recursal/Fanatic-Fandom huggingface dataset:
Remove Curse

*3rd Level Abjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Potion of Giant Strength

**Type:** Potion

**Attunement:** No

**Rarity:** Varies

**Description:** When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). This potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

 Frost/Stone Giant
 Fire Giant
 Cloud Giant
 Storm Giant
Power Word Heal

*9th Level Evocation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** A wave of healing energy washes over a creature you touch. The target regains all its hit points. If the creature is Charmed, Frightened, Paralyzed, or Stunned, the condition ends. If the creature is prone, it can use its Reaction to stand up. This spell has no effect on undead or constructs.
Silence

*2nd Level Illusion [Ritual]*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

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

**Description:** For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Phantom Steed

*3rd Level Illusion [Ritual]*

**Casting Time:** 1 minute

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** 1 hour

**Description:** A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Planar Binding

*5th Level Abjuration*

**Casting Time:** 1 hour

**Range:** 60 feet

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

**Duration:** 24 hours

**Description:** With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted Magic Circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, 30 days with a 7th-level slot, 180 days with an 8th-level slot, or 1 year and 1 day with a 9th-level spell slot.
Rod of Retribution

**Type:** Rod

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn.

When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 Lightning damage on a failed save, or half as much damage on a successful one.
Storm Boomerang

**Type:** Weapon

**Attunement:** No

**Rarity:** Uncommon

**Description:** This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the Javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 Bludgeoning damage and 3d4 Thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be Stunned until the end of its next turn. On a miss, the Boomerang returns to the thrower’s hand.

Once the boomerang deals Thunder damage to a target, the weapon loses its ability to deal Thunder damage and its ability to Stun a target. These properties return after the Boomerang spends at least 1 hour inside an elemental air node.
Robe of Eyes

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

* The robe lets you see in all directions, and you have advantage on Perception checks that rely on sight.
* You have Darkvision out to a range of 120 feet.
* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.

The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

A Light spell cast on the robe or a Dayight spell cast within 5 feet of the robe causes you to be Blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for Light or DC 15 for Dayight), ending the blindness on a success.
Sanctuary

*1st Level Abjuration*

**Casting Time:** 1 Bonus Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a small silver mirror)

**Duration:** 1 minute

**Description:** You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Sickening Radiance

*4th Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

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

**Description:** Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 Radiant damage, and it suffers one level of Exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being Invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Rifling Cleaver

**Type:** Trick Weapon (Cleaver, Rifle)

**Attunement:** No

**Rarity:** Uncommon

**Description:** Rather than carrying separate firearms, which often become ineffective when beasts get close, many hunters conceal them within enormous cleavers designed to rend flesh. Such creations of gunpowder and metal are aptly named rifling cleavers.

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, it is is a large cleaver. In its transformed state, the weapon is a rifle. You can reload the rifle even in its untransformed state.

**Untransformed:** After making a melee weapon attack with this weapon, you can immediately use your Bonus Action to make a ranged weapon attack with the rifle against a creature within range that is behind you and in a straight line with you and your first target. This shot extends the weapon, transforming it.

**Transformed:** Though unwieldy in melee, you can use a Bonus Action to make a melee attack with the opposite end of the rifle. This attack uses your choice of your Strength or Dexterity modifier. The damage die for this attack is a d4, and it deals Bludgeoning damage. Your weapon then reverts to its untransformed state.
Plant Growth

*3rd Level Transmutation*

**Casting Time:** 1 Action or 8 hours

**Range:** 150 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell’s area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Seeming

*5th Level Illusion*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** 8 hours

**Description:** This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Pipe of Smoke Monsters

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** While smoking this pipe, you can use an Action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Pole of Collapsing

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** While holding this 10-foot pole, you can use an Action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an Action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Poison Spray

*Necromancy Cantrip*

**Casting Time:** Action

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You launch a mist of toxic energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

**Cantrip Upgrade:** This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Spider Climb

*2nd Level Transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a drop of bitumen and a spider)

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

**Description:** Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Shining Smite

*2nd Level Transmutation (Paladin Only)*

**Casting Time:** 1 Bonus Action, which you take immediately after hitting a creature with a Melee Weapon or an Unarmed Strike

**Range:** Self

**Components:** Verbal

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

**Description:** The target hit by the strike takes an extra 2d6 Radiant damage from the attack. If the target has the Invisible condition, that condition ends on it. In addition, until the spell ends, the target sheds bright light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.

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

*2nd Level Evocation*

**Casting Time:** 1 Bonus Action

**Range:** 60 feet

**Components:** Verbal, Somatic

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

**Description:** You create a floating, spectral force that resembles a weapon of your choice and that lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against a creature within 5 feet of the force. On a hit, the target takes Force Damage equal to 1d8 + your spellcasting ability modifier.

