recursal/Fanatic-Fandom huggingface dataset:
Control Water

*4th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 300 feet

**Components:** Verbal, Somatic, Material (a drop of water and a pinch of dust)

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

**Description:** Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

* **Flood:** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

* **Part Water:** You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

* **Redirect Flow:** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

* **Whirlpool:** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Athletics check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 Bludgeoning damage, this damage occurs each round it remains in the vortex.
Gem of Brightness

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This prism has 50 charges. While you are holding it, you can use an Action to speak one of three command words to cause one of the following effects:

* The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a Bonus Action to repeat the command word or until you use another function of the gem.

* The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

* The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem's charges are expended, the gem becomes a non magical jewel worth 50 GP
Fire Storm

*7th Level Evocation*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 Fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Feather of Diatryma Summoning

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an Action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird.

When the diatryma reverts to its feather form, the magic of the feather can't be used again until 7 days have passed.

The diatryma uses the statistics of an axe beak, except that its beak deals Piercing damage instead of Slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other Actions.
Fount of Moonlight

*4th Level Evocation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

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

**Description:** A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.

In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can use your Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.
Danse Macbre

*5th Level Necromancy*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

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

**Description:** Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

**At Higher Levels:** When you cast this spell using a spell slot‘ of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
Command

*1st Level Enchantment*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal

**Duration:** 1 Round

**Description:** You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

* **Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

* **Drop.** The target drops whatever it is holding and then ends its turn.

* **Flee.** The target spends its turn moving away from you by the fastest available means.

* **Grovel.** The target falls prone and then ends its turn.

* **Halt.** The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Fool's Blade

**Type:** Weapon (Any Sword)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents.

You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits:

* Fool’s Feint: As a Bonus Action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this Bonus Action is used, it can’t be used again until the next dawn.

* Misdirect: When a creature within 60 feet of you targets you with an attack roll, you can use your Reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker’s reach. Once this Reaction has been used, it can’t be used again until the next dawn.
Dragontooth Dagger

**Type:** Weapon (Dagger)

**Attunement:** No

**Rarity:** Rare

**Description:** A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.

You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 Acid damage.

* **Draconic Potency:** Against enemies of the Cult of the Dragon, the dagger's bonus to attack rolls and damage rolls increases to +2, and the extra Acid damage increases to 2d6.
Dagger of Venom

**Type:** Weapon (Dagger)

**Attunement:** No

**Rarity:** Rare

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

You can use an Action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and become Poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Dancing Sword

**Type:** Weapon (Any Sword)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** You can use a Bonus Action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hands free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Glasya

## Glasya

* Arc VI
* Arc XIX
* Arc XX

### Aliases

* The Horseman of Famine
* The Lady of Malbolge

## Connections

### Occupation

* Lady of Hell
* Horseman of Asmodeus

### Family

* Asmodeus (father)
	+ Levistus (brother)
	+ Zariel (adopted brother)
* Baaelzebub (uncle)
	+ Mammon (cousin)
	+ Fierna (cousin)
* Dispater (uncle)
	+ Belial (cousin)

## In Podcast

### Aliases

* The Horseman of Famine
* The Lady of Malbolge

## Connections

### Occupation

* Lady of Hell
* Horseman of Asmodeus

### Family

* Asmodeus (father)
* Levistus (brother)
* Mammon (brother)
* Zariel (“brother”)

## In Podcast

### Aliases

* The Horseman of Famine
* The Lady of Malbolge
Flaming Sphere

*2nd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)

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

**Description:** A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evard’s Black Tentacles

*4th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (a piece of tentacle from a giant octopus or a giant squid)

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

**Description:** Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 Bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 Bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Elemental Weapon

*3rd Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

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

**Description:** A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

**At Higher Levels:** When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
Cube of Force

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

You can use an Action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.

If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

 1
 2
 3
 4
 5
 6

The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.

 Wall of Fire | 1d4
Far Gear

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** While attuned to this device, you have a +1 bonus to Charisma saving throws. and you have advantage on Intimidation checks.

* Aberrant Ally: You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the Conjure Celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn.

* Unnatural Bane: You can cast the Bane spell (save DC 15), which affects any number of creatures within range for 1 minute. Once you use this feature of the far gear, it cannot be used again until the next dawn.

* Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
Demidritch

***Easily distinguished by their eyes—brightly coloured irises that swirl like galaxies in a jet-black sclera— demidritch occupy a precarious precipice in the minds of Luyarnhians, equal parts revered and abhorred. Born of a union between humanoids and eldritch beings, demidritch are often referred to as ‘half-angels’, a misnomer arising from Luyarnhians’ mistaken belief that these creatures are descended from celestials. Stories abound of radiant silhouettes—eldritch creatures wreathed in powerful illusions—appearing unto pregnant Luyarnhians and blessing their progeny with otherworldly powers.***

## Demidritch Traits:

**Creature Type:** Yharnamite

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

**Speed:** 30 feet

**Life Span:** 60 years on average

**Darkvision:** Your many eyes were made to see through the darkness of space. You have Darkvision with a range of 120 feet

**Shard of Infinity:** You are born of the galaxies and their endless void. You have resistance to Cold damage.

**Astral Being:** Your many eyes grant you sight. You have advantage on saving throws against being Blinded

**Demidritch Lineage:** You are part of an Demidritch lineage that grants you supernatural abilities. Choose a lineage from the Demidritch Lineages table which gives you benefits based on your choices.

