recursal/Fanatic-Fandom huggingface dataset:
Plane Shift

A 7th Level Conjuration spell

Casting time: 1 Action

Duration: Instantaneous

Range: Touch

Components: V, S, M (a forked, metal rod worth at least 250gp,
attuned to a particular plane of existence – a rod can be attuned by conducting
an 8 hour ritual while on a chosen plane of existence, each rod can only be
attuned to one plane)

Can be learnt by: Cleric, Druid, Sorcerer, Warlock, Wizard

You and up to 8 willing creatures who link hands in a circle
are transported to a different plane of existence. You can specify a target
destination in general terms, such as the City of Brass on the Elemental Plane
of Fire or the Palace of Dispater on the second level of the Nine Hells, and
you appear in or near that destination. If you are trying to reach the City of
Brass, for example, you might arrive in its Street of Steel, before its Gate of
Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion.

Alternatively, if you know the sigil sequence of a
Teleportation Circle on another plane of existence, this spell can take you
directly to that circle. If the Teleportation Circle is too small to hold all
the creatures you transported, they appear in the closest unoccupied spaces
next to the circle.

You can use this spell to banish an unwilling creature to
another plane. Choose a creature within your reach and make a melee spell
attack against it. On a hit, the creature must make a Charisma save, being
transported to a random location on the plane of existence you specify on a
failure. A creature transported this way must find its own way to another plane
of existence.
Produce Flame

A Conjuration
cantrip

Casting time: 1 Action

Duration: 10 minutes

Range: Self

Components: V, S

Can be learnt by:
Druid

A flickering flame
appears in your hand. The flame remains there for the duration and harms
neither you nor your equipment. The flame sheds bright light in a 10’ radius
and dim light for an additional 10’. The spell ends if you dismiss it as an
action or if you cast it again. You can also attack with the flame, although
doing so ends the spell. When you cast this spell, or as an Action on a later
turn, you can hurl the flame at a creature within 30’ of you. Make a ranged
spell attack. On a hit, the target takes 1d8 fire damage.

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

A 3rd
Level Evocation spell

Casting time: 1 Action

Duration: Instantaneous

Range: Self (30’ cone)

Components: V

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You unleash a destructive wave of mental power in a 30’
cone. Each creature in that area must make a Dexterity save. On a failed save,
a target takes 5d8 force damage, is pushed 20’ directly away from you and is
knocked prone. On a successful save, a target takes half as much damage and
isn’t pushed or knocked prone.

When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d8 for each slot level above 3rd.
Dwarf (Erath)

The Dwarves of Erath are, lore-wise at least, very similar to the Dwarves of Abeir-Toril in the Forgotten Realms, the official setting of the current D&D 5e story.

## Dwarf Characteristics

Because of Copyright issues, please see pages 18-20 in the official *D&D 5th edition Player's Handbook* by Wizards of the Coast for a full description of Dwarven culture.

## Dwarf Traits

***Ability Score Increase.*** CON +2

***Age.***
Dwarves mature at around 20 but are still considered young until 50, they live
to be about 400

***Alignment.*** Dwarves commonly lean towards Law and Good

***Size.*** Medium; 4’ to 5’ tall, weighs 150-270lb

***Speed*:** 25’, not slowed by heavy armor

***Darkvision.*** Accustomed to life underground, you can see in dim
light as if in bright, and darkness as if in dim light, for 60’; you cannot
tell color, only shades of grey

***Dwarven Resilience.*** You have advantage on saving throws against Poison,
and have resistance against Poison damage

***Dwarven Combat Training.*** You have proficiency with the Battleaxe, Warhammer,
Handaxe, Lighthammer, and Shield

***Tool Proficiency.*** You have a choice of proficiency with the Smith’s
Tools, Mason’s Tools, or Brewer’s Tools

***Stonecunning.*** Whenever you make an Intelligence (History) check
related to stonework, you temporarily gain proficiency in the History skill and
add double your proficiency bonus

***Languages.*** Common and Dwarvish

***Subrace.*** Dwarves have three subraces: Hill, Mountain, and Sky. Choose one of these

## Dwarf Subrace

### Hill Dwarf

Resilient and intuitive, Hill Dwarves are well versed with dealing with the other races of Erath.

***Ability Score Increase.*** CON + 2

***Dwarven Toughness.*** Your max HP increases by 1, and it increases by 1
every time you level up

***Wild Warden.*** Gain proficiency in Survival, Medicine, or Animal
Handling

***Giant Neighbors.*** Gain ability to speak Giant

### Mountain Dwarf

Strong and hardy, Mountain Dwarves are well adapted to the difficulties of life.

***Ability Score Increase.*** STR + 2

***Dwarven Armor Training.*** You have
proficiency in light and medium armor

***Tunnel S*ense.** Cannot get lost in
non-magical underground tunnels

***Deep Halls.*** Gain ability to speak Undercommon

### Sky Dwarf

Wise and gentle, Sky dwarves are natural teachers and preachers.