As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.

**At Higher Levels:** When you cast this Spell using a Spell Slot of 3rd level or higher, the damage increases by 1d8 for every slot level above 2nd.
Shield of Far Sight

**Type:** Armor (Shield)

**Attunement:** No

**Rarity:** Rare

**Description:** A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eye is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield.

If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours.
Protective Verses

**Type:** Wondrous Item

**Attunement:** Yes (Wizard Only)

**Rarity:** Rare

**Description:** This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book's cover and cause it to lock as if you cast Arcane Lock on it. When found, the book contains the following spells: Arcane Lock, Dispel Magic, Globe of Invulnerability, Glyph of Warding, Mordenkainen's Private Sanctum, Protection from Evil and Good, and Symbol. It functions as a spellbook for you.

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

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

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the abjuration school.
* When you cast an abjuration spell, you can expend 1 charge to grant a creature you can see within 30 feet of you 2d10 temporary hit points.
Staff of Adornment

**Type:** Staff

**Attunement:** No

**Rarity:** Common

**Description:** If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Speak with Dead

*3rd Level Necromancy*

**Casting Time:** 1 Action

**Range:** 10 feet

**Components:** Verbal, Somatic, Material (burning incense)

**Duration:** 10 minutes

**Description:** You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
Summon Beast

*2nd Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (a feather, tuft of fur, and fish tail inside a gilded accord worth at least 200 GP)

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

**Description:** You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

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

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.
Primordial Ward

*6th Level Abjuration*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

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

**Description:** You have resistance to Acid, Cold, Fire, Lightning, and Thunder damage for the spell’s duration.

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
Scroll of Protection

**Type:** Scroll

**Attunement:** No

**Rarity:** Rare

**Description:** Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table.

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Using an Action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder.

The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends.

A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Silent Image

*1st Level Illusion*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a bit of fleece)

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

**Description:** You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Path of the Juggernaut

***Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once. Juggernaut barbarians can be found all over the Multiverse, and were most common among the Goliath. Some Dwarves and Humanoid survivalists adopt this fighting style as an extension of their rugged determinism.***

## Path of the Juggernaut Features:

### 3rd Level: Thunderous Blows

Your rage instills you with the strength to shove and smash your way through your foes, making any battlefield your domain. When you hit a creature with a Melee Attack while you’re raging, you can push that creature up to 5 feet away from you in a direction of your choice. A creature that is Huge or larger makes a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a success, the creature is not pushed.

Starting at 10th level, you can push a creature up to 10 feet when you hit it with a melee attack while you're raging.

### 3rd Level: Spirit of the Mountain

You harness your fury to anchor your feet to the ground, becoming a bulwark of strength. While you are raging, you can’t be knocked Prone or moved along the ground against your will.

### 6th Level: Demolishing Might

Your Melee Weapon Attacks deal an extra 1d8 damage to Constructs, and deal double damage to objects and structures.

### 6th Level: Resolute Stance

You can temporarily refocus your combat ability to make yourself a bulwark of defense. At the start of your turn (no action required), you can assume a defensive stance that lasts until the start of your next turn. While in this stance, you can’t be Grappled, Attack Rolls against you have disadvantage, and your Weapon Attacks are made with disadvantage.

### 10th Level: Hurricane Strike

Your blows can hurl foes through the air and into the attacks of your allies. As a Reaction when you push a creature at least 5 feet, you can then leap into an unoccupied space next to the creature. If you do so, the creature must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked Prone. This leap costs no movement and does not provoke opportunity attacks.

Additionally, whenever you push a creature into a space within 5 feet of one of your allies, the ally can use its Reaction to make a melee weapon attack against that creature.

### 14th Level: Unstoppable

Your fury in battle makes you unstoppable. While you’re raging, your speed cannot be reduced, and you are immune to the Frightened, Paralyzed, Prone, and Stunned conditions. If you are Frightened, Paralyzed, or Stunned, you can still use a Bonus Action to enter a rage (even if you can’t otherwise take actions). You aren’t affected by any of these conditions while you’re raging.
Otiluke’s Freezing Sphere

*6th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 300 feet

**Components:** Verbal, Somatic, Material (a small crystal sphere)

**Duration:** Instantaneous

**Description:** A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 Cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Power Word: Fortify

*7th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal

**Duration:** Instantaneous

**Description:** You speak a word of power that fortifies up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which are divided equally among the spell’s recipients.
Rope of Entanglement

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an Action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become Restrained.

You can release the creature by using a Bonus Action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Shard of Xeluan

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1 bonus to your spell attack rolls. Additionally your Strength score increases by 4 while the shard is on your person. The shard can't raise your Strength score above 22.