Starting at level 12 you also grow eye-covered eldritch wings which grant you a flying speed of 30 feet and the ability to see invisibility out to a range of 60 feet.
Once you use this trait, you can't use it again until you finish a long rest.
 Nebulare
When you first transform, each creature other than you in a 10-foot radius centered on you must succeed on a Dexterity saving throw or take a number of d6s of Radiant damage from the explosion equal to your proficiency bonus.
While transformed in this way, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. You generate a powerful gravitational field. The area within a 20-foot radius centered on you is considered difficult terrain for creatures of your choice that you can see. Starting at level 12, this radius increases to 60 feet and you can ignore gravity, granting a flying speed of 30 feet during which you can hover.
Once you use this trait, you can't use it again until you finish a long rest.

**Glow:** You can cast the Light Cantrip on your body at will
Gloom Stalker Conclave

***Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.***

## Gloom Stalker Conclave Features:

### 3rd Level: Gloom Stalker Magic

The magic of the Shadowfell ensures you always have certain spells ready; when you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.

Gloom Stalker Spells

### 3rd Level: Dread Ambusher

You have mastered the art of creating frightening ambushes, granting you the following benefits:

**Ambusher’s Leap:** At the start of the first turn of each combat, your Speed increases by 10 feet until the end of that turn.

**Frighten:** Once per turn when you attack a creature and hit it with a weapon, you can deal an extra 1d8 Psychic damage to the target and force it to make a Wisdom saving throw against your Spell Save DC. On a failed save, it has the Frightened condition until the start of your next turn. You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

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

### 3rd Level: Umbral Sight

You gain Darkvision out to a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet. You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that darkness.

### 7th Level: Iron Mind

You have honed your ability to resist the mind- altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

### 11th Level: Stalker’s Fury

When you use the Frighten effect of your Dread Ambusher feature, you can cause one of the following additional effects:

**Sudden Strike:** You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon’s range.

**Mass Fear:** Each creature within 10 feet of the target must make a Wisdom saving throw against your Spell Save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.

### 15th Level: Shadowy Dodge

You can dodge with wisps of supernatural shadow around you. When a creature makes an attack roll against you, you can use your Reaction to impose Disadvantage on that roll. If the attack then misses, you can teleport up to 30 feet to an unoccupied space you can see.
Glimmering Moonbow

**Type:** Weapon (Any Bow)

**Attunement:** Yes

**Rarity:** Rare

**Description:** This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 Radiant damage. 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 bow vanishes the instant after it hits or misses a target.

While wielding this magic bow, you can use a Bonus Action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to Bludgeoning, Piercing, and Slashing damage. Once this Bonus Action is used, it can’t be used again until the next dawn.
Dragon Wing Bow

**Type:** Weapon (Any Bow)

**Attunement:** Yes

**Rarity:** Rare

**Description:** The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Feather Fall

*1st Level Transmutation*

**Casting Time:** 1 Reaction, which you take when you or a creature within 60 feet of you falls

**Range:** 60 feet

**Components:** Verbal, Material (a small feather or piece of cloth)

**Duration:** 1 minute

**Description:** Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Earthquake

*8th Level Evocation*

**Casting Time:** 1 Action

**Range:** 500 feet

**Components:** Verbal, Somatic, Material (a pinch of dirt, a piece of rock, and a lump of clay)

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

**Description:** You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

* **Fissures:** Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).

* **Structures:** The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
Enhance Ability

*2nd Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (fur or a feather from a beast)

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

**Description:** You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.

* **Bear’s Endurance:** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

* **Bull’s Strength:** The target has advantage on Strength checks, and their carrying capacity doubles.

* **Cat’s Grace:** The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.

* **Eagle’s Splendor:** The target has advantage on Charisma checks.

* **Fox’s Cunning:** The target has advantage on Intelligence checks.

* **Owl’s Wisdom:** The target has advantage on Wisdom checks.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Finger of Death

*7th Level Necromancy*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 Necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Dominate Monster

*8th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

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

**Description:** You attempt to beguile a creature 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 creature 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 9th-level spell slot, the duration is concentration, up to 8 hours.
Feign Death

*3rd Level Necromancy [Ritual]*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a pinch of graveyard dirt)

**Duration:** 1 hour

**Description:** You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Githyanki

***Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their children can reach adulthood.***

***A lanky people with skin tones of yellows, greens, and browns, githyanki complement their physical prowess with psionic might, instilled in them by mind flayers and cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver astral clouds.***

## Githyanki Traits:

**Creature Type:** Gith

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

**Speed:** 30 feet

**Life Span:** 100 years on average

**Astral Knowledge:** You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain Proficiency in one Skill of your choice and with one Weapon or Tool of your choice, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest.