***Ability Score Increase.*** WIS + 2

***Dwarven Priests.*** Gain 2 Cleric Cantrips of your choice, use your Wisdom
modifier

***Land of Tempest.*** Gain resistance against Thunder and Lightning damage

***Heavenly Voice.*** Gain ability to speak Celestial
Lightning Bolt

A 3rd
Level Evocation spell

Casting time: 1
Action

Duration:
Instantaneous

Range: Self (100’
line)

Components: V, S, M
(a bit of fur and a rod of amber, crystal, or glass)

Can be learnt by: Sorcerer, Wizard

A stroke of lightning
forming a line of 100’ long and 5’ wide blasts out from you in a direction you
choose. Each creature in that line must make a Dexterity save. A creature takes
8d6 lightning damage on a failure, or half as much on a success. The lightning
ignites flammable objects in the area that aren’t being worn or carried.

When this spell is
cast using a spell slot of 4th level or higher, the damage increases
by 2d6 for each slot level above 3rd.
Meteor Swarm

A 9th Level Evocation spell

Casting time: 1 Action

Duration: Instantaneous

Range: 1 mile

Components: V, S

Can be learnt by: Sorcerer, Wizard

Blazing orbs of fire plummet to the ground at four different points you can
see within range. Each creature in a 40’ radius sphere centered on each point
you choose must make a Dexterity save. The spheres spread around corners. A
creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save,
or half as much damage on a successful one. A creature in the area of more than
one fiery burst is affected only once, though it does suffer disadvantage on
the save.

The spell damages objects in the area and ignites flammable objects that
aren’t being worn or carried.
Raise Dead

A 5th Level
Necromancy spell

Casting time: 1 hour

Duration: Instantaneous

Range: Touch

Components: V, S, M
(a diamond worth at least 500gp, which the spell consumes)

Can be learnt by: Bard, Cleric, Paladin

You return a dead
creature you touch to life, if it has been dead no longer than 10 days. If the
creature’s soul is both willing and at liberty to rejoin the body, the creature
returns to life with 1HP.

This spell also
neutralizes any poison and cures nonmagical diseases that affected the creature
at the time it died. This spell doesn’t, however, remove magical diseases,
curses, or similar effects; if these aren’t first removed prior to casting the
spell, they immediately start to take effect once more when the creature
returns to life. The spell can’t return an undead creature to life.

This spell closes
all mortal wounds but doesn’t restore missing body parts. If the creature is
lacking body parts or organs integral for its survival (the head, for instance)
the spell automatically fails.

Coming back from the
dead is an ordeal. The target takes a -4 penalty to all attack rolls, saves,
and ability checks. Each time the target finishes a long rest, the penalty is
reduced by 1 until it eventually disappears.
True Resurrection

A 9th Level Necromancy spell

Casting time: 1 hour

Duration: Instantaneous

Range: Touch

Components: V, S, M (a sprinkle of holy water and diamonds worth at least
25,000gp, which the spell consumes)

Can be learnt by: Cleric, Druid

You touch a creature that has been dead for no longer than 500 years and
that died for any reason except old age. If the creature’s soul is free and willing,
the creature is restored to life with all its HP.

This spell closes all wounds, neutralizes any poison, cures all diseases,
and lifts any curses affecting the creature when it died. The spell replaces
damaged or missing organs or limbs.

The spell can even produce a new body if the original no longer exists, in
which you must speak the creature’s name. The creature then appears in an
unoccupied space you choose within 10’ of you.
Prayer of Healing

A 2nd Level
Evocation spell

Casting time: 10
minutes

Duration:
Instantaneous

Range: 30’

Components: V

Can be learnt by: Cleric

Up to six creatures
of your choice that you can see within range each regain HP equal to 2d8 + your
spellcasting ability modifier. This spell has no effect on undead or
constructs.

When this spell is
cast using a spell slot of 3rd level or higher, the healing
increases by 1d8 for each slot level above 2nd.
True Summon Demon

An 8th Level Conjuration spell

Casting Time: 1 Action

Duration: Concentration, up to 1 hour

Range: 60’

Components: V, S, M (a vial of blood from at least 10 humanoid children
killed within the past 24 hours)

Can be learnt by: Wizard

You utter the foulest of words, summoning a formidable demon
from the depths of the Abyss. You choose the demon’s type, which must be one of
CR equal to or less than half your character level rounded down (e.g.: a level
18 caster can summon a CR 9 or lower demon, such as Glabrezu or Hezrou, while a
level 26 caster can summon a CR 13 or lower demon, such as Nalfeshnee or
Wastrilith). The demon appears in an unoccupied space you can see within range,
and the demon disappears when it drops to 0HP or when the spell ends.

Roll initiative for the demon, which has its own turns. When
you summon it and on each of your turns thereafter, you can issue a verbal
command to it (requiring no action on your part), telling it what it must do on
its next turn. If you issue no command, it spends its turn attacking any
creature within reach that has attacked it.

At the end of each of the demon’s turns, it makes a Charisma
save. The demon has disadvantage on this save if you say its true name. On a
failed save, the demon continues to obey you. On a successful save, your
control of the demon ends for the rest of the spell’s duration, and the demon
spends its turns pursuing and attacking the nearest non-demon to the best of
its ability. If you stop concentrating on the spell before it reaches its full
duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still
has remaining HP.

