recursal/Fanatic-Fandom huggingface dataset:
Noble

***You were raised in a castle as a creature of wealth, power, and privilege—none of it earned. Your family are minor aristocrats who saw to it that you received a first-class education, some of which you appreciated and some of which you resented. (Was it truly necessary to read all those ancient histories in their original Draconic?) Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.***

## Background Features:

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

**Skill Proficiencies:** History, Persuasion

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

**Language:** Draconic

**Feat:** Skilled

### Background Equipment:

* Fine Clothes
* Gaming Set
* Perfume
* Signet Ring
* 24 GP
Mordenkainen’s Faithful Hound

*4th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a tiny silver whistle, a piece of bone, and a thread)

**Duration:** 8 hours

**Description:** You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 Piercing damage.
Mind Carapace Armor

**Type:** Armor (Any Heavy Armor)

**Attunement:** Yes (See Description)

**Rarity:** Uncommon

**Description:** Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the Frightened condition.
Hat of Wizardry

**Type:** Wondrous Item

**Attunement:** Yes (Wizards Only)

**Rarity:** Common

**Description:** This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:

* You can use the hat as a spellcasting focus for your Wizard spells.

* You can try to cast a Cantrip that you don't know. The cantrip must be on the Arcane Spell List, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the Action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Moodmark Paint

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute.

For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Insight check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check.
Maelstrom

*5th Level Evocation*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (paper or leaf in the shape of a funnel)

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

**Description:** A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
Mace of Smiting

**Type:** Weapon (Mace)

**Attunement:** No

**Rarity:** Rare

**Description:** You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use this mace to attack a Construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or an extra 14 Bludgeoning damage if it's a Construct. If a Construct has 25 hit points or fewer after taking this damage, it is destroyed.
Jump

*1st Level Transmutation*

**Casting Time:** 1 Bonus Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a grasshopper’s hind leg)

**Duration:** 1 minute

**Description:** You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending only 10 feet of movement.

**At Higher Levels:** When you cast this spell using a spell slot of level 2 or higher, you can target one additional creature for each slot level above 1.
Kobold

***Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons — even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction.***

***Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power.***

## Kobold Traits:

**Creature Type:** Dragon Folk

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

**Speed:** 30 feet

**Life Span:** 120 years on average

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

**Draconic Cry:** As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Kobold Legacy:** Kobolds’ connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold:

Kobold Legacy
 Defiance
 Draconic Sorcery
Medal of the Maze

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** When you use an action to trace the maze inscribed on this medal, you gain advantage on Wisdom checks and know the quickest route to the end of any nonmagical path or maze for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.
Mastermind

***Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.***

## Mastermind Features:

### 3rd Level: Master of Intrigue

You gain Proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

### 3rd Level: Master of Tactics

You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

### 9th Level: Insightful Manipulator

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Intelligence score
* Wisdom score
* Carisma score
* Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

### 13th Level: Misdirection

You can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

### 17th Level: Soul of Deceit

Your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Message

*Transmutation Cantrip*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a short piece of copper wire)

**Duration:** 1 Round

**Description:** You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Helm of Brilliance

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing it:

* You can use an Action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
* As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 Radiant damage.
* As long as the helm has at least one ruby, you have resistance to Fire damage.
* As long as the helm has at least one fire opal, you can use an Action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Mordenkainen’s Magnificent Mansion

*7th Level Conjuration*

**Casting Time:** 1 minute

**Range:** 300 feet

**Components:** Verbal, SOmatic, Material (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 GP)

**Duration:** 24 hours

**Description:** You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Locate Animals or Plants

*2nd Level Divination*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (a bit of fur from a bloodhound)

**Duration:** Instantaneous

**Description:** Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Hunter’s Mark

*1st Level Divination*

**Casting Time:** 1 Bonus Action

**Range:** 90 feet

**Components:** Verbal

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

**Description:** You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Hypnotic Pattern

*3rd Level Illusion*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Somatic, Material (a glowing stick of incense or a crystal vial filled with phosphorescent material)

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

**Description:** You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes Charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Mordenkainen’s Private Sanctum

*4th Level Abjuration*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (a thin sheet of lead, a piece of opaque glass, a wad of cotton, and powdered chrysolite0

**Duration:** 24 hours

**Description:** You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

* Sound can’t pass through the barrier at the edge of the warded area.

* The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.

* Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.

* Creatures in the area can’t be targeted by divination spells.

* Nothing can teleport into or out of the warded area.

* Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this effect permanent.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Light

*Evocation cantrip*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Material (a firefly or phosphorescent moss)

**Duration:** 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Move Earth

*6th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** Verbal, Somatic, Material (an iron blade and a small bag containing a mixture of soils - clay, loam and sand)

**Duration:** Concentration, up to 2 hours

**Description:** Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
Half-Elf

***Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves.***

## Half-Elf Traits:

**Creature Type:** Humanoid

**Size:** Medium (about 4-7 feet tall)

**Speed:** 30 feet

**Life Span:** 180 years on average

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

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

**Skill Versatility:** You gain the Skilled Feat, or another First Level Feat of your choice
Mislead

*5th Level Illusion*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Somatic

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

**Description:** You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Magic Mouth

*2nd Level Illusion*

**Casting Time:** 1 minute

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a small bit of honeycomb and jade dust worth at least 10 GP, which the spell consumes)

**Duration:** Until Dispelled

**Description:** You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Heavy Armor Master

*4th Level Feat*

**Prerequisite:** Heavy Armor Training

**Repeatable:** No

You can use your Heavy Armor to deflect strikes, granting you the following benefits:

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

**Damage Reduction:** When you’re hit by an attack while you’re wearing Heavy Armor, any Bludgeoning, Piercing, or Slashing Damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.
Keen Mind

*4th Level Feat*

**Prerequisite:** Intelligence 13+

**Repeatable:** No

You have trained to rapidly recall or discover vital details, granting you the following benefits:

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

**Lore Knowledge:** Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack Proficiency in the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.

**Quick Study:** You can take the Study Action as a Bonus Action.
Lightning Lure

*Evocation Cantrip*

**Casting Time:** 1 Action

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

**Components:** Verbal

**Duration:** Instantaneous

**Description:** You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 Lightning damage if it is within 5 feet of you.

**Cantrip Upgrade:** This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Inquisitive

***As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.***

## Inquisitive Features:

### 3rd Level: Ear for Deceit

You develop a keen ear for picking out lies. Whenever you make an Insight check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

### 3rd Level: Eye for Detail

You can use a bonus action to make a Perception check to spot a hidden creature or object or to make an Investigation check to uncover or decipher clues.

### 3rd Level: Insightful Fighting

You gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you make an Insight check against a creature you can see that isn't incapacitated, contested by the target's Deception check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.

### 9th Level: Steady Eye

You gain advantage on any Perception or Investigation check if you move no more than half your speed on the same turn.

### 13th Level: Unerring Eye

Your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

### 17th Level: Eye for Weakness

You learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Lorehold Primer

**Type:** Wondrous Item

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

**Rarity:** Uncommon

**Description:** The *Lorehold Primer* is a magic textbook created at Strixhaven's Lorehold College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a History or Religion check while holding the primer, you can expend 1 charge to give yourself 1d4 bonus to the check, immediately after you roll the d20.

In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the Divine or Arcane spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Guardian of Faith

*4th Level Conjuration*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal

**Duration:** 8 hours

**Description:** A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 Radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Mizzium Armor

**Type:** Armor (Medium or Heavy, but not Hide)

**Attunement:** No

**Rarity:** Rare

**Description:** This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Mental Prison

*6th Level Illusion*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Somatic

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

**Description:** You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being Charmed. On a successful save, the target takes 5d10 Psychic damage, and the spell ends. On a failed save, the target takes 5d10 Psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Libram of Souls and Flesh

**Type:** Wondrous Item

**Attunement:** Yes (Wizard Only)

**Rarity:** Rare

**Description:** With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Animate Dead, Circle of Death, False Life, Finger of Death, Speak with Dead, Summon Undead, Vampiric Touch. It functions as a spellbook for you.

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

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

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the necromancy school.
* As an Action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target's status. The effect ends if you deal damage or force a creature to make a saving throw.
Horseshoes of a Zephyr

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Very Rare

**Description:** These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
Healer

*1st Level Feat*

**Prerequisite:** None

**Repeatable:** No

You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:

**Battle Medic:** If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.

**Healing Rerolls:** Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
Mirage Arcane

*7th Level Illusion*

**Casting Time:** 10 minutes

**Range:** Sight

**Components:** Verbal, Somatic

**Duration:** 10 days

**Description:** You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.
Leomund’s Secret Chest

*4th Level Conjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 GP, and a Tiny replica made from the same materials worth at least 50 GP)

**Duration:** Instantaneous

**Description:** You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

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

After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect 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.
Medal of Muscle

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** You can squeeze this medal tightly in the palm of your hand as an action. Doing so gives you advantage on Strength checks and Strength saving throws for 1 hour. Once this property has been used, it can’t be used again, an the medal becomes nonmagical.
Healing Spirit

*2nd Level Conjuration*

**Casting Time:** 1 Bonus Action

**Range:** 60 feet

**Components:** Verbal, Somatic

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

**Description:** You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

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

*5th Level Evocation*

**Casting Time:** 1 Bonus Action

**Range:** Touch

**Components:** Verbal, Somatic

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

**Description:** You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 Radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 Radiant damage, and it is Blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t Blinded. At the end of each of its turns, a Blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
Necklace of Fireballs

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This necklace has 1d6 + 3 beads hanging from it. You can use an Action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level Fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace as one action. When you do so, increase the level of the Fireball by 1 for each bead beyond the first.
Knave’s Eye Patch

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** While wearing this eye patch, you gain these benefits:

* You have advantage on Perception checks that rely on sight.
* If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
* You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
Mask of the Beast

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This wooden mask is shaped in the likeness of a beast's visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the Animal Friendship spell as an action. The mask regains all expended charges at dawn.
Mounted Combatant

*4th Level Feat*

**Prerequisite:** Proficiency with any Martial Weapon

**Repeatable:** No

You have developed a bond with your mounts, granting you the following benefits:

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

**Mount Handler:** You have Advantage on Wisdom Checks (Animal Handling) made to handle or train horses and other Beasts employed as mounts.

**Mounted Strike:** While mounted, you have Advantage on Attack Rolls against any creature that is within 5 feet of your mount and at least one Size smaller than it.

**Leap Aside:** If your mount is subjected to an effect that allows it to make a Dexterity Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Saving Throw, and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can be Incapacitated.

**Veer:** While mounted, you can use your Reaction to force an attack that hits your mount to hit you instead.
Nondetection

*3rd Level Abjuration*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** Verbal, Somatic, Material (a pinch of diamond dust worth 25 GP sprinkled over the target, which the spell consumes)

**Duration:** 8 hours

**Description:** For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.
Maddening Darkness

*8th Level Evocation*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Verbal, Material (a drop of pitch mixed with a drop of mercury)

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

**Description:** Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 Psychic damage on a failed save, or half as much damage on a successful one.
Infernal Calling

*5th Level Conjuration*

**Casting Time:** 1 minute

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (a ruby worth at least 999 GP)

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

**Description:** Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Pipes of the Sewers

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Uncommon

**Description:** You must be proficient with a wind instrument to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.

The pipes have 3 charges. If you play the pipes as an Action, you can use a Bonus Action to expend 1 to 3 charges, calling forth one swarm of rats (see the *Monster Manual* for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain ld3 expended charges daily at dawn.

Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
Cloak of Many Fashions

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** While wearing this cloak, you can use a Bonus Action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Life Transference

*3rd Level Necromancy*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You sacrifice some of your health to mend another creature’s injuries. You take 4d8 Necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the Necrotic damage you take.

**At Higher Levels:** 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.
Mordenkainen’s Sword

*7th Level Evocation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a miniature platinum sword with a grip and pommel made of copper and zinc, worth 250 GP)

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

**Description:** You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 Force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
Halfling

***Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings are blessed (some might say cursed) with a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—being not unlike that of a human child—helps them avoid unwanted entanglements and slip into and out of tight spaces.***

***Anyone who has spent time around halflings, and particularly halfling adventurers, has likely witnessed the storied “luck of the halflings” in action. When a halfling is in mortal danger, it seems as though an unseen force intervenes on the halfling’s behalf. Many halflings believe in the power of luck, and they attribute their unusual gift to one or more of their benevolent gods, including Yondalla, Brandobaris, and Charmalaine.***

## Halfling Traits:

**Creature Type:** Humanoid

**Size:** Small (about 2-3 feet tall)

**Speed:** 30 feet

**Life Span:** 150 years on average

**Brave:** You have Advantage on saving throws you make to avoid or end the Frightened Condition on yourself.

**Halfling Nimblness:** You can move through the space of any creature that is of a Size larger than yours, but you can’t stop there

**Luck:** When you roll a 1 on the d20 of a d20 Test, you can reroll the die, and you must use the new roll

**Naturally Stealthy:** You have Proficiency in the Stealth Skill