recursal/Fanatic-Fandom huggingface dataset:
Dispater

## Dispater

* Arc V
* Arc X
* Arc XX

## Appearance

### Notable Physical Traits

* Goatee
* Horns

## Connections

### Family

* Asmodeus (brother)
	+ Levistus (nephew)
	+ Glasya (niece)
* Baaelzebub (brother)
	+ Mammon (nephew)
	+ Fierna (niece/daughter in-law)
* Belial (son)

## Appearance

### Notable Physical Traits

* Goatee
* Horns

## Connections

### Occupation

* Lord of Hell
* Right Hand to King Lucas Alaric

### Affiliation

* The Nine Hells
* The Kingdom of Hyranor

### Family

* Asmodeus (brother)
	+ Levistus (nephew)
	+ Glasya (niece)
* Baaelzebub (brother)
	+ Mammon (nephew)
	+ Fierna (niece/daughter in-law)
* Belial (son)

## In Podcast

### Aliases

* The Iron Lord
* The Lord of Dis

## Connections

### Affiliation

* The Nine Hells
* The Kingdom of Hyranor

### Family

* Asmodeus (brother)
	+ Levistus (nephew)
	+ Glasya (niece)
* Bealzebub (brother)
	+ Mammon (nephew)
	+ Fierna (niece/daughter-in-law)
* Belial (son)
College of Valor

***Bards of the College of Valor are daring storytellers whose tales keep alive the memory of the great heroes of the past. These Bards sing the deeds of the mighty, both past and present, in vaulted halls or to crowds gathered around great bonfires. They travel the land to witness great events firsthand and to ensure that the memory of these events doesn’t pass from the world. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.***

## College of Valor Features:

### 3rd Level: Combat Inspiration

You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects:

**Defense:** When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.

**Offense:** Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack’s damage against the target.

### 3rd Level: Martial Training

You gain proficiency with Martial Weapons and armor training with Medium Armor and Shields. In addition, you can use a Simple or Martial weapon as a spellcasting focus to cast spells from your Bard spell list.

### 6th Level: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

### 14th Level: Battle Magic

After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.
Fabulist Gem

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** This glittering red gem is commonly found embedded in a ring or brooch.

While wearing the gem, you gain the following benefits.

* Counterfeit Coins: You can use your Action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this Action is used, it can’t be used again until the next dawn.

* Illusory Fashion: As a Bonus Action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection.
Contingency

*6th Level Evocation*

**Casting Time:** 10 minutes

**Range:** Self

**Components:** Verbal, Somatic, Material (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 GP)

**Duration:** 10 days

**Description:** Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then *contingency* ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, *contingency* ends on you if its material component is ever not on your person.
Fairy

***The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.***

***Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You’re also free to come up with your own characteristic if none of the suggestions below fit your character.***

Fey Characteristics
 2
 3
 4
 5
 6
 7
 8

## Fairy Traits:

**Creature Type:** Fey

**Size:** Small (about 2-4 feet tall)

**Speed:** 30 feet

**Life Span:** 800 years on average

**Fairy Magic:** You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast one of the 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).

**Flight:** Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing Medium or Heavy Armor.
Daern’s Instant Fortress

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** You can use an Action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.

The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the Knock spell and similar magic, such as that of a Chime of Opening.

Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 Bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.

The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a Wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Eyes of Minute Seeing

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Investigation checks that rely on sight while searching an area or studying an object within that range.
Find Traps

*2nd Level Divination*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You sense the presence of any trap within range that is within line of sight.

A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Defensive Duelist

*4th Level Feat*

**Prerequisite:** Dexterity 13+

**Repeatable:** No

You’ve learned to deftly parry attacks, granting you the following benefits:

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

**Parry:** If you are holding a Finesse Weapon and another creature hits you with a Melee Attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class for that attack, potentially causing the attack to miss you.
Dimensional Loop

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** While attuned to this device, you have a +1 bonus to Strength saving throws. and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

* Dimensional Cloak: As a Bonus Action, you send your body out of phase with the material world for 1 minute, granting you advantage on Stealth checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.