If you maintain control over the demon for the spell’s
entire duration, the demon will permanently remain in your plane of existence.
The demon is no longer under your control, but it cannot directly harm you, and
may continue to obey you if your goals align with it.

As part of casting the spell, you can form a circle on the
ground with the blood used as a material component. The circle is large enough
to encompass your space. While the spell lasts, the summoned demon can’t cross
the circle or harm it, and it can’t target anyone within it. Using the material
component in this manner consumes it when the spell ends.

This spell is a Lost Spell.
Skull Driller

*Exotic tier (Fusion), primary material: Blood Iron*

**Weapon: longsword, rapier**

A wicked weapon made from Orcish Blood Iron infused with arcane condensate, this relatively slim and nimble weapon takes all the best qualities of the Plate Crusher and condensed it down to a much more versatile size.

Whenever this weapon is used to make a melee attack, it grants a +3 bonus to hit and, on a successful hit, always deals twice as much damage as normal weapons of that type (e.g. a rapier will deal 2d8 damage). Regardless of this weapon's type, it always deals piercing damage. This weapon always has advantage to hit against targets wearing heavy armor and, on a hit, always deals an extra 3d6 piercing damage to such targets.
Maze

An 8th Level Conjuration spell

Casting time: 1 Action

Duration: Concentration, up to 10 minutes

Range: 60’

Components: V, S

Can be learnt by: Wizard

You banish a creature that you can see within range into a labyrinthine
demiplane. The target remains there for the duration or until it escapes the
maze.

The target can use its Action to attempt to escape. When it does so, it
makes a DC 20 Intelligence check followed by a Wisdom save against your
spellcasting DC. If it succeeds in both, it escapes, and the spell ends. A
minotaur or Goristro demon automatically succeeds on the initial Intelligence
check.

When the spell ends, the target reappears in the space it left or, if that
space is occupied, in the nearest unoccupied space.
Vassal of Bahamut

A Vassal of Bahamut is a follower of the Platinum Dragon and his eternal war against the evil children of his sister. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Dragonborn.

## Class Features

Vassal of Bahamut Features

Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Imperious Aura

You gain a bonus to Persuasion checks made against good dragons and dragon-kin (half-dragons, dragonborn, and creatures of the Dragon type, e.g.: wyverns) equalling twice your Vassal of Bahamut level, while gaining the same bonus on Insight and Intimidation checks made against evil dragons and dragon-kin. Furthermore, good dragons and dragon-kin naturally feel a kindred connection towards you, while evil dragons and dragon-kin find your presence innately repulsive and terrifying.

### Platinum Armor

You gain a bonus to AC equalling twice your Vassal of Bahamut level if you are unarmored, as your scales take on a shining, silvery colouration that make your scales nearly identical to the scales of the Platinum Dragon himself. While unarmored, you also gain resistance against non-magical weapon attacks and your natural elemental resistance (fire for gold, poison for brass, etc.) becomes an immunity. All benefits granted by this ability is lost if you put on armor.

### Dragon Attributes

You gain Blindsense to a distance of 30’, along with Darkvision to a distance of 120’. You also gain the Legendary Resistance ability, although unlike adult and older dragons you can only use this ability once per day.

### Dragonwreak

When you successfully hit an evil dragon or dragon-kin with a weapon attack, you deal an extra 3d6 Radiant damage against it. When an evil dragon or dragon-kin hits you with a weapon attack, it takes 1d8 Necrotic damage. Evil dragons who die from the Radiant damage are reduced to ashes as its body burst into holy flame, leaving behind only its scales, bones, teeth, claws, eyes, and its crystalized blood. Evil dragons who die
from the Necrotic damage shrivels up into mummified corpses and crumple into dust, again leaving behind
only its scales, bones, teeth, claws, eyes, and crystalized blood. Dragons who die in either of these ways can only be resurrected via direct divine intervention or the *Wish* spell. Chromatic dragons are even more harshly affected by this ability, taking 6d6 Radiant damage from your attacks and 2d8 Necrotic damage when they attack you, also Chromatic dragons killed via the Radiant or Necrotic damage dealt by this ability cannot be resurrected by any means short of being bathed in the blood of Tiamat herself.
Legend Lore

A 5th Level
Divination spell

Casting time: 10
minutes

Duration:
Instantaneous

Range: Self

Components: V, S, M
(incense worth at least 250gp, which the spell consumes, and four ivory strips
worth at least 50gp each)

Can be learnt by: Bard, Cleric, Wizard

Name or describe a
person, place, or object. The spell brings to your mind a brief summary of the
significant lore about the thing you named. The lore might consist of current
tales, forgotten stories, or even secret lore that has never been widely known.
If the thing you named isn’t of legendary importance, you gain no information.
The more information you already have about the thing, the more precise and
detailed the information you receive is.