**Curse:** Attuning to this item extends its curse to you. You remain cursed until you are targeted by a Remove Curse spell or similar magic, or until the shard is reattached to Xeluan's petrified heart.

The shard's curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you.

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Protection from Evil and Good

*1st Level Abjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (holy water or powdered silver and iron)

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

**Description:** Until the spell ends, one willing creature you touch is protected against certain types of creatures: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Scorching Ray

*2nd Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Reborn

***Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.***

### Faded Memories

Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.

Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details.

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### Reborn Origins:

Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.

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## Reborn Traits:

**Creature Type:** Magic Folk

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

**Speed:** 30 feet

**Life Span:** Dependant on your Reborn form

**Ancestral Legacy:** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

**Deathless Nature:** You have escaped death, a fact represented by the following benefits:

* You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
* You have advantage on death saving throws.
* You don’t need to eat, drink, or breathe.
* You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

**Knowledge from a Past Life:** You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Shield of the Tortoise

**Type:** Armor (Shield)

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** While you are wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

**Curse:** This item is cursed. Attuning to it extends the curse to you until you are targeted by a Remove Curse spell or similar magic. You cannot discard the shield, and remain attuned to it, as long as you are cursed. As long as you are cursed, you are sluggish. Your speed is halved. When you roll initiative, treat the roll on your d20 as a 1. You can’t change your initiative by any means.
Sorcerous Vitality

*3rd Level Abjuration (Sorcerer Only)*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You regain a number of Hit Points equal to 2d6 + your spellcasting ability modifier, and if you have any of the following conditions, they end on you: Blinded, Deafened, and Poisoned.

**At Higher Levels:** When you cast this spell using a Spell Slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd.
Phantasmal Killer

*4th Level Illusion*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

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

**Description:** You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.

The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 Psychic damage. On a successful save, the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Steel Wind Strike

*5th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Somatic, Material (a Melee Weapon worth at least 1 SP)

**Duration:** Instantaneous

**Description:** You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Sending Stones

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an Action to cast the Sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Spell Sniper

*4th Level Feat*

**Prerequisite:** Spellcasting Feature

**Repeatable:** No

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

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

**Bypass Cover:** Your Attack Rolls for Spells ignore Half Cover and Three-Quarters Cover.

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

**Increased Range:** When you cast a Spell that has a range of at least 10 feet and that requires you to make an Attack Roll, you can increase the Spell’s range by 60 feet.
Professor Orb

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.

The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the "Sentient Magic Items" section in the Dungeon Master's Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can't initiate a conflict with the creature in possession of it.

The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).

In addition to the knowledge it possesses, the orb can cast the Mage Hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.

* **Professor Skant:** The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:

* + The history of Netheril
	+ Vampirism and the traits of vampires
	+ Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
	+ The tarrasque
Season 3

**Arc XXI: The Lost Library** - A group of researchers venture into the Underdark in search of the long lost Library of The Weave, which stores all magical knowledge within. Once there, they must find a way to escape with their lives, and sanity, intact.

**Arc XXII: So You Wanna Be a Pirate? Sequel** -

**Arc XXIII: Off the Rails** - Welcome to Albion Rail, and the unveiling of the Ascendant Engine! We hope that you have an excellent and safe journey as the engine travels across the continent of Pthumeria on its maiden voyage.

**Arc XXIV: Mortyss’ Mayhem** - The party of Arcs IV and XIV make good on their promise and kill Damir Mortyss once and for all.

**Arc XXV: Oops! All Casters** - A troublesome group of students at the Tyle Arcane Academy must face the worst thing imaginable for a young spellcaster in training… Overnight Detention!

**Arc XXVI: The Ruling Council of Hyranor** - The very first Ruling Council of Hyranor must balance a Kingdom on the brink of collapse after a civil war, enemies from all sides closing in from other continents, and a trigger happy King who is just as happy holding a public execution as he is getting drunk and passing out in the throne.

**Arc XXVII: The Basin of Eternity** - A group of crimnals decide to pull one last score that will set them up forever. The Basin of Eternity that will grant them eternal life. But first they have to make it through Malbolge, the most deadly layer of The Nine Hells

**Arc XXVIII: An All New Celebration** - Come One, Come All, to the newly renamed Solaris Festival! Enjoy some classics like food and games, and of course, the Snowdrop Pageant and Bloodsport Competition. This year though? We are changing things. Each day of the festival will have you feeling like a whole new person!

**Arc XXIX: Lost at Astral Sea** - A group of Spelljammers find themselves on a Plane-spanning adventure when they lose their way within the Astral Plane.

**Arc XXX: Killing the King Pinn** - Henric Alaric, Alodar Wakar, Damir Mortyss and Johnny Duff are taking it upon themselves to free Hyranor from the reign of the Tyrnnical Alder Pinn. They’re going to need allies, a distraction, and a whole lot of fighting in order to pull this off. Luckily, they have all the fight they could need. They just need the rest.
Potion of Growth

**Type:** Potion

**Attunement:** No

**Rarity:** Uncommon

**Description:** When you drink this potion, you gain the "enlarge" effect of the Enlarge/Reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny beat to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
Sacred Flame

*Evocation Cantrip*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from cover for this saving throw.

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

*1st Level Feat*

**Prerequisite:** None

**Repeatable:** No

You have trained to deal particularly damaging strikes. When you take the Attack Action and hit a target with a Weapon as part of that Action, you can roll the Weapon’s damage dice twice and use either roll against the target. You can use this benefit only once per turn.
Sekolahian Worshiping Statuette

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth, the shark flashes to life and deals 1 Piercing damage to it. The shark can deal damage in this way no more than once per hour.
Speak with Animals

*1st Level Divination [Ritual]*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** 10 minutes

**Description:** You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Sorcerous Burst

*Evocation Cantrip (Sorcerer Only)*

**Casting Time:** Action

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d6 damage. If you roll a 6 on a d6 for this spell, you can roll another d6, and add it to the damage. Whenever you cast this spell, the maximum number of these d6s you can add to the spell’s damage equals your spellcasting ability modifier.

You choose the damage type each time you cast this spell: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.

**Cantrip Upgrade:** This spell’s damage increases by 1d6 when you reach certain Sorcerer levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Soldier

***You began training for war at such an early age that you carry only a precious few memories of what life was like before you took up arms. Battle is in your blood. Sometimes you catch yourself reflexively performing the basic fighting exercises you learned as a youth. Eventually, you put that training to use on the battlefield, protecting the realm by waging war and studying the strategies of goblinoid generals.***

## Background Features:

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

**Skill Proficiencies:** Athletics, Intimidation

**Tool Proficiency:** Gaming Set (one of your choice)

**Language:** Goblin

**Feat:** Savage Attacker

### Background Equipment:

* Arrows (20)
* Gaming Set (same as your proficiency choice)
* Healer’s Kit
* Quiver
* Shortbow
* Spear
* Traveler’s Clothes
* 14 GP
Salvation Chapter

***A divine force endows jaegers of the Salvation Chapter with the ability to defend the world from the horrors, purging evil with one hand while saving the innocent with the other. Favorites of the Radiant Church, they are the light of hope in the darkness where evil dwells. Members of the Salvation Chapter know that prevention is always better than cure, and that murder is the most effective method of prevention. In their zealous righteousness, they offer hope of sanity and sanctuary to those that stand with them in their war against the tides of madness.***

## Salvation Chapter Features:

### 3rd Level: Art of Salvation

You learn the Prayer of Salvation Focus Art. This does not count against your Focus Arts known.

#### Prayer of Salvation

*1 Bonus Action*

As a Bonus Action, you expend 1 Focus Point. You and one creature of your choice you can see within 60 feet of you each regain 1d6 hit points and gain an equal number of temporary hit points.

### 3rd Level: Savior’s Focus

You find new strength in the most desperate hours. When an allied creature you can see or hear is reduced to 0 hit points, you regain 1 Focus Point. Once you use this feature, you can’t do so again for 1 minute.

### 7th Level: Sanctifying Light

When you expend a Focus Point, you can choose to emit a glow of divine light until the end of your next turn, illuminating a 20-foot radius in bright light and an additional 20 feet in dim light. The light is sunlight. Any allied creature that enters the bright light for the first time on a turn or starts its turn there gains 1d6 + your proficiency bonus hit points. This light is extinguished if you become incapacitated.

### 14th Level: Purifying Salvation

Your Prayer of Salvation Focus Art can target an additional creature, and the number of hit points it restores and temporary hit points it grants increases to 1d12.

Additionally, if any of the targets are Charmed, Frightened, Poisoned, or suffering from a short-term madness, you can cleanse the condition from them, ending it.

### 17th Level: Light of Hope

As a Bonus Action, you can unleash a blinding light from within for 1 minute, illuminating the darkness. You gain the following benefits for the duration:

* The radius of your Sanctifying Light increases to 30 feet of bright light and 30 feet of dim light. You and each creature of your choice within the bright light are under the effect of bless. Creatures in the bright light have advantage on death saving throws, do not die at three failed saves, and becomes stable with three successful saves, even if they have three or more failed saves. A creature that is no longer within the bright light of this effect and is not stable dies if they have failed three or more death saving throws.

* When you use Prayer of Salvation, you immediately regain the expended Focus Point.

These benefits end early if you become Incapacitated, or end this feature early as a Bonus Action. Once you use this feature, you can’t use it again until you finish a long rest.