recursal/Fanatic-Fandom huggingface dataset:
Enhance Ability

*2nd-level transmutation*
 Range
 Components
 Duration

A creature you touch gains one of the following effects until the spell ends.

* **Bear's Endurance:** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
* **Bull's Strength:** The target has advantage on Strength checks, and its carrying capacity doubles.
* **Cat's Grace:** The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
* **Eagle's Splendor:** The target has advantage on Charisma checks.
* **Fox's Cunning:** The target has advantage on Intelligence checks.
* **Owl's Wisdom:** The target has advantage on Wisdom checks.

**At Higher Levels:** You can target one additional creature for each slot level above 2nd.
Arcane Eye

***4th-level divination***

You create an invisible eye that hovers in the air. You mentally receive visual information from the eye. It has darkvision out to 30 feet and can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There's no limit on how far away from you it can be, but it can't enter another plane. A solid barrier blocks the eye's movement, though it can pass through an opening at least 1 inch in diameter.
Genasi

## Genasi Traits

* **Ability Score Increase:** Your Constitution score increases by 2.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Languages:** You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
* **Subrace:** Four subraces of genasi exist: Air, Earth, Fire and Water genasi. Choose one of them for your character.

### Air Genasi

* **Ability Score Increase:** Your Dexterity score increases by 1.
* **Unending Breath:** You can hold your breath indefinitely while you’re not incapacitated.
* **Mingle with the Wind:** You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.

Constitution is your spellcasting ability for this spell.

### Earth Genasi

* **Ability Score Increase:** Your Strength score increases by 1.
* **Earth Walk:** You can move across difficult terrain made of earth or stone without expending extra movement.
* **Merge with Stone:** You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.

Constitution is your spellcasting ability for this spell.

### Fire Genasi

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
* **Fire Resistance:** You have resistance to fire damage.
* **Reach to the Blaze:** You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when

you finish a long rest.

Constitution is yourspellcasting ability for these spells.

### Water Genasi

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Acid Resistance:** You have resistance to acid damage.
* **Amphibious:** You can breathe air and water.
* **Swim:** You have a swimming speed of 30 feet.
* **Call to the Wave:** You know the shape water cantrip (see chapter 2). When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.

Constitution is yourspellcasting ability for these spells.
Command

*1st-level enchantment*
 Range
 Components
 Duration

Choose a creature you can see to make a Wisdom save. If they fail, they follow a one-word command from you. The spell fails if the creature is undead, doesn't understand your language, if obeying the command will harm it, or if they can't follow the command.

You may use any single word and the DM will interpret it as they feel is appropriate. Common commands and their effects are as follows:

* **Approach:** The target comes directly toward you and, if it is able to reach within 5 feet of you, it stops and ends its turn.
* **Drop:** The target drops whatever it is holding and then ends its turn.
* **Flee:** The target uses its turn to move directly away from you.
* **Grovel:** The target falls prone and then ends its turn.
* **Halt:** The target doesn't move and takes no actions. If a creature is flying and is able to stay aloft for the duration of the spell, it will move the minimum necessary for it to stay in the air.

**At Higher Levels:** You can affect one more creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Flaming Sphere

*2nd-level conjuration*
 Range
 Components
 Duration

A 5-foot-diameter Sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity save. It takes 2d6 fire damage on a fail, or half damage on a success.

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

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

**At Higher Levels:** The damage increases by 1d6 for each slot level above 2nd.
Invisibility

*2nd-level illusion*
 Range
 Components
 Duration

A creature you touch and everything it wears or carries becomes invisible. If the target drops an item or removes it, the item is no longer invisible, and if the target tries to attack or cast a spell, the spell ends early.

**At Higher Levels:** You can target an additional creature for each slot level above 2nd.
Earthquake

*8th-level evocation*
 Range
 Components
 Duration

For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on a point you can see. The ground in the area becomes difficult terrain. Each creature on the ground must make a concentration save if applicable.

When you cast this spell, and at the end of your turns, each creature on the ground in the area must make a Dexterity saving throw. On a failure, it's knocked prone.