The information you
learn is accurate but might be couched in figurative language. For example, if
you have a mysterious magic axe on hand, the spell might yield this
information: “Woe to the evildoer whose hand touches the axe, for even the haft
slices the hand of the evil ones. Only a true Child of Stone, lover and beloved
of Moradin, may awaken the true powers of the axe, and only with the sacred
words of Rudnogg upon their lips.”
Thunderous Smite

A 1st Level Evocation spell

Casting time: 1 Bonus Action

Duration: Concentration, up to 1 minute

Range: Self

Components: V

Can be learnt by: Paladin

The next time you hit a creature with a melee weapon attack
during the spell’s duration, your weapon rings with thunder that is audible
within 300’ of you, and the attack deals an extra 2d6 thunder damage to the target.

Additionally, if the target is a creature, it must succeed
on a Strength save or be pushed 10’ away from you and be knocked prone.

When this spell is cast using a spell slot of 2nd
level or higher, the initial damage dealt by the attack increases by 1d6 for
each slot level above 1st.
Sapper

Sapper is the name given by goblins to those of their kind who specializes in the use of explosives, constructing traps, and other more "sophisticated" activities that differs greatly from the common goblin tactics of swarming the enemy with sheer number. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to characters of the ***Goblin*** race.

## Class Features

Sapper Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Traps Engineer

Your "profession" causes you to become familiar with the inner workings of traps and the basic mechanisms that almost all traps and, by extension, locks, share to some degree, allowing you to gain proficiency in the use of Thieves' Tools. Whenever you attempt to set up a trap (consult your DM as to what can constitute a "trap"), you receive a bonus to all related skill/tool checks equal to twice your Sapper level, you also receive the same bonus to all skill/tool checks made to disarm a trap.

### Explosives Expert

Goblins are perhaps famous (or rather, infamous) for their excessive use of explosive contraptions, a trait that you picked up when you joined this "profession". Whenever you attempt to create either an alchemical or mechanical explosive device, you receive a bonus to all related skill/tool checks equal to your Sapper level. Whenever you attempt to use an explosive device, whatever its nature, it always deal twice as much fire and/or thunder damage.

### Daredevil

Long hours spent working with potentially deadly explosive materials have made you resilient against their effects, you gain resistance to fire and thunder damage dealt by nonmagical explosions.

### Redirect

Dedication to a life of working with traps have allowed you to understand them on an intimate level. Whenever a trap is triggered within 30 feet of you, you can make a DC 16 Insight check as a Reaction, on a success you are able to determine the best course of action for whoever triggered the trap to take (e.g. jump back quickly for a pitfall trap), though whether the individual takes your suggestion is entirely up to them. Also, your Passive Perception score for detecting traps receives a +10 bonus, and you gain a +5 bonus to Wisdom (Perception) and Intelligence (Investigation) checks made to find traps. Whenever you find an untriggered trap, you can attempt a DC 17 Intelligence (Thieves' Tool) check to try and reverse the trap against its original creators (if applicable). Even if you fail the check, the trap will not be triggered, and you can attempt to disarm it as normal.
Wind Walk

A 6th Level Transmutation spell

Casting time: 1 minute

Duration: 8 hours

Range: 30’

Components: V, S, M (fire and holy water)

Can be learnt by: Druid

You and up to 10 willing creatures you can see within range
assumes a gaseous form for the duration, appearing as wisps of cloud. While in
this cloud form, a creature has a flying speed of 300’ and has resistance to
damage from nonmagical weapons. The only actions a creature can take in this
form are the Dash action or to revert to its normal form. Reverting takes 1
minute, during which time a creature is incapacitated and can’t move. Until the
spell ends, a creature can also spend 1 minute to reform into the cloud form.

If a creature is in cloud form and flying when the effect
ends, the creature descends 60’ per round for 1 minute until it lands, which it
does safely. If it can’t land after 1 minute, the creature falls the remaining
distance.
Magic Jar

A 6th Level Necromancy spell

Casting time: 1 minute

Duration: Until dispelled

Range: Self

Components: V, S, M (a gem, crystal, reliquary, or some
other ornamental container worth at least 500gp)

Can be learnt by: Wizard

Your body falls into a catatonic state as your soul leaves
it and enters the container you used for the spell’s material component. While
your soul inhabits the container, you are aware of your surroundings as if you
were in the container’s space. You cannot move or use Reactions. The only
Action you can take is to project your soul up to 100’ out of the container,
either returning to your living body (and thus ending the spell) or attempting
to possess a humanoid’s body.

You can attempt to possess any humanoid within 100’ of you
that you can see (creatures warded by a Protection from Evil and Good or Magic
Circle spells can’t be possessed). The target must make a Charisma save. On a
failure, your soul moves into the target’s body, and the target’s soul becomes
trapped in the container. On a success, the target resists your efforts to
possess it, and you can’t attempt to possess it again for 24 hours. A creature
that successfully resists the possession realizes that something was wrong but
doesn’t know exactly what happened unless they succeed on an Arcana check contested
against your spellcasting DC.

Once you possess a creature’s body, you control it. Your
game statistics are replaced by the statistics of the creature though you
retain your alignment and your Intelligence, Wisdom, and Charisma scores. You
retain the benefit of your own class features. If the target has any class
levels, you can’t use any of its class features. You also don’t get access to
the creature’s memories.

