Wisdom as the spellcasting ability for it.

### 6th Level: Shadow Step

While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the turn.

### 11th Level: Improved Shadow Step

You can draw on your connection to shadow to empower your teleportation. When you use your Shadow Step, you can spend 1 Discipline Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after the teleportation.

### 17th Level: Cloak of Shadows

As a Bonus Action while entirely within Dim Light or Darkness, you can spend 3 Discipline Points to shroud yourself with magical darkness for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded in darkness, you gain the following benefits:

**Invisibility:** You have the Invisible condition.

**Partially Incorporeal:** You can move through creatures and objects as if they were difficult terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.

**Shadow Flurry:** You can use your Flurry of Blows without spending any Discipline Points.
Weapon Master

*4th Level Feat*

**Prerequisite:** None

**Repeatable:** No

You gain the following benefits:

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

**Mastery Property:** Your training with weapons allows you to use the Mastery property of one kind of Simple or Martial weapon of your choice, provided you are proficient with it. Whenever you finish a Long Rest, you can change the kind of weapon you chose to another eligible kind.