recursal/Fanatic-Fandom huggingface dataset:
Detect Evil and Good

*1st Level Divination*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

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

**Description:** For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

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

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** These crystal lenses fit over the eyes. While wearing them, you have advantage on Perception checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Corpse Slayer

**Type:** Weapon (Any)

**Attunement:** Yes

**Rarity:** Rare

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Enthrall

*2nd Level Enchantment*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** 1 minute

**Description:** You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Friends

*Enchantment Cantrip*

**Casting Time:** Action

**Range:** 10 feet

**Components:** Somatic, Material (a small amount of makeup applied to the face as this spell is cast)

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

**Description:** You magically emanate a sense of friendship toward one visible creature within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.

The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw.
Contact Other Plane

*5th Level Divination [Ritual]*

**Casting Time:** 1 minute

**Range:** Self

**Components:** Verbal

**Duration:** 1 minute

**Description:** You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 Psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A Greater Restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
Dust of Deliciousness

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings.
Earthbind

*2nd Level Transmutation*

**Casting Time:** 1 Action

**Range:** 300 feet

**Components:** Verbal

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

**Description:** Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.
Daylight

*3rd Level Evocation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** 1 hour

**Description:** A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Crafter

*1st Level Feat*

**Prerequisite:** None

**Repeatable:** No

You are adept at crafting things and bargaining with merchants, granting you the following benefits:

**Tool Proficiency:** You gain Tool Proficiency with three different Artisan’s Tools of your choice.

**Discount:** Whenever you buy a nonmagical item, you receive a 20 percent discount on it.

**Faster Crafting:** When you craft an item using a tool with which you have Tool Proficiency, the required crafting time is reduced by 20 percent.
False Life

*1st Level Necromancy*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (a small amount of alcohol or distilled spirits)

**Duration:** 1 hour

**Description:** Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Ghost Lantern

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a Bonus Action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.

While holding the lantern, you can use an Action to order the spirit to leave the lantern and duplicate the effect of the Mage Hand spell. The spirit returns to the lantern when the spell ends.

If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.

The spirit is bound to the lantern and can't be harmed, turned, or raised from the dead. Casting a Dispel Evil and Good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.
Dominate Beast

*4th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

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

**Description:** You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

**At Higher Levels:** When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours
College of Glamour

***The College of Glamour traces its origins to the beguiling magic of the Feywild. The Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard- hearted listeners.***

## College of Glamour Features:

### 3rd Level: Beguiling Magic

You always have the Charm Person and Mirror Image spells prepared.

In addition, immediately after you cast an Enchantment or Illusion spell, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your Spell Save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this benefit, you can’t use it again until you finish a Long Rest. You can also restore your use of the feature by expending one use of your Bardic Inspiration (no action required).

### 3rd Level: Mantle of Inspiration

You can weave fey magic into a song or dance to fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of them gains a number of Temporary Hit Points equal to 2 times the number rolled on the Bardic Inspiration die, and then each of them can use its Reaction to move up to its Speed without provoking Opportunity Attacks.

### 6th Level: Mantle of Majesty

You always have the Command spell prepared.

As a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a Bonus Action without expending a spell slot. Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of the feature by expending a spell slot of 3rd level or higher (no action required).

### 14th Level: Unbreakable Majesty

As a Bonus Action, you can assume a magically majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your Spell Save DC, or the attack misses instead, as the creature recoils from your majesty.