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

* **Fissures:** 1d6 fissures open in the spell's area at the start of your next turn in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must pass a Dexterity save or fall in. A creature that saves moves with the fissure's edge. A fissure that opens beneath a structure causes it to automatically collapse.
* **Structures:** The tremor deals 50 bludgeoning damage to any structure in contact with the ground when you cast the spell and at the start of your turns. If a structure drops to 0 hit points, it collapses. Any creature within half the distance of the structure's height must make a Dexterity save. On a failure, it takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble. It can make a DC 20 Athletics check as an action to escape. The DM can adjust the DC depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
Jeweler’s Tools

Training with jeweler’s tools includes the basic techniques needed to beautify gems. it also gives you expertise in identifying precious stones.

**Components:** Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers.

**Arcana:** Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.

**Investigation:** When you inspect jeweled objects. your proficiency with jeweler’s tools aids you in picking out clues they might hold.

**Identify Gems:** You can identify gems and determine their value at a glance.

 Determine a gem's history
Elemental Weapon

*3rd-level transmutation*
 Range
 Components
 Duration

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
Create Bonfire

***Conjuration cantrip***

You create a bonfire on ground that you can see within range. Until the spell ends, the magic 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 moves into the bonfire’s space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren’t being worn or carried.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Feign Death

*3rd-level necromancy*
 Range
 Components
 Duration

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

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

*6th-level conjuration*
 Range
 Components
 Duration

You create linked teleportation portals that remain open for the duration.

Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

```
The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

```

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
Infestation

***Conjuration cantrip***

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjure Minor Elementals

*4th-level conjuration*
 Range
 Components
 Duration

Elementals appear in unoccupied spaces that you can see. Choose one the following options:

* 1 elemental of challenge rating 2 or lower
* 2 elementals of challenge rating 1 or lower
* 4 elementals of challenge rating 1/2 or lower
* 8 elementals of challenge rating 1/4 or lower.

An elemental disappears when it drops to 0 hit points or when the spell ends.

The elementals are friendly to you and your companions. Roll initiative for the summoned creatures as a group. They obey any verbal commands that you issue to them, no action required from you. If you don't issue a commands, they do nothing but defend themselves from hostile creatures.

**At Higher Levels:** Twice as many elementals appear if you cast this spell with a 6th-level slot, and three times as many appear with an 8th-level slot.
Animal Messenger

*2nd-level enchantment*
 Range
 Components
 Duration

A tiny beast will send a message for you, but you must be able to see it within range of you, and you must have already been to the location (no more than 25 miles away, or 50 if the messenger flies, per 24 hours of travel) you will send it.

The animal messenger will speak up to 25 words to only the creature matching a description you give. If the messenger doesn't arrive at your specified location before the spell ends, the message is lost and the beast will return to where you first found it.

**At Higher Levels:** The duration of the spell increases by 48 hours for each slot level above 2nd.
Investiture of Ice

*6th-level transmutation*
 Range
 Components
 Duration

Until the spell ends, ice rimes your body, and you gain the following benefits:

* You are immune to cold damage and have resistance to fire damage.
* You can move across difficult terrain created by ice or snow without spending extra movement.
* The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
* You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Haste

*3rd-level transmutation*
 Range
 Components
 Duration

Choose a willing creature you can see. Its speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saves, and it gains an additional action on each of its turns. The action can be used to attack (one weapon attack only), dash, disengage, hide, or use an object.

When the spell ends, the target can't move or take actions until the end of its next turn.
Legend Lore

*5th-level divination*
 Range
 Components
 Duration

Name or describe a person, place, or object. The spell gives you a summary of significant lore about it. If the thing you named isn't of legendary importance, you gain no information. The more information you already have, the more detailed the information you receive is.
Brewer’s Supplies

Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.

**Components:** Brewer's supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.

**History:** Proficiency with brewer’s supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.

**Medicine:** This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.

**Persuasion:** A stiff drink can help soften the hardest heart. Your proficiency with brewer’s supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.

**Potable Water:** Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.

 Identify alcohol
 Ignore effects of alcohol
Alarm

*1st-level abjuration*
 Range
 Components
 Duration

Choose an area that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm.

You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Alchemist’s Supplies

Alchemist's supplies enables a character to produce useful concoctions, such as acid or alchemist's fire.

**Components:** Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.

**Arcana:** Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks involving potions and similar materials.

**Investigation:** When you inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area.

**Alchemical Crafting:** You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.

 Identify a poison
 Identify a substance
 Start a fire
 Neutralize acid
Magic Jar

*6th-level necromancy*
 Range
 Components
 Duration

Your soul enters the container you used to cast the spell. While you're in the container, your body is comatose, and you perceive the world from inside the jar. The only action you can do is project your soul up to 100 feet outside of the container. You either return to your body and end the spell, or attempt to possess another humanoid's body. You can't move, use reactions, or perform any other actions while in the jar.