Meanwhile, the possessed creature’s soul can perceive from
the container using its own senses, but it can’t move or take actions at all.

While possessing a body, you can use your Action to return
from the host body to the container if it is within 100’ of you, returning the
host creature’s soul to its body. If the host body dies while you are in it,
the creature dies, and you must make a Charisma save against your own
spellcasting DC. On a success, you return to the container if it is within 100’
of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul
immediately returns to your body. If your body is more than 100’ away from you,
or if your body is dead when you attempt to return to it, you die. If another
creature’s soul is in the container when it is destroyed, the creature’s soul
returns to its body if the body is alive and within 100’. Otherwise, that
creature dies.

When the spell ends, the container is destroyed.
Healing Pulse

A 1st Level Evocation spell

Casting time: 1 Bonus Action

Duration: 1 minute

Range: 60’

Components: V

Can be learnt by: Bard, Cleric, Druid

A creature of your choice that you can see within range regains HP equal to 1d4 + your spellcasting ability modifier at the end of each of its turns. This spell has no effect on undead or constructs.

When this spell is cast using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Sleet Storm

A 3rd Level
Conjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 150’

Components: V, S, M
(a pinch of dust and a few drops of water)

Can be learnt by: Druid, Sorcerer, Wizard

Until the spell
ends, freezing rain and sleet fall in a 20’ tall cylinder with a 40’ radius
centered on a point you choose within range. The area is heavily obscured, and
exposed flames in the area are doused. The ground in the area is covered with
slick ice, making it difficult terrain. When a creature enters the spell’s area
for the first time on a turn or starts its turn there, it must make a Dexterity
save, falling prone on a failure.

If a creature is
concentrating in the spell’s area, the creature must make a successful
Constitution save against your spell save DC or lose concentration.
Resonant Grasp

An 8th Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 100’

Components: V, S, M (a bell made of gold worth 500gp)

Can be learnt by: Sorcerer, Wizard

A concussive blast of energy emanates from your outstretched
hand and envelops a target of your choosing within range that you can see. The
target must make a Constitution save, taking 16d10 thunder damage on a failure,
or half as much on a success.

Additionally, the targeted creature must also succeed on a
Strength save or be pushed up to 30’ away from you in a straight line, falling
prone and being stunned until the end of your next turn.

If this spell is cast using a 9th level spell slot,
the damage increases to 20d10 and the distance the target is pushed increases
to 50’.

This spell is a Lost Spell.
Otto's Irresistible Dance

A 6th Level Enchantment spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 30’

Components: V

Can be learnt by: Bard, Wizard

Choose one creature that you can see within range. The
target begins a comic dance in place: shuffling, tapping its feet, and capering
for the duration. Creatures that can’t be charmed are immune to this spell. A
dancing creature must use all its movement to dance without leaving its space
and has disadvantage on Dexterity saves and attack rolls. While the target is
affected by this spell, other creatures have advantage on attack rolls against
it. As an Action, a dancing creature can make a Wisdom save to regain control
of itself. On a successful save, the spell ends.

If this spell is cast using a spell slot of 7th
level or higher, you can choose one additional creature to be affected by the
spell. The targeted creatures must be within 30’ of each other.
Racial Prestige Class (Erath)

The following 33 Class options are only available for player characters of specific races and/or subraces. These classes were inspired by the Prestige Class System introduced in AD&D 3e and 3.5e by TSR Games, as well as the system of the same name used in Pathfinder by Paizo Publishing.

Note: Racial Prestige Class levels are NOT used in Character Level (CL) calculations.

The following table lists the Racial Prestige Classes of other, less commonly seen races that inhibits the world of Erath.
True Seeing

A 6th Level Divination spell

Casting time: 1 Action

Duration: 1 hour

Range: Touch

Components: V, S, M (an ointment for the eyes that costs
25gp – made from mushroom powder, saffron, and fat – which is consumed by the
spell)

Can be learnt by: Bard, Cleric, Sorcerer, Warlock, Wizard

The spell gives the willing creature you touch the ability
to see things as they actually are. For the duration, the creature gains
Truesight, notices secret doors hidden by magic, and can see into the Ethereal
Plane, all out to a range of 120’.

If this spell is cast using a 7th level spell
slot, the duration of the spell extends to 8 hours. If cast using an 8th
level slot, the duration increases to 24 hours. If cast using a 9th
level slot, the duration lasts for 30 days.
List of Blessings

Blessings are magical effects that are imbued upon a character physical form, like a beneficial spell. The main difference between blessings and spells like *Aid* or *Bless* is that spells usually have a duration, and once a certain amount of time has passed they wear off; blessings, on the other hand, are permanent until forcibly removed.

A major drawback of blessings is, should the individual upon which a charm is imbued dies, the blessing will vanish. Even if the individual is later brought back to life, the blessing, and all its effects, will be lost forever. Any character can have a number of blessings imbued upon them equal to their Character Level. Because blessings are magical effects, they can be forcibly removed via the *Dispel Magic* spell, and their effects will cease to function when under the influence of an *Antimagic Field*.