Once you assume this majestic presence, you can’t do so again until you finish a Short Rest or Long Rest.
Dired Leech

**Type:** Weapon

**Attunement:** No

**Rarity:** Uncommon

**Description:** This leech has been dried and imbued with a mote of animating magic. If you hit a creature with a ranged attack roll using this ammunition, the leech springs to life and sinks its teeth into the target, dealing 1d4 Piercing damage at the start of each of the target’s turns. If the leech deals at least 10 damage or the target dies, the leech falls off. A creature, including the target, can use its Action to detach the leech. Once a leech is no longer attached to its target, the leech dies and is no longer magical.
Gnome

***Gnomes are magical folk created by gods of hard work, invention, trickery, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes’ secretive nature and their propensity for lairing in sylvan forests, hillside burrows, and sprawling warrens under mountains. What they lacked in size, they made up for in cleverness and cunning. They confounded predators with elaborate traps and low, narrow, labyrinthine tunnels. They also learned useful magic from gods like Garl Glittergold, Baervan Wildwanderer, and Baravar Cloakshadow, who often lived among them (usually in disguise).***

***Gnomes are petite folk with big eyes, pointed ears, and wistful imaginations. Harkening back to a time when their ancestors hid in tunnels and under thick forest canopies, many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.***

## Gnome Traits:

**Creature Type:** Humanoid

**Size:** Small (about 3-4 feet tall)

**Speed:** 30 feet

**Life Span:** 425 years on average

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

**Gnomish Cunning:** You have Advantage on Intelligence, Wisdom, and Charisma saving throws

**Gnomish Lineage:** You are part of a Gnomish Lineage that grants you supernatural abilities. Choose a lineage from the Gnomish Lineages table: Forest Gnome, the lineage of magic-filled forests, or Rock Gnome, the lineage of primeval mountains. You gain the benefits of that lineage.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).

Gnomish Lineage
 Rock Gnome
When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to touch the device and activate it. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both.
You can have three such devices in existence at a time, and each one dismantles itself 8 hours after its creation. You can also touch one of your devices and dismantle it as an Action. After a device is dismantled, the 10 GP of materials used to create it can be reclaimed.
Coin of Delving

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.
Elementalism

*Transmutation Cantrip*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You exert control over the elements, creating one of the following effects within range:

* **Beckon Air:** You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot cube. Doors and shutters being held open by someone or something aren’t affected.

* **Beckon Earth:** You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.

* **Beckon Fire:** You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.

* **Beckon Water:** You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.

* **Sculpt Element:** You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot cube to assume a crude shape (such as that of a creature or an object) for 1 hour.

**At Higher Levels:** N/A
Find Familiar

*1st Level Conjuration [Ritual]*

**Casting Time:** 1 hour

**Range:** 10 feet

**Components:** Verbal, Somatic, Material (10 GP worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)

**Duration:**

**Description:** You gain the service of an otherworldly spirit, which manifests as a little animal in an unoccupied space of your choice within range. This creature uses the Otherworldly 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 familiar.

Whenever you cast the spell, choose the familiar’s creature type: Celestial, Fey, or Fiend. Also choose an environment: Air, Land, or Water. The familiar resembles a Tiny animal of your choice—such as an owl, a cat, or a frog—that is native to the chosen environment. Both choices—creature type and environment— determine certain traits in the stat block.

**Combat:** The familiar is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you), but the familiar can’t attack unless you use your Reaction on its turn to command it do so. If you don’t issue any commands, the familiar takes the Dodge action and uses its Move to avoid danger.

**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.

**At Higher Levels:** When you cast this spell using a Spell Slot of 2nd level or higher, use the higher level wherever the spell’s level appears in the stat block.

 STR
 3 (-4)
 ***Deliver Spell:*** When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.
Cosmic Eye

*Transmutation Cantrip*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Material (an Eldritch parasite)

**Duration:** Instantaneous

**Description:** Your eye darkens under the influence of the eldritch madness, appearing as an endless starry sky. Make a ranged spell attack against a creature within range as you fire a projectile of eldritch energy from your eye. On a hit, the target takes 1d8 Necrotic damage. If you score a critical hit, you can reroll any roll of 4 or lower on the damage die until you get a higher result.

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

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the Message spell. The earring regains 1d4 + 1 expended charges daily at dawn.
Efreeti Bottle

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Very Rare

**Description:** This painted brass bottle weighs 1 pound. When you use an Action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you.