You may only possess humanoids that you can see and that aren't guarded by a Protection from Evil and Good or Magic Circle spell. Your target must make a Charisma save. On a failure, your soul possesses the target and the target's soul is put inside the container. On a success, it knows that you tried to possess it and is immune to your possession for 24 hours.

If you possess a creature, you take control of it and assume all of its game statistics except alignment and Intelligence, Wisdom, and Charisma. You also keep your own class features, and don't use class features the target has.

You can use your action to stop possessing and return to the jar if the container is within 100 feet of you. The creature's soul returns to its body.

If the creature's body dies while you possess it, the creature dies and you must make a Charisma save against your spell DC. On a success, if the container is within 100 feet of you, you return to it. Otherwise, you die too.

A creature trapped in the container can see from inside it as normal, but can't move, take actions, or take reactions.

If the spell ends or the container is destroyed, the soul tries to return to its body. This is successful only if the body is alive and within 100 feet of the container; otherwise, the soul dies.

Once the spell ends, the container is destroyed.
Hobgoblin

## Hobgoblin Traits

* **Ability Score Increase:** Your Constitution score increases by 2, and your Intelligence score increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Martial Trainin':** You are proficient with two martial weapons of your choice and with light armor
* **Savin' Face:** Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
* **Languages:** You can speak, read, and write Common and Goblin.
Cartographer’s Tools

Using cartographer’s tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.

**Components:** Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.

**Arcana, History, Religion:** You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.

**Nature:** Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.

**Survival:** Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where
settlements arise in relation to geographic locations, are familiar to you.

**Craft a Map:** While traveling, you can draw a map as you go in addition to engaging in other activity.

 Estimate direction and distance to a landmark
 Discern that a map is fake
 Fill in a missing part of a map
Harengon

## Harengon Traits

* **Ability Score Increase:** When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.
* **Creature Type:** You are a Humanoid.
* **Size:** You are Medium or Small. You choose the size when you select this race.
* **Age:** They live to be around 100.
* **Speed:** Your base walking speed is 30 feet.
* **Languages:** You can speak, read, and write Common and Sylvan.

### Hare-Trigger

You can add your proficiency bonus to your initative rolls.

#### Leporine Senses

You have proficiency in the Perception skill.

#### Lucky Footwork

When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

#### Rabbit Hop

As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Blink

*3rd-level transmutation*
 Range
 Components
 Duration

For the duration, roll a d20 at the end of your turns. If you roll 11 or higher, you move to the Ethereal Plane if you aren't already there. At the start of your next turn, or if the spell ends and you're still on the Ethereal Plane, you return to an unoccupied space within 10 feet of where you vanished. If there is no space in range, you return to the next one, chosen at random if there's multiple options. The spell can be dismissed as an action.

On the Ethereal Plane, you can see up to 60 feet and in shades of gray, and hear the plane you came from. You can only affect and be affected by creatures on the Ethereal Plane, and creatures that aren't there can't perceive or interact with you unless they have an ability that allows it.
Hail of Thorns

*1st-level conjuration*
 Range
 Components
 Duration

The next time you hit with a ranged weapon attack, in addition to the normal effects of the attack, the target and each creature within 5 feet of it must make a Dexterity save. A creature takes 1d10 piercing damage on a failed save, or half as much on a success.

**At Higher Levels:** The damage increases by 1d10 for each slot level above 1st, to a maximum of 6d10.
Hold Monster

*5th-level enchantment*
 Range
 Components
 Duration

Choose a creature you can see. It must pass a Wisdom save or be paralyzed. This spell has no effect on undead. At the end of the target's turns, it can make another save, ending the paralysis on a success.

**At Higher Levels:** You can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Acid Splash

***Conjuration cantrip***

**Acid Splash** is a conjuration cantrip available to sorcerers and wizards.

## Description

You throw a bubble of acid at a creature you can see, or at two creatures within 5 feet of each other, and force them to pass a Dexterity save or take 1d6 acid damage.

### Leveling

This cantrip's damage die increases at levels 5, 11, and 17.