There are many blessings that exists, and can exist, in the worlds of the Extended Realms, thus this page only list the blessings that have been given to player characters or those that were potential options for the player characters to take at one point or another.
Dragon Disciple

A Dragon Disciple is a seeker of blood purity, who aspires to and eventually succeeds in becoming a true dragon. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Dragonborn.

## Class Features

Dragon Disciple Features

Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Ability Boost

Your Strength, Constitution, and Charisma scores all increase by 2 each, and can be increased past 20, but not 24.

### Tooth and Claw

Your fangs and claws lengthen and harden, allowing you to use them to make physical attacks. If you are a Chromatic Dragonborn, your bite attacks deal 1d10 Piercing damage + 1d8 elemental damage corelating with your colour (e.g.: fire for red, acid for black, etc.); if you are a Metallic Dragonborn, your bite attacks deal 2d10 Piercing damage. Your claw attacks deal 1d6 Slashing damage. Both of these attacks can use either your Strength or Dexterity modifier, and you are proficient in using them. As an action, you can either make one Bite attack or two Claw attacks, also you can use a bonus action to make one Claw attack.

### Blindsense

You permanently gain Blindsense to a distance of 30’ thanks to your sharpened senses of smell, hearing, and draconic awareness.

### Dragon Apotheosis

Your task of purifying your draconic blood has reached its end, you shed all traces of your Dragonborn aspects, and become a full-fledged true dragon. In doing so, your race changes to Dragon, you lose all your Dragonborn racial features and you transform into a dragon of the age category appropriate to your current age. You can no longer gain levels in your classes, but you keep your character level and the class abilities you’ve gained thus far. For future advancement, you can only rely on the natural draconic process of gaining power through aging.
Summon Person

A 1st Level Conjuration spell

Casting Time: 1 Action

Duration: Concentration, up to 1 hour

Range: 30’

Components: V, M (one edible item, preferably something that isn’t
spoiled or tastes horrible, that the summoned person consumes upon appearing)

Can be learnt by: Cleric, Warlock, Wizard

You summon a random humanoid with a maximum CR of 1 to
appear in an unoccupied location within range, you can specify the race of the
humanoid when you cast this spell (e.g. human, high elf, red dragonborn-orc,
etc.).

The summoned humanoid is friendly to you and your companions
and will obey verbal commands that you issue to it (no action required by you),
the humanoid has its own turn and is under the control of the DM, if it
receives no orders it will defend itself against attacks but will otherwise do
nothing. If you issue the humanoid an order that would likely put it at risk of
personal injury, you must make a Deception, Intimidation, or Persuasion check
against the humanoid’s Insight check, on a success the humanoid does as it is
told, on a failure the humanoid breaks free of your control and may become
hostile towards you, especially if the food item used as the material component
of this spell was disgusting or rotten. If your control over the humanoid is
broken, you cannot dismiss them. The humanoid disappears when its HP drops to

If you lose concentration and the humanoid is not under your
control, they are, for all intents and purposes, trapped in your plane of
existence, and they become aware of this fact. Most will respond to this by
falling prone and crying, though certain hot-headed individuals will attack you
with reckless abandon in return for you ruining their life.

If this spell is
cast using a spell slot of 2nd level or higher, the
humanoid’s max CR increases to the number equal to the level of the spell slot
used. Furthermore, when you cast this spell with a spell slot that is of 5th
level or higher, you can specify both the race and gender of the humanoid
summoned; when you cast this spell with a spell slot that is of 9th
level, you can specify the race, gender, and alignment of the humanoid
summoned.

This spell is a Lost Spell.
Ray of Frost

An Evocation cantrip

Casting time: 1
Action

Duration: Instantaneous

Range: 60’

Components: V, S

Can be learnt by:
Sorcerer, Wizard

A frigid beam of
blue-white light streaks toward a creature within range. Make a ranged spell
attack against the target. On a hit, it takes 1d8 cold damage, and its speed is
reduced by 10’ until the start of your next turn.

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

A 3rd Level
Transmutation spell

Casting time: 1
Action

Duration: 10 minutes

Range: Self: 30’
radius

Components: V, S

Can be learnt by: Bard, Druid, Ranger

You imbue plants
within 30’ of you with limited sentience and animation, giving them the ability
to communicate with you and follow your simple commands. You can question
plants about events in the spell’s area within the past day, gaining
information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets
and undergrowth) into ordinary terrain that lasts for the duration. Or you can
turn ordinary terrain where plants are present into difficult terrain that lasts
for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM’s
discretion. The spell doesn’t enable plants to uproot themselves and move
about, but they can freely move branches, tendrils, and stalks.

If a plant creature
is in the area, you can communicate with it as if you shared a common language,
but you gain no magical ability to influence it. This spell can cause the
plants created by the entangle spell to release a restrained creature.
Programmed Illusion

A 6th Level Illusion spell

Casting time: 1 Action

Duration: Until dispelled

Range: 120’

Components: V, S, M (a bit of fleece and jade dust worth at
least 25gp)

Can be learnt by: Bard, Wizard

You create an illusion of an object, a creature, or some
other visible phenomenon within range that activates when a specific condition
occurs. The illusion is imperceptible until then. It must be no longer than a
30’ cube, and you decide when you cast the spell how the illusion behaves and
what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs
into existence and performs in the manner you described. Once the illusion finishes
performing, it disappears and remains dormant for 10 minutes. After this time,
the illusion can be activated again.

The triggering condition can be as general or as detailed as
you like, though it must be based on visual or audible conditions that occur
within 30’ of the area. For example, you could create an illusion of yourself
to appear and warn off others who attempt to open a trapped door, or you could
set the illusion to trigger only when a creature says the correct word or
phrase.

Physical interaction with the image reveals it to be an
illusion, because things can pass through it (unless you get creative with the
spell and have it appear as a ghost, specter, or some other objects or
creatures which are naturally immaterial or incorporeal). A creature that uses
its Action to examine the image can determine that it is an illusion with a
successful Investigation check made against your spellcasting DC. If a creature
discerns the illusion for what it is, the creature can see through the image,
and any noise it makes sounds hollow to the creature.
Levitate

A 2nd
Level Transmutation spell

Casting time: 1
Action

Duration:
Concentration, up to 10 minutes

Range: 60’

Components: V, S, M
(either a small leather loop, or a piece of golden wire bent into a cup shape
with a long shank on one end)

Can be learnt by: Sorcerer, Wizard

One creature or
object of your choice that you can see within range raises vertically, up to
20’, and remains suspended there for the duration. The spell can levitate a
target that weighs up to 500 pounds. An unwilling creature that succeeds on a
Constitution save is unaffected.

The target can move
only by pushing or pulling against a fixed object or surface within reach (such
as a wall or ceiling), which allows it to move as if it were climbing. You can change
the target’s altitude by up to 20’ in either direction on your turn. If you are
the target, you can move up or down as part of your move. Otherwise, you can
use your Action to move the target, which must remain within the spell’s range.

When the spell ends,
the target floats gently to the ground if it is still aloft
Mind Blank

An 8th Level Abjuration spell

Casting time: 1 Action

Duration: 24 hours

Range: Touch

Components: V, S

Can be learnt by: Bard, Wizard

Until the spell ends, one willing creature you touch is immune to psychic
damage, any effect that would sense its emotions or read its thoughts,
divination spells, and the charmed condition. The spell even foils Wish spells
and other spells or effects of similar power used to affect the target’s mind
or to gain information about the target.
Wall of Slime

A 5th Level Evocation spell

Casting Time: 1 Action

Duration: Concentration, up to 10 minutes

Range: 120’

Components: V, S, M (a pinch of dried mold and a vial of acid)

Can be learnt by: Druid, Sorcerer, Warlock, Wizard

A wall of viscous oozing slime springs into existence at a
point you choose within range, the wall is 60’ long, 20’ high, and 5’ thick.
The wall is opaque and blocks all vision.

When the wall appears, each creature within its area must
make a Dexterity save, being stuck inside the wall on a failure, or leaping to
either side (the creature’s choice) of the wall on a success.

Any creature that enters the wall for the first time on its
turn or starts its turn there takes 10d6 acid damage and is blinded while
within the wall. Creatures can move through the wall, but movement within the
oozing mass of slime is incredibly difficult. For every 1 foot a creature moves
through the wall, it must spend 4 feet of movement. Even when a creature escapes
the wall, they must spend an action to scrape off the slime or take 1d6 acid
damage at the start of each of its turns until the slime has been scraped off.
An adjacent creature can scrape the slime off of the creature as an Action.

If this spell is cast using a spell slot of 6th
level or higher, the damage increases by 2d6 for each slot level above 5th.

This spell is a Lost Spell.
Sunder

A 9th Level Evocation spell

Casting Time: 1 Action

Duration: Concentration, up 1 minute

Range: 300’

Components: V, S, M (adamantine chunks worth 10,000gp)

Can be learnt by: Bard, Druid, Wizard

Destructive, resonating energies of sound envelops a 50’
radius sphere centered on a point that you can see within range. Creatures in
the spell’s area must make a Constitution save, taking 20d8 thunder damage on a
failure, or half as much on a success. Construct type creatures have
disadvantage on this save. Creatures that enter the spell’s area the first time
on their turn or starts their turn there must immediately make the Constitution
save. Non-magical plants automatically fail on the save. Creatures reduced to
0HP by this spell are killed and reduced to a bloody pulp.

Creatures within the spell’s area of effect are deafened and
suffers disadvantage on all attack rolls, skill checks, and saves. The area
within the spell is also considered difficult terrain for all types of
movement.

Objects made of stone are destroyed at a rate of a 10’ cube
per round, and metallic objects are destroyed at a rate of a 1’ cube per round.
Magical objects in the spell’s area of effect are destroyed if they remain in
the area for the entire duration of the spell, artifacts are not affected.
Objects destroyed by this spell are reduced to a fine dust.

This spell is a Lost Spell.
Whisperknife

A Whisperknife is a halfling fighter that excels at throwing weaponry, particularly daggers. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Lightfoot Halflings.