The first time the bottle is opened, the DM rolls to determine what happens.

 11-90
 91-00
Flying Citadel Helm

**Type:** Wondrous Item

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

**Rarity:** Very Rare

**Description:** The function of this ornate chair is to propel and maneuver a flying citadel on which it has been installed. The chair has an AC 15, 18 hit points, and immunity to poison and psychic damage. It is destroyed if reduced to 0 hit points.

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

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

* You can use the flying citadel helm to move the citadel through the air up to 80 feet per round, or up to 8 miles per hour.

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

* At any time, you can see and hear from the highest point outside the citadel as though you were that location.

If no creature attuned to the helm is maintaining concentration, the citadel remains motionless in its space.

* Transfer Attunement: You can use an Action or Bonus Action to touch a willing spellcaster, whereupon that creature attunes to the flying citadel helm immediately, and your attunement to the flying citadel helm ends.

* Crash: Should the flying citadel helm be destroyed, the citadel it is installed on loses power and begins to crumble. If the crumbling citadel is in the air, it descends at a rate of 30 feet per round, or 300ft per minute. Any creature on the citadel or on the ground within 120 feet of the citadel when it lands must make a DC 20 Dexterity saving throw, taking 39 (6d12) bludgeoning damage on a failed save, or half as much damage on a successful one.
Eldritch Staff

**Type:** Staff

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.

* Eldritch Attack: When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 Lightning damage.

* Eldritch Escape: If you take damage while holding the staff, you can use your Reaction to expend 3 of the staff's charges, whereupon you turn Invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.
Druid Grove

*6th Level Abjuration*

**Casting Time:** 10 minutes

**Range:** Touch

**Components:** Verbal, Somatic, Material (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon)

**Duration:** 24 hours

**Description:** You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

* **Solid Fog:** You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.

* **Grasping Undergrowth:** You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.

* **Grove Guardians:** You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can‘t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.

* **Additional Spell Effect:** You can place your choice of one of the following magical effects within the warded area:
	+ A constant Gust of Wind in two locations of your choice
	+ Spike Growth in one location of your choice
	+ Wind Wall in two locations of your choice

To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Constantori’s Portrait

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This painting by famed artist Dkesii Kwan depicts Constantori, a beautiful courtier, who was paid a staggering sum to be Dkesii's model. Whether Constantori's actual appearance matches the painting remains a subject of debate. The portrait is one of several paintings commissioned by the late Daiyani Grysthorn, a crime lord who frequently gave magical paintings as gifts to her most esteemed associates.

* Sentience: Constantori's Portrait is a sentient, lawful evil item with an Intelligence score of 14, a Wisdom score of 12, and a Charisma score of 8. It can hear within a range of 120 feet and has darkvision within a range of 60 feet, but it can't see anything behind itself. The painting can converse in Common, Draconic, and Elvish as if it were a living person, though Constantori's mouth doesn't move. Whenever conversation occurs within the portrait's auditory range, the painting eagerly gathers secrets, the names of secret tellers, significant events, or any political conversations.

* Personality: Constantori's Portrait is demanding, condescending, and vain. It doesn't like being covered or placed out of sight, and it loudly condemns anyone who tries to remove it from its gold-leaf frame.

* Wealth of Information: The painting's primary purpose is to observe and recall conversations. Over the past few decades, Constantori's Portrait has quietly observed countless conversations and now possesses an unquantifiable amount of lore—everything from criminal conspiracies to secret passwords. The DM decides what the painting knows and what it doesn't. While attuned to the painting, you can take an Action to telepathically contact it over any distance, provided you and the painting are on the same plane of existence. The painting can't telepathically contact you, however. Maintaining telepathic contact with the painting requires your concentration (as if concentrating on a spell).

* Guardian Portrait: While you are attuned to the painting, you can command it to guard its location against one or more creatures you identify as the painting's enemies. The painting performs this function until you command it to stop or until your attunement to the painting ends.