* Fold Space: Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, 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.
College of Lore

***Bards of the College of Lore plumb the depths of magical knowledge, collecting spells and secrets from sources as diverse as scholarly tomes, mystical rites, and peasant tales. The college’s members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.***

## College of Lore Features:

### 3rd Level: Bonus Proficiencies

You gain proficiency with three skills of your choice.

### 3rd Level: Cutting Words

You learn how to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes a damage roll or succeeds on an ability check or attack roll, you can use your Reaction to expend one use of your Bardic Inspiration, roll your Bardic Inspiration die, and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.

### 6th Level: Magical Discoveries

You learn two spells of your choice. These spells can come from the Arcane, Divine, or Primal spell list or any combination thereof. A spell you choose must be a cantrip or a spell for which you have spell slots, as shown on the Bard table.

You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets the requirements above.

### 14th Level: Peerless Skill

When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration, roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn’t expended.
Conjure Fey

*6th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Verbal, Somatic

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

**Description:** You summon the awesome presence of a Medium Fey spirit in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can immediately make one melee spell attack against a creature within 5 feet of the spirit. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target must succeed on a Wisdom saving throw or have the Frightened condition until the start of your next turn.

As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left 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 level 7 or higher, the damage increases by 2d12 for each slot level above 6.
Cultist

***You scarcely recall what drove you into the service of the otherworldly being. Those memories were blotted out long ago by recurrent dreams of midnight gatherings round the obsidian pillar in the glade. By the light of each waning moon, the hierophants instructed you in the being’s creed and the rudiments of the arcane arts. When you came of age, you were ordered to blend in among the nonbelievers and await whatever mission the Great One has in store for you.***

## Background Features:

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

**Skill Proficiencies:** Arcana, Religion

**Tool Proficiency:** Disguise Kit

**Language:** Abyssal

**Feat:** Magic Initiate (Arcane)

### Background Equipment:

* Bell
* Common Clothes
* Dagger
* Diguise Kit
* Lamp
* Robe
* 19 GP
Cursed Luckstone

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone. you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn.

* **Curse:** This item is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage.
Illusionist

***You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.***

## Illusionist Features:

### 3rd Level: Illusion Savant

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

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

### 3rd Level: Improved Minor Illusion

You know the Minor Illusion cantrip. If you already know this cantrip, you learn a different Wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast Minor Illusion, you can create both a sound and an image with a single casting of it.

### 6th Level: Malleable Illusions

After you cast an Illusion spell that has a duration of 1 minute or longer, you can use a Bonus Action to change the nature of that illusion (using the spell’s normal parameters of the illusion), provided you can see it.

### 10th Level: Illusory Self

You can create an illusory duplicate of yourself in response to danger. When a creature makes an attack roll against you, you can use your Reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can’t use it again until you finish a Short Rest or Long Rest. You can also restore your use of it by expending a spell slot of level 2 or higher (no action required).

### 14th Level: Illusory Reality

You have learned the secret of weaving shadow magic into your illusions to give them a semi- reality. When you cast an Illusion spell with a spell slot, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a Bonus Action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or give any conditions.
Ghost Step Tattoo

**Type:** Tattoo

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.

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

* Ghostly Form: The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a Bonus Action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

* + You have resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.

* + You can't be Grappled or Restrained.

* + You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 Force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 Force damage for every 5 feet traveled.
Create Bonfire

*Conjuration Cantrip*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

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

**Description:** You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

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

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

**Attunement:** Yes

**Rarity:** Rare

**Description:** This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic.

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

This armor has 3 charges. You can use an Action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn.
Fear

*3rd Level Illusion*

**Casting Time:** 1 Action

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

**Components:** Verbal, Somatic, Material (a white feather or the heart of a hen)

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

**Description:** You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Flame Blade

*2nd Level Evocation*

**Casting Time:** 1 Bonus Action

**Range:** Self

**Components:** Verbal, Somatic, Material (a leaf of sumac)

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

**Description:** You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 Fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Fighting Style: Protection

*1st Level Feat*

**Prerequisite:** Fighting Style Feature

**Repeatable:** No

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to interpose your Shield and impose Disadvantage on the attack roll. You must be wielding a Shield to use this Reaction.
Create or Destroy Water

*1st Level Transmutation*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a drop of water if creating water or a few grains of sand if destroying it)

**Duration:** Instantaneous

**Description:** You either create or destroy water.

* **Create Water.** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

* **Destroy Water.** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Criminal

***You learned to earn your coin in dark alleyways, cutting purses or burgling shops. Perhaps you were part of a small gang of like-minded wrongdoers, who looked out for each other. Or maybe you were a lone wolf, fending for yourself against the local thieves’ guild and older, more fearsome lawbreakers.***

## Background Features:

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

**Skill Proficiencies:** Slight of Hand, Stealth

**Tool Proficiency:** Thieve’s Tools

**Language:** Thieve’s Cant

**Feat:** Alert

### Background Equipment:

* Crowbar
* Dagger (2)
* Pouch (2)
* Thieve’s Tools
* Traveler’s Clothes
* 16GP
Eversmoking Bottle

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Demon

***A spirit sent to hell and tortured can, over time, slowly transform, leaving behind only the hate and negativity within that person. This creature is known as a Demon. Demons are pure Id, acting solely on their base wants and desires.***

***Demons need to possess a mortal body in order to walk The Material Plane. This vessel can be just about anyone, and they Demon does not need permission, they simply need to overpower their host body and take total control.***

## Demon Traits:

**Creature Type:** Possessed Folk

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

**Speed:** 30 feet

**Life Span:** Demons live forever unless killed

**Darkvision:** You have Darkvision with a range of 80 feet)

**Hellish Strength:** You are able to push beyond the limits of a normal mortal being, giving you advantage on Strength checks to avoid or end the Grappled Condition on yourself

**Demonic Soul:** You have resistance to Necrotic damage

**Mind of the Vessel:** You are able to reach into the memory of your vessel for information. As a Bonus Action, you can add 1d4 to any information based check as you pull from the knowledge of your vessel as well.

You can make this Bonus Action a number of times equal to your Proficiency Bonus, and the uses recharge after a Short Rest.

**Possessed Body:** Depending on what type of creature you are possessing, you gain one of the benefits listed below, which upgrade at 5th Level:

* **Flyer:** You gain a flying speed that is equal to your walking speed. At 5th Level, you also gain 10 feet to this flying speed as you push past the normal Humanoid limits
* **Swimmer:** You gain a swimming speed that is equal to your walking speed. At 5th Level, you also gain 10 feet to this swimming speed as you push past the normal Humanoid limits
* **Climber:** You gain a climbing speed that is equal to your walking speed. At 5th Level, you also gain 10 feet to this climbing speed as you push past the normal Humanoid limits
* **Arcaner:** You get one cantrip from the Arcane Spell List. At 5th Level, you can choose a second cantrip from the same Spell List.
* **Primalist:** You get one cantrip from the Primal Spell List. At 5th Level, you can choose a second cantrip from the same Spell List.
* **Diviner:** You get one cantrip from the Divine Spell List. At 5th Level, you can choose a second cantrip from the same Spell List.
Compulsion

*4th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

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

**Description:** Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.
Eladrin

***Eladrin are nature spirits of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons — affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.***

Eladrin Seasons
 Winter
 Spring
 Summer

## Eladrin Traits:

**Creature Type:** Fey

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

**Speed:** 30 feet

**Life Span:** 750 years on average

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

**Fey Ancestry:** You have Advantage on Saving Throws you make to avoid or end the Charmed Condition on yourself.

**Fey Step:** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):

Fey Step Effects
 Winter
 Spring
 Summer

**Keen Senses:** You have Proficiency in the Perception Skill.

**Trance:** 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 a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the *Player’s Handbook*. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Counterspell