## Class Features

Whisperknife Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Rapid Toss

Whenever you are attacking with a weapon with both the Light and Thrown attributes, you can make an extra attack per Attack action, this extra attack must be used to make a ranged weapon attack with said weapon.

### Defensive Throw

If a creature attempts to attack you with a melee weapon attack, you can use your Reaction to make one ranged attack with a weapon that has both the Light and Thrown attributes against the creature, this attack does not suffer disadvantage to hit if the creature is within 5’ of you. If the attack hits the creature, it will have disadvantage on attacks against you until the end of its next turn (this includes the attack that triggered this ability).

### Catch Missile

If you are the target of a ranged attack that you can see, you can use your Reaction to make a 2d12 roll, decreasing the damage of the ranged attack by your roll. If the damage of the attack is reduced to zero you can catch the missile if you have a free hand. If you gain the Deflect Missile ability from the Monk class, you add the damage deduction granted by this feature to that ability.

### Displacing Throw

Whenever you make a ranged attack with a weapon that has both the Light and Thrown attributes, you can move in the direction opposite to the direction you are making the attack by 5’. If this movement takes you out of an enemy’s attack range, you do not trigger an attack of opportunity.
Thaumaturgy

A Transmutation
cantrip

Casting time: 1
Action

Duration: Up to 1
minute

Range: 30’

Components: V

Can be learnt by:
Cleric

You manifest a minor
wonder, a sign of supernatural power, within range. You create one of the
following magical effects within range:

* Your voice booms up to three times as loud as normal for 1 minute
* You cause flames to flicker, brighten, dim, or change color for 1 minute
* You cause harmless tremors in the ground for 1 minute

* You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers
* You instantaneously cause an unlocked door or window to fly open or slam shut
* You alter the appearance of your eyes for 1 minute

If you cast this
spell multiple times, you can have up to three of its non-instantaneous effects
active at a time.
Revivify

A 3rd Level
Necromancy spell

Casting time: 1
Action

Duration:
Instantaneous

Range: Touch

Components: V, S, M
(diamonds worth 300gp, which the spell consumes)

Can be learnt by: Cleric, Paladin

You touch a creature
that has died within the last minute. That creature returns to life with 1HP.
This spell can’t return to life a creature that has died of old age, nor can it
restore any missing body parts.
Woodland Rover

The Woodland Rover is a special caste of Tabaxi warriors who specialize in traveling long distances in the pursuit of enemies. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to characters of the ***Tabaxi*** race.

## Class Features

Woodland Rover Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Dedication

Woodland Rovers place great emphasis on the mindset of its warriors, only those of the most tenacious and determined mentality are accepted by the Rovers. As a result of your tough-as-nails mindset, you have advantage on ability saves made to resist the effects of the Charmed and Frightened condition. Even when such effects were able to ensnare your mind, you are disciplined enough to also have advantage on saves made to end such effects, and for effects that lasts for a set amount of time, those times are halved for you.

### Cross Country

Warriors belonging to the Rover caste learn very early on that, regardless of how fast one can run, it is the ability to sweat out the distance required to wear down an opponent that matters the most. As a member of this caste, you have gained the ability to travel at a fast pace for an entire day without suffering any adverse effects (i.e. exhaustion).

### Windrunning

The art of Windrunning allows Tabaxi warriors to greatly boost their speed for a time, at the cost of rapidly depleting their body's energy reserves. As an action on your turn, you can enter the Windrunning state, which lasts for 10 minutes or until you dismiss it as a bonus action. While Windrunning, your walking speed is doubled, which also affects all movement-related abilities and features (such as the Dash action or the Feline Agility feature). Upon exiting this state, you must consume 0.2lb of food and drink for each minute you've spent in this state within the next hour, or else gain one level of exhaustion. You can use this feature to enter the Windrunning state a number of times equal to your Constitution modifier (minimum of once).

### Hunter's Oath

Woodland Rovers who have proven themselves a rank above their fellow Rovers can choose to make the Hunter's Oath, an act which is not only considered a great honor among all Tabaxi, but also resonates with the ancient magics of the land to grant them supernatural abilities. As a consequence of taking the Oath, you gain advantage on all saving throws made against magical effects. Furthermore, during each combat scenario you can designate one enemy to focus your fury upon as a bonus action, functioning in a way similar to the Hunter's Mark spell except that you cannot select a different target if the original target dies; this effects of this feature stacks with that of the Hunter's Mark spell.
Stone Shape

A 4th Level
Transmutation spell

Casting time: 1
Action

Duration:
Instantaneous

Range: Touch

Components: V, S, M
(soft clay, which must be worked into roughly the desired shape of the stone
object)

Can be learnt by: Cleric, Druid, Wizard

You touch a stone
object of Medium size or smaller or a section of stone no more than 5’ in any
dimension and form it into any shape that suits your purpose. So, for example,
you could shape a large rock into a weapon, idol, or coffer, or make a small
passage through a wall, so long as the wall is less than 5’ thick. You could
also shape a stone door or its frame to seal the door shut. The object you
create can have up to two hinges and a latch, but finer mechanical detail isn’t
possible, unless you are proficiant in tinker’s tools.