The painting has 3 charges. When a creature the painting identifies as its enemy starts its turn in a space the painting can see, the painting expends 1 of its charges to cast Magic Missile (3 missiles), targeting that creature. The painting regains all expended charges daily at dawn.

The painting is a Small object with AC 12, 20 hit points, and immunity to Poison damage. In its gold-leaf frame, the painting weighs 15 pounds. If the painting has at least 1 hit point and is targeted by a Mending spell, it regains 2d6 hit points.
Darkvision

*2nd Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (either a pinch of dried carrot or an agate)

**Duration:** 8 hours

**Description:** You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has Darkvision out to a range of 60 feet.
Elemental Genies

## Description:

The Elemental Genies are the 4 most powerful beings within the Elemental Planes. Each of them have a nearly endless amount of power, but unlike many of their power level, they are far more tricky with giving it out. Long ago they were trapped away by Dispater in an attempt to cripple every plane aside from the Nine Hells for him to be able to take everything over. They were each later freed between the years 535-560.

### Genies:

* Ambrosious - The Genie of Fire. Trapped within the Ember Gem until freed by Robin Lovejoy, whom he became a patron for.
* Ohu - The Genie of Air, trapped within the Mirror of Truth until it was destroyed by Avriel
* Bolland - The Genie of Earth, trapped in the staff of the Warden of the Ember Keep dungeons and later released by Archer and Kendal
* ??? - The Genie of Water
Grappler

*4th Level Feat*

**Prerequisite:** Strength or Dexterity 13+

**Repeatable:** No

You’re an accomplished wrestler, granting you the following benefits:

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

**Attack Advantage:** You have Advantage on Attack Rolls against a creature Grappled by you.

**Fast Wrestler:** You aren’t Slowed when you move a creature Grappled by you, provided the creature is your Size or smaller.

**Punch and Grab:** When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.
Cyrus Lyrian

## Cyrus Lyrian

* Arc III
* Arc XII

## Connections

### Family

* Mother Lyrian (adoptive mother)
* Cordelia Lyrian (adoptive sister)
* Zircon Lyrian (adoptive brother)
* Aura Lyrian (adoptive sibling)

## Connections

### Occupation

* Leader of the Lyrian Desert City (formerly)
* Member of Captain Swampass’ Pirate Crew

### Family

* Mother Lyrian (adoptive mother)
* Cordelia Lyrian (adoptive sister)
* Zircon Lyrian (adoptive brother)
* Aura Lyrian (adoptive sibling)
* Mirabella Alaric (wife)
Conjure Elemental

*5th Level Conjuration*

**Casting Time:** 1 minute

**Range:** 90 feet

**Components:** Verbal, Somatic

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

**Description:** You summon an Elemental spirit that fills a 10- foot Cube within range. The spirit lasts for the duration and is composed of air, earth, fire, or water (your choice) when you cast this spell.

When a creature hostile to you Moves within 5 feet of the spirit, you can make a melee spell attack against that creature. On a hit, the target takes 8d8 damage of a type determined by the spirit’s element: Bludgeoning (earth), Cold (water), Fire (fire), or Lightning (air). If the target is a Large or smaller creature, it is also pulled into the Cube and has the Restrained condition. At the start of each of its turns, the target must make a Strength saving throw against your spell save DC. On a success, the target frees itself. On a failure, the target takes 4d8 damage of the same type as the spell attack. The spirit can have only one creature restrained at a time.