## References

1. ↑ 1.0 1.1 1.2 "Acid Splash." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 213.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Major Image

*3rd-level illusion*
 Range
 Components
 Duration

You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.

As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.

Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.

**At Higher Levels:** The spell lasts until dispelled without requiring concentration if cast at 6th-level or higher.
Enlarge/Reduce

*2nd-level transmutation*
 Range
 Components
 Duration

Choose a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

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

* **Enlarge:** The target's size doubles in all dimensions and its weight is multiplied by eight. If there isn't enough room, it attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and saves. While the target's weapons are enlarged, they deal an extra 1d4 damage.
* **Reduce:** The target's size is halved in all dimensions and its weight is reduced to one-eighth. Until the spell ends, the target also has disadvantage on Strength checks and saving throws. While the target's weapons are reduced, they deal 1d4 less damage, but the damage can't be less than 1.
Dominate Monster

*8th-level enchantment*
 Range
 Components
 Duration

A creature you see must pass a Wisdom save or be charmed. If you're fighting it, it has advantage.

While charmed, you have a telepathic link to it if you're on the same plane. You can use this link to issue commands it obeys, no action required. You can specify a simple and general course of action. If it completes the order and doesn't receive further orders, it only defends itself.

You can use your action to take total control of the target. Until the end of your next turn, the creature takes only the actions you decide and nothing you don't allow it to. You can also have the creature use a reaction, but this takes your reaction as well.

If the target takes damage, it makes another Wisdom save. On a success, the spell ends.

**At Higher Levels:** If you use a 9th-level spell slot, the duration is extended to up to 8 hours.
Investiture of Flame

*6th-level transmutation*
 Range
 Components
 Duration

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:

* You are immune to fire damage and have resistance to cold damage.
* Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
* You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direc- tion you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Leomund's Secret Chest

*4th-level conjuration*
 Range
 Components
 Duration

You hide a chest and its contents on the Ethereal Plane. You must touch the chest and the miniature replica. The chest can contain up to 12 cubic feet of nonliving material.

While the chest is on the Ethereal Plane, you can use an action to touch the replica and recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back by using an action, touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell abruptly ends. This chance ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
Gith

## Gith Traits

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Languages:** You can speak, read, and write Common and Gith.
* **Subrace:** There are two kinds of gith, githyanki and githzerai. Choose one of these subraces:

### Githyanki

* **Ability Score Increase:** Your Strength score increases by 2.
* **Alignment:** Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich queen, Vlaakith. Renegade githyanki tend toward chaos.
* **Decadent Mastery:** You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city ofTu'narath, githyanki have bountiful time to master odd bits of knowledge.
* **Martial Prodigy:** You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
* **Githyanki Psionics:** You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

### Githzerai

* **Ability Score Increase:** Your Wisdom score increases by 2.
* **Alignment:** Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.
* **Mental Discipline:** You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
* **Githzerai Psionics:** You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
Lightning Arrow

*3rd-level transmutation*
 Range
 Components
 Duration

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal, The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
Halfling

## Halfling Traits

* **Ability Score Increase:** Your Dexterity score increases by 2.
* **Size:** Small.
* **Speed:** 25 feet.
* **Lucky:** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
* **Brave:** You have advantage on saving throws against being frightened.
* **Halfling Nimbleness:** You can move through the space of any creature that is of a size larger than yours.
* **Languages:** You can speak, read, and write Common and Halfling.

### Lightfoot Halfling

* **Ability Score Increase:** Your Charisma score increases by 1.
* **Naturally Stealthy:** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

### Stout Halfling

* **Ability Score Increase:** Your Constitution score increases by 1.
* **Stout Resilience:** You have advantage on saving throws against being poisoned, and you have resistance against poison damage.

### Ghostwise Halfling

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Silent Speech:** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Circle of Power

*5th-level abjuration*
 Range
 Components
 Duration

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you.
Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.

Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.
Divine Word

*7th-level evocation*
 Range
 Components
 Duration

Choose any number of creatures you can see. Each creature that can hear you must make a Charisma save. On failure, a creature suffers an effect based on its current hit points:

* 50 HP or less: deafened for 1 minute
* 40 HP or less: deafened and blinded for 10 minutes
* 30 HP or less: blinded, deafened, and stunned for 1 hour
* 20 HP or less: killed

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin and can't return for 24 hours by any means short of Wish.
Insect Plague

*5th-level conjuration*
 Range
 Components
 Duration

Locusts fill a 20-foot-radius sphere. It spreads around corners, remains for the duration, and its area is lightly obscured and difficult terrain.