*3rd Level Abjuration*

**Casting Time:** 1 Reaction, which you take when you see a creature within 60 feet of you casting a spell with Verbal, Somatic, or Material Components

**Range:** 60 feet

**Components:** Somatic

**Duration:** Instantaneous

**Description:** You attempt to interrupt a creature in the process of casting a spell. The creature must make a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the Action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Feats

## Parts of a Feat:

The description of a Feat contains the following parts, which are presented after the Feat’s name:

**Prerequisite:** You must meet any prerequisite specified in a Feat to take that Feat, unless a special feature allows you to take the Feat without the prerequisite. If you lose a Feat’s prerequisite, you can’t use that Feat until you regain the prerequisite. If a prerequisite is a Class or a Class Group, you must have at least 1 level in an eligible Class to qualify for the Feat.

**Level:** Each Feat has a level. To take a Feat, your level must equal or exceed the Feat’s level.

**Benefit:** The benefit of the feat is then detailed. If you have a feat, you gain its benefit.

**Repeatable.** A feat can be taken only once unless it contains a section allowing it to be taken more than once.

### Bonus Feats at 20th Level

A DM can use bonus feats as a form of advancement after characters reach 20th level to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their 20th-level character qualifies.

## Feat List:

### 1st Level Feats:

* Alert
* Crafter
* Fighting Style: Archery
* Fighting Style: Defense
* Fighting Style: Dueling
* Fighting Style: Great Weapon Fighting
* Fighting Style: Protection
* Fighting Style: Two-Weapon Fighting
* Healer
* Lightly Armored
* Lucky
* Magic Initiate
* Musician
* Savage Attacker
* Skilled
* Tavern Brawler
* Tough

### 4th+ Level Feats:

* Ability Score Improvement
* Actor
* Athlete
* Cartomancer
* Charger
* Crossbow Expert
* Defensive Duelist
* Dual Wielder
* Durable
* Elemental Adept
* Grappler
* Great Weapon Master
* Heavily Armored
* Heavy Armor Master
* Inspiring Leader
* Keen Mind
* Mage Slayer
* Medium Armor Master
* Mounted Combatant
* Observant
* Polearm Master
* Resiliant
* Ritual Caster
* Sentinel
* Sharpshooter
* Shield Master
* Skulker
* Speedster
* Spell Sniper
* War Caster
* Weapon Master
* Weapon Training
Fall

*1st Level Transmutation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Material (an elastic band)

**Duration:** Instantaneous

**Description:** As an Action, you can temporarily change which way gravity pulls you and immediately fall 200 feet in that direction. If you hit a solid surface, you take falling damage based on the distance you have traveled.
Conjure Volley

*5th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 150 feet

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

**Duration:** Instantaneous

**Description:** You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
Crystalline Chronicle

**Type:** Wondrous Item

**Attunement:** Yes (Wizard Only)

**Rarity:** Very Rare

**Description:** An etched crystal sphere the size of a grapefruit hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells: Detect Thoughts, Intellect Fortress, Rary's Telepathic Bond, Sending, Telekinesis, Tasha's Mind Whip, and Tenser's Floating Disk. It functions as a spellbook for you, with its spells and other writing psychically encoded within it.

While you are holding the crystal, you can use it as a spellcasting focus for your wizard spells, and you know the Mage Hand, Mind Sliver, and Message cantrips if you don't already know them.

The crystal 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 information within the crystal, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book.
* When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value.
Glibness

*8th Level Transmutation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal

**Duration:** 1 hour

**Description:** Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Dragon-Touched Focus

**Type:** Wondrous Item

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

**Rarity:** Varies

**Description:** This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales.

* **Slumbering (Uncommon):** You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.

* **Stirring (Rare):** The Stirring focus has the Slumbering property, and it gains an additional property determined by the family of the dragon in whose hoard it became Stirring:

* + **Chromatic:** Whenever you use a spell slot to cast a spell that deals Acid, Cold, Fire, Lightning, or Poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage rolls.

* + **Gem:** Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.

* + **Metallic:** When a creature you can see within 30 feet of you makes a saving throw, you can use your Reaction to give that creature advantage on the saving throw.

* **Wakened (Very Rare):** The Wakened focus has the Slumbering and Stirring properties, and while you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened.

* + **Chromatic:** Hold Monster

* + **Gem:** Rary’s Telepathic Bond

* + **Metallic:** Legend Lore

* **Ascendant (Legendary):** The Ascendant focus has the Slumbering, Stirring, and Wakened properties. In addition, when you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn.
Compelled Duel

*1st Level Enchantment*

**Casting Time:** 1 Bonus Action

**Range:** 30 feet

**Components:** Verbal

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

**Description:** You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Invisibility

*2nd Level Illusion*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (an eyelash encased in gum arabic)

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

**Description:** A creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

**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.
Dream of the Blue Veil

*7th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 20 feet

**Components:** Verbal, Somatic, Material (a magic item or willing creature from the destination world)

**Duration:** 6 hours

**Description:** You and up to eight willing creatures within range fall unconscious for the spells’ duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.

To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world’s existence, even if you don’t know the world’s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.

The spell ends early on a creature if that creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.
Lightning Bolt

*3rd Level Evocation*

**Casting Time:** 1 Action

**Range:** Self (100-foot Line)

**Components:** Verbal, Somatic, Material (a bit of fur and a rod of amber, crystal, or glass)

**Duration:** Instantaneous

**Description:** A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 Lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren’t being worn or carried.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Faux Lunaire

**Type:** Scythe, Longbow

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** If you cast the Light cantrip targeting this weapon, the carved runes activate. For the duration of the spell, as long as you hold the weapon, your Wisdom score increases by 2, to a maximum of 20, and you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

**Trick weapon:** The Faux Lunaire is a wickedly curved scythe crafted from an arcane alloy and engraved with lunar imagery and celestial runes. With a swift, spinning motion, the limbs of the blade and shaft of the scythe fold in and rotate around the grip, locking into place to form an ornate longbow. As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. As part of the bonus action, you can also magically teleport up to 10 feet to an unoccupied space that you can see. In its untransformed state, this weapon is a scythe. In its transformed state, it’s a longbow.

**Untransformed:** Once on each of your turns when you damage a creature with this weapon, you can force it to make a DC 17 Dexterity saving throw, becoming affected by the Faerie Fire spell on a failure. You do not need to concentrate on this spell, but it ends early if you put another creature under the effect of the spell, or if you fall unconscious.

**Transformed:** In its transformed state, the Faux Lunaire has 2 charges. When you attack a creature with this bow, you can expend 1 charge to cast one of the following spells (save DC 17) from it (no Action required): Moonbeam or Darkness. The spell is centered on the creature’s space and lasts until the end of your next turn. You do not need to concentrate on it, and you can only have one of these spells active at a time. If your attack misses, you expend the charge but the effect fails. The Faux Lunaire regains 1 expended charge each time it is targeted by the light cantrip.
Ensnaring Strike

*1st Level Conjuration*

**Casting Time:** 1 Bonus Action

**Range:** Self

**Components:** Verbal

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

**Description:** The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 Piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

**At Higher Levels:** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Forbiddance

*6th Level Abjuration [Ritual]*

**Casting Time:** 10 minutes

**Range:** Touch

**Components:** Verbal, Somatic, Material ( a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 GP)

**Duration:** 1 day

**Description:** You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Celestials, Elementals, Fey, Fiends, and Undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

This spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
Color Spray

*1st Level Illusion*

**Casting Time:** 1 Action

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

**Components:** Verbal, Somatic, Material

**Duration:** 1 Round

**Description:** A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Control Flames

*Conjuration Cantrip*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Somatic

**Duration:** Instantaneous or 1 hour

**Description:** You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

* You instantaneously extinguish the flames within the cube.

* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.