**At Higher Levels:** When you cast this spell using a spell slot of level 6 or higher, the damage increases by 2d8 for each slot level above 5.
Globe of Invulnerability

*6th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Self (10-foot Radius)

**Components:** Verbal, Somatic, Material (a glass or crystal bead that shatters when the spell ends)

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

**Description:** An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Dominate Person

*5th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

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

**Description:** You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

**At Higher Levels:** When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Ersatz Eye

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Common

**Description:** This artificial eye replaces a real one that was lost or removed. While the *ersatz eye* is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
Feeblemind

*8th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Verbal, Somatic, Material (a handful of clay, crystal, glass, or mineral spheres)

**Duration:** Instantaneous

**Description:** You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, Heal, or Wish.
Farmer

You grew up close to the land. Years tending animals and cultivating the earth rewarded you with patience and good health. You have a keen appreciation for nature’s bounty alongside a healthy respect for nature’s wrath. Like many farmers, you made frequent use of the agricultural almanacs produced by the greatest halfling farmers.

## Background Features:

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

**Skill Proficiencies:** Animal Handling, Nature

**Tool Proficiency:** Carpenter’s Tools

**Language:** Halfling

**Feat:** Tough

### Background Equipment:

* Carpenter’s Tools
* Healer’s Kit
* Iron Pot
* Shovel
* Sickle
* Traveler’s Clothes
* 23 GP
Demon Armor

**Type:** Armor (Plate)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

**Curse:** Once you don this cursed armor, you can't doff it unless you are targeted by the Remove Curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
Glamoured Studded Leather

**Type:** Armor (Studded Leather)

**Attunement:** No

**Rarity:** Rare

**Description:** While wearing this armor, you gain a +1 bonus to AC. You can also use a Bonus Action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.
Eagle Whistle

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** While you blow an *Eagle Whistle* continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Decanter of Endless Water

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

* "Stream" produces 1 gallon of water.

* "Fountain" produces 5 gallons of water.

* "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and fall Prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Electric Sawblade

**Type:** Trick Weapon (Longsword)

**Attunement:** No

**Rarity:** Rare

**Description:** The electric sawblade is a viciously effective tool of war that combines the lethality of silver and electricity. The hilt and guard resemble those of a hunter's longsword, often ornately adorned with the markings of the hunter's faction, symbols of the Radiant Church, or grim skulls that embody the dominion over death of the Scions. From this hilt extends the true terror of the weapon: a broad, straight blade constructed from dozens of razor-sharp, silvered teeth arranged in a looped chain. When wielded, these teeth whirr into a blur of destructive motion, capable of rending flesh, bone, and even the thick hide of beasts with horrifying ease. A powerful generator housed within the hilt infuses the gnashing teeth with crackling energy, adding a galvanizing quality to each cut and rip.

**Trick Weapon:** This longsword has 3 charges. You can expend 1 charge as a Bonus Action to pull the trigger under the blade to transform and infuse it with electricity for 1 minute, until you fall unconscious, or until you use a Bonus Action to stop the current. This weapon regains 1 charge for each 10 minutes that it spends inside a miniature Galespire Coil (often found inside hunter's workshops).

This silvered longsword deals an extra 1d6 Slashing damage on a hit, and you gain a +1 bonus to attack and damage rolls against creatures not wearing metal armor, as long as the sword has at least 1 charge.

**Untransformed:** When a melee attack that you can see would hit you, you can use your Reaction to parry the attack, adding a bonus to your AC equal to your proficiency bonus against that attack. If this causes the attack to miss you and it was made with a nonmagical weapon, the weapon is destroyed by the teeth of the sawblade.

**Transformed:** The surge of electricity causes the blade to rev faster, requiring both hands to control it. If you use one hand to attack with this sword while it is transformed, you have disadvantage on attack rolls made with it. While transformed, the longsword deals an extra 1d6 Slashing and 1d6 Lightning damage. In addition, the momentum generated from it propels you. Your walking speed increases by 10 feet.
Create Food and Water

*3rd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
Far Realm Shard

**Type:** Wondrous Item

**Attunement:** Yes (Sorcerer Only)

**Rarity:** Rare

**Description:** This writhing crystal is steeped in the warped essence of the Far Realm. As an Action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 Psychic damage and become frightened of you until the start of your next turn.
Focus Art Options

As a Reaction to being hit by a creature you can see within range of a weapon you are holding, you can expend 1 Focus Point to make a special weapon attack against that creature. This attack does no damage, but instead blocks an amount of damage from the incoming attack equal to the weapon's damage roll (including your ability modifier), unless your attack roll is a 1. On a 20, any weapon damage dice are rolled twice (like a critical hit would be), and if this total fully blocks the incoming attack, the target is stunned until the start of its next turn.