When the swarm appears, each creature in its area must make a Constitution save. A creature takes 4d10 piercing damage on a fail, or half on a success. It must also make this saving throw when it enters the spell's area for the first time or ends its turn there.

**At Higher Levels:** The damage increases by 1d10 for each slot level above the 5th.
Dominate Beast

*4th-level enchantment*
 Range
 Components
 Duration

A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage.

While it's charmed, you have a telepathic link to it if you're on the same plane. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn't receive further orders, it focuses on defending itself.

You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don't allow it to. You can also have the beast use a reaction, but this takes your reaction as well.

If the beast takes damage, it makes another Wisdom save. On a success, the spell ends.

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

*4th-level transmutation*
 Range
 Components
 Duration

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
**Primal Beast**. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

* Your walking speed increases by 10 feet.
* You gain darkvision with a range of 120 feet.
* You make Strength—based attack rolls with advantage.
* Your melee weapon attacks deal an extra 1d6 force damage on a hit.

**Great Tree**. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

* You gain 10 temporary hit points.
* You make Constitution saving throws with advantage.
* You make Dexterity- and Wisdom-based attack rolls with advantage.
* While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
Enemies Abound

*3rd-level enchantment*
 Range
 Components
 Duration

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to
Awaken

*5th-level transmutation*
 Range
 Components
 Duration

Touch a Huge or smaller beast or plant. The target must have an Intelligence of 3 or less. The target gains an Intelligence of 10. It also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move itself and gains senses similar to a human's. Your DM chooses the plant's statistics.

The target is charmed by you for 30 days, or until you or your companions do anything harmful to it. When the charm ends, the target chooses whether to remain friendly to you based on how you treated it.
Chain Lightning

*6th-level evocation*
 Range
 Components
 Duration

You shoot a bolt of lightning at your target. Three bolts leap from that target to as many as three other targets within 30 feet. A target can be a creature or an object, and can be targeted by only one of the bolts.

A creature makes a Dexterity save. It takes 10d8 lightning damage on a fail, or half on a success.

**At Higher Levels:** An additional bolt leaps from the first target to another target for each slot level above 6th.
Grease

*1st-level conjuration*
 Range
 Components
 Duration

Grease covers the ground in a 10-foot square within range. It's difficult terrain for the duration.

When the grease appears, each creature standing in its area must pass a Dexterity save or fall prone. A creature that enters the area or ends its turn there must also make this save.
Cook’s Utensils

Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.

**Components:** Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.

**History:** Your knowledge of cooking techniques allows you to assess the social patterns involved in a cultures eating habits.

**Medicine:** When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.

**Survival:** When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.

**Prepare Meals:** As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food.

 Duplicate a meal
 Spot poison or impurities in food
 Create a gourmet meal
Contact Other Plane

*5th-level divination*
 Range
 Components
 Duration

When you cast this spell, make a DC15 Intelligence save. On failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what others say, can't read, and only speak gibberish. A Greater Restoration ends this effect.

On a success, you can ask an entity on another plane up to five questions. You must ask before the spell ends. The DM answers each question with one word. If a one-word answer would be misleading, the DM can offer a short phrase instead.
Criminal

## Overview

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

* **Skill Proficiencies**: Deception, Stealth
* **Tool Proficiencies**: One type of gaming set, thieves’ tools
* **Equipment**: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 GP.

## Criminal Specialty

There are many kinds of criminals, and within a thieves guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.

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## Feature: Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

## Variant: Spy

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.

## Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

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Friends

***Enchantment cantrip***

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Languages

Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.
Counterspell

*3rd-level abjuration*
 Range
 Components
 Duration

You attempt to interrupt a creature that you can see casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it's a spell of 4th level or higher, make a check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the spell is interrupted.

**At Higher Levels:** The interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Crown of Stars

*7th-level evocation*
 Range
 Components
 Duration

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit. the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. Ifyou have one to three motes remaining, they shed dim light in a 30—foot radius.

**At Higher Levels:** When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Gaming Set

Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.

**Components:** A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.

**History:** Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.

**Insight:** Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.

**Sleight of Hand:** Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.

 Gain insight into an opponent's personality
Absorb Elements

*1st-level abjuration*
 Range
 Components
 Duration

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

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