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

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

**Psychic Resiliance:** You have resistance to Psychic damage
Conjure Minor Elementals

*4th Level Conjuration*

**Casting Time:** 1 minute

**Range:** Self (15 foot Radius)

**Components:** Verbal, Somatic

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

**Description:** You summon elemental spirits that a flit around you for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature within 15 feet of you. This damage is Bludgeoning, Cold, Fire, or Lightning (your choice when you make the attack).

In addition, the ground within 15 feet of you is Difficult Terrain for your enemies.

At Higher Levels: When you cast this spell using a spell slot of level 5 or higher, the damage increases by 2d8 and the range of Difficult Terrain increases by 5 feet for each slot level above 4.
Feather Token

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.
Crown of Madness

*2nd Level Enchantment*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

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

**Description:** One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Enemies Abound

*3rd Level Enchantment*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

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

**Description:** You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being Frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Everbright Lantern

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a Continual Flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
Gate

*9th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a diamond worth at least 5,000 GP)

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

**Description:** You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
Eyes of Charming

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the Charm Person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.
Crossbow Expert

*4th Level Feat*

**Prerequisite:** Proficiency with any Martial Weapon

**Repeatable:** No

Thanks to extensive practice with crossbows, you gain the following benefits:

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

**Ignore Loading:** You ignore the Loading property of crossbows.

**Firing in Melee:** Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with crossbows.

**Dual Wielding:** When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property.
Forcebreaker Weapon

**Type:** Weapon (Any Weapon that deals Bludgeoning damage)

**Attunement:** No

**Rarity:** Very Rare

**Description:** This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.
Donovan Alaric

## Donovan Alaric

* Arc X
* Arc XV

### Aliases

* The Second Prince of Hyranor
* The Last Hunter

### Class

Church of Blood Ministration Hunter (Homebrew Class)

## Connections

### Occupation

* Prince of Hyranor
* Hunter

### Affiliation

* The Kingdom of Hyranor
* The Hunters Church

### Family

* Henric Alaric (father)
* Cassandra Haxel-Alaric (mother)
* Albane Alaric (brother)
* Mirabella Alaric (sister)
* Lucas Alaric (brother)

## In Podcast

### Aliases

* The Traitor Prince
* The Last Hunter

### Class

Church of Blood Ministration Hunter (Homebrew Class)

## Connections

### Family

* Henric Alaric (father)
* Cassandra Haxel-Alaric (mother)
* Albane Alaric (brother)
* Mirabella Alaric (sister)
* Lucas Alaric (brother)
Far Step

*5th Level Conjuration*

**Casting Time:** 1 Bonus Action

**Range:** Self

**Components:** Verbal

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

**Description:** You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
Enlarge/Reduce

*2nd Level Transmutation*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a pinch fo powdered iron)

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

**Description:** You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

* **Enlarge.** The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.

* **Reduce.** The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
Earworm

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech.

* **Spells:** The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): Detect Thoughts (2 charges) or Dissonant Whispers (1 charge). Each time you use the earworm to cast the Detect Thoughts spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr. The earworm regains 1d4 expended charges daily at dawn.

* **Symbiotic Nature:** The earworm can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body.
Elemental Chaos

## Description:

Elemental Chaos is not a true Plane, but a space between the main 4 Elemental Planes that is full of the combining energy of those planes and what they create when they combine. Any being that finds themselves within the Elemnetal chaos would not last long before being consumed by the tremendous energy within.
Elemental Essence Shard

**Type:** Wondrous Item

**Attunement:** Yes (Sorcerer Only)

**Rarity:** Rare

**Description:** This crackling crystal contains the essence of an elemental plane. 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.

Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.

 1
 2
 3
 4
Destructive Wave

*5th Level Evocation*

**Casting Time:** 1 Action

**Range:** Self (30-foot Radius)

**Components:** Verbal

**Duration:** Instantaneous

**Description:** You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 t\Thunder damage, as well as 5d6 Radiant or Necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Dancing Lights

*Evocation Cantrip*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a bit of phosphorus or wychwood, or a glowwyrm)

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

**Description:** You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Dragonhide Belt

**Type:** Wondrous Item

**Attunement:** Yes (Monk Only)

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

**Description:** This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your Discipline features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain Discipline Points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Donjon's Sundering Sphere

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This marble-size crystal sphere glows with extraplanar energy.

As part of attuning to this item, you press the crystal sphere to the hilt of a nonmagical melee weapon of your choice, magically attaching the sphere to the weapon. The weapon becomes a magic weapon with a +1 bonus to attack and damage rolls. While wielding this weapon, you gain the following benefits:

* Dimensional Anchor: You have advantage on saving throws against spells or effects that would send you to an extradimensional space, a demiplane, or another plane of existence against your will.

* Isolating Smite: When you hit a creature with this weapon, you can force the creature to make a DC 16 Charisma saving throw. On a failed save, the creature is banished to a harmless demiplane until the end of its next turn. When the banished creature returns, it reappears in the space it left or the nearest unoccupied space if that space is occupied. Once this property is used, it can’t be used again until the next dawn.

When you end your attunement to the sphere, the sphere harmlessly detaches from the weapon, and the weapon reverts to a nonmagical piece of equipment.