### Dodge Step

*1 Reaction*

As a Reaction to being attacked by a creature you can see, if your speed is not 0, you can expend 1 Focus Point to move 5 feet without provoking opportunity attacks and make a Dexterity saving throw with a DC equal to the attacker's attack roll (including modifiers). On a success, you evade completely and take no damage. On a failure, you halve the attack's damage against you.

## Later Options:

### Aerial Vault

*Special*

When you make a jump, you can expend 1 Focus Point to double your jumping distance for that jump, and you can ignore difficult terrain until the end of your turn. When you use this Focus Art, the maximum distance you can jump isn’t limited by your walking speed.

### Elemental Art

*1 Bonus Action*

As a bonus action, you expend 1 Focus Point and touch a weapon you're carrying. Choose between Acid, Cold, Fire, or Lightning. For 1 minute, the weapon deals that damage type instead of its normal type.

### Focus Mind

*1 Reaction*

As a Reaction to making a saving throw against being Charmed, Frightened, or having your mind read or influenced, you can expend 1 Focus Point to gain advantage on the roll. If you already have advantage on the roll, you can reroll one of the dice once.

### Flourish

*1 Bonus Action*

As a Bonus Action, you can expend 1 Focus Point and gain 1 additional Momentum die (gaining 2 Momentum dice in total, which includes the die gained through the Momentum feature from expending the Focus Point on Flourish).

### I Don’t Want To Be Eaten Today

*1 Reaction*

As a Reaction to becoming Grappled or Restrained by an effect that has an escape DC or to making a contested roll against these conditions, you can expend 1 Focus Point to attempt to immediately escape the effect, making an Athletics or Acrobatics check against the escape DC, or to gain advantage on the contested roll.

### Jaeger’s Rush

*1 Bonus Action*

As a Bonus Action, you can expend 1 Focus Point to take the Dash action.

### Jaeger’s Assessment

*1 Bonus Action*

As a Bonus Action, you can expend 1 Focus Point to make an Investigation check against a creature you can see within 60 feet of you, contested by its Deception check. On success, you learn its creature type, AC, any resistances or immunities it has to damage or conditions, and any spells it is under the effect of.

Alternatively, when you take this Bonus Action, you can take the Search action.
Goliath

***Towering over most folk, Goliaths are distant descendants of giants. Each Goliath bears the blessings of the first giants—blessings that manifest in various supernatural boons, including the ability to quickly grow and temporarily approach the height of the Goliaths’ gigantic kin.***

***Goliaths have physical characteristics that are reminiscent of the giants in their family lines. For example, some Goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, Goliaths have forged their own path in the multiverse— unencumbered by the internecine conflicts that have ravaged giant-kind for ages—and seek heights above those reached by their ancestors.***

## Goliath Traits:

**Creature Type:** Humainoid

**Size:** Medium (about 7-8 feet tall)

**Speed:** 35 feet

**Life Span:** 80 years on average

**Giant Ancestry:** You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:

Goliath Ancestry
 Fire Giant
 Frost Giant
 Hill Giant
 Stone Giant
 Storm Giant

**Large Form:** Starting at 5th level, you gain the ability to supernaturally grow. As a Bonus Action, you change your Size to Large, provided you’re in a big enough space. This transformation lasts for 10 minutes or until you end it as a Bonus Action. During that duration, you have Advantage on Strength Checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.

**Powerful Build:** You have Advantage on any Saving Throw you make to end the Grappled condition on yourself. You also count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift.