recursal/Fanatic-Fandom huggingface dataset:
Heward’s Hireling Armor

**Type:** Armor (Leather)

**Attunement:** Yes

**Rarity:** Very Rare

**Description:** A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named Hireling Armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.

Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward’s Handy Haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Locate Creature

*4th Level Divination*

**Casting Time:** 1 Action

**Range:** Self

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

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

**Description:** Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.

This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Nature Domain

***Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.***

## Nature Domain Features

### 3rd Level: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Nature Domain Spells table, you thereafter always have the listed spells prepared.

Nature Domain Spells

### 3rd Level: Acolyte of Nature

You learn one cantrip of your choice from the Primal Spell List. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

### 3rd Level: Charm Animals and Plants

You can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

### 6th Level: Dampen Elements

When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

### 17th Level: Master of Nature

You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Lizardfolk

***The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard its natural wonders.***

***Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.***

## Lizardfolk Traits:

**Creature Type:** Animal Folk

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

**Speed:** 30 feet

**Life Span:** 60 years on average

**Swimmer:** You have a swimming speed equal to your walking speed

**Bite:** You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

**Hold Breath:** You can hold your breath for up to 15 minutes at a time

**Hungry Jaws:** You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. 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.

**Natural Armor:** You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

**Nature’s Intuition:** Thanks to your mystical connection to nature, you gain Proficiency with two of the following Skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
Power Word Pain

*7th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal

**Duration:** Instantaneous

**Description:** You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Javelin of Lightning

**Type:** Weapon (Javelin)

**Attunement:** No

**Rarity:** Uncommon

**Description:** This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 Lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Heward’s Handy Spice Pouch

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Mind Blade

**Type:** Weapon (Any Sword)

**Attunement:** Yes

**Rarity:** Rare

**Description:** Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 Psychic damage to any target it hits.
Mariner’s Armor

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

**Attunement:** No

**Rarity:** Uncommon

**Description:** While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Melf’s Minute Meteors

*3rd Level Evocation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic, Material (niter, sulfur, and pine tar formed into a bead)

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

**Description:** You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 Fire damage on a failed save, or half as much damage on a successful one.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
Quiver of Ehlonna

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty Arrows, Bolts, or similar objects. The midsize compartment holds up to eighteen Javelins or similar objects. The longest compartment holds up to six long objects, such as Bows, Quarterstaffs, or Spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Magic Stone

*Divination Transmutation*

**Casting Time:** 1 Bonus Action

**Range:** Touch

**Components:** Verbal, Somatic

**Duration:** 1 minute

**Description:** You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.
Mass Heal

*9th Level Evocation*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all Diseases and any effect making them Blinded or Deafened. This spell has no effect on Undead or Constructs.
Serpent’s Fang

**Type:** Weapon (Longsword)

**Attunement:** No

**Rarity:** Rare

**Description:** This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 Poison damage to any target it hits.
Illusionist’s Bracers

**Type:** Wondrous Item

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

**Rarity:** Very Rare

**Description:** A powerful illusionist of House Dimir originally developed these bracers. which enabled her to create multiple minor illusions at once. The bracers' power, though, extends far beyond illusions.

While wearing the bracers. whenever you cast a cantrip, you can use a Bonus Action on the same turn to cast that cantrip a second time.
Ring of Spell Storing

**Type:** Ring

**Attunement:** Yes

**Rarity:** Rare

**Description:** This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contain 1d6 - 1 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Gust of Wind

*2nd Level Evocation*

**Casting Time:** 1 Action

**Range:** Self (60-foot Line)

**Components:** Verbal, Somatic, Material (a legume seed)

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

**Description:** A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Heart Weaver’s Primer

**Type:** Wondrous Item

**Attunement:** Yes (Wizard Only)

**Rarity:** Rare

**Description:** This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: Antipathy/Sympathy, Charm Person, Dominate Person, Enthrall, Hypnotic Pattern, Modify Memory, and Suggestion. 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 enchantment school.
* When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.
Investiture of Flame

*6th Level Transmutation*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

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

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

* You are immune to Fire damage and have resistance to Cold damage.

* Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 Fire damage.

* You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 Fire damage on a failed save, or half as much damage on a successful one.
Staff of the Python

**Type:** Staff

**Attunement:** Yes (Cleric, Druid or Warlock Only)

**Rarity:** Uncommon

**Description:** You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Searing Smite

*1st Level Evocation*

**Casting Time:** Bonus ACtion, which you take immiediately after hitting a target with a Melee Weapon or an Unarmed Strike

**Range:** Self

**Components:** Verbal

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

**Description:** The target hit by the strike takes an extra 1d6 Fire damage and ignites with magical fire. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 Fire damage. On a successful save, the spell ends.

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

*3rd Level Evocation*

**Casting Time:** 1 Action

**Range:** Unlimited

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

**Duration:** 1 Round

**Description:** You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Scout

***You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.***

## Scout Features:

### 3rd Level: Skirmisher

You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

### 3rd Level: Survivalist

You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

### 9th Level: Superior Mobility

Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

### 13th Level: Ambush Master

You excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

### 17th Level: Sudden Strike

You can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
Psychic Scream

*9th Level Enchantment*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** Somatic

**Duration:** Instantaneous

**Description:** You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 Psychic damage and is Stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A Stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Shadow Blade

*2nd Level Illusion*

**Casting Time:** 1 Bonus Action

**Range:** Self

**Components:** Verbal, Somatic

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

**Description:** You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple Melee Weapon with which you are proficient. It deals 2d8 Psychic damage on a hit and has the Finesse, Light, and Thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

**At Higher Levels:** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Phantasmal Force

*2nd Level Illusion*

**Casting Time:** 1 Action

**Range:** 60 feet

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

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

**Description:** You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Rope of Climbing

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

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

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a *pressure capsule* ignores the effects of swimming at depths greater than 100 feet (see "Unusual Environments" in chapter 5 of the *Dungeon Master's Guide*).
Stonespeaker Crystal

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** Created by the stone giant librarians of Gravenhollow. this nineteen-inch-long shard of quartz grants you advantage on Investigation checks while it is on your person.

The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to east one of the following spells from it: Speak with Animals (2 charges), Speak with Dead (4 charges), or Speak with Plants (3 charges).

When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.

The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
Serpent Scale Armor

**Type:** Armor (Scale Mail)

**Attunement:** No

**Rarity:** Uncommon

**Description:** This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Stealth checks.
Robe of Summer

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Rare

**Description:** This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to Cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes.
Pipes of Haunting

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Uncommon

**Description:** You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Horn of Blasting

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** You can use an Action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 Thunder damage and is Deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 Thunder damage instead of 5d6.

Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Fire damage to the blower and destroys the horn.
Passwall

*5th Level Transmutation*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** Verbal, Somatic, Material (a pinch of sesame seeds)

**Duration:** 1 hour

**Description:** A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Storm Sphere

*4th Level Evocation*

**Casting Time:** 1 Action

**Range:** 150 feet

**Components:** Verbal, Somatic

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

**Description:** A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 Bludgeoning damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Scaled Ornament

**Type:** Wondrous Item

**Attunement:** Yes

**Rarity:** Varies

**Description:** This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon’s scale, tooth, or claw, or it incorporates images in those shapes.

* **Slumbering (Uncommon):** You have advantage on saving throws you make to avoid being Charmed or Frightened or to end those conditions on you.

* **Stirring (Rare):** You gain a +1 bonus to AC, and you can’t be Charmed or Frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being Charmed or Frightened or to end those conditions on itself.

* **Wakened (Very Rare):** The Wakened ornament has the Stirring property. In addition, when you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your Reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can’t be used again until the next dawn.

* **Ascendant (Legendary):** The Ascendant ornament has the Stirring and Wakened properties. In addition, while you are wearing the ornament, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back.
Great Weapon Master

*4th Level Feat*

**Prerequisite:** Proficiency with any Martial Weapon

**Repeatable:** No

You’ve learned to use the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

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

**Cleave:** Immediately after you score a Critical Hit with a Melee Weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.

**Heavy Weapon Mastery:** When you hit a creature with a Heavy Weapon as part of the Attack Action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus, and you can deal it only once per turn.
Pipe of Remembrance

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Common

**Description:** This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit. smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.
Reveler’s Concertina

**Type:** Wondrous Item

**Attunement:** Yes (Bard Only)

**Rarity:** Rare

**Description:** While holding this concertina, you gain a +2 bonus to the saving throw DC of your Bard spells.

As an Action, you can use the concertina to cast Otto's Irresistible Dance from the item. This property of the concertina can't be used again until the next dawn.
Guidance

*Divination Cantrip*

**Casting Time:** Reaction, which you take in response to you or an ally within 30 feet of you failing an Ability Check

**Range:** 30 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You channel magical insight to the creature who failed the Ability Check. That creature can roll a d4 and add the number rolled to the check, potentially turning it into a success. Once a creature rolls the die for this Spell, that creature can’t benefit from the Spell again until the creature finishes a Long Rest.

**At Higher Levels:** N/A
Quaal’s Feather Token

**Type:** Wondrous Item

**Attunement:** No

**Rarity:** Rare

**Description:** This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly.

 21-35
 36-50
 51-65
 66-90
 91-00

* **Anchor:** You can use an Action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.

* **Bird:** You can use an Action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an Action.

* **Fan:** If you are on a boat or ship, you can use an Action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.

* **Swan Boat:** You can use an Action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an Action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an Action.

* **Tree:** You must be outdoors to use this token. You can use an Action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

* **Whip:** You can use an Action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. As a Bonus Action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an Action to dismiss it, or when you are incapacitated or die.
Produce Flame

*Conjuration Cantrip*

**Casting Time:** 1 Action

**Range:** Self

**Components:** Verbal, Somatic

**Duration:** 10 minutes

**Description:** 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-foot radius and dim light for an additional 10 feet. 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 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.

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

***Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.***

### Restriction: Dwarves Only

Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.

Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.

## Path of the Battlerager Features:

### 3rd Level: Battlerager Armor

You gain the ability to use spiked armor as a weapon.

While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

### 6th Level: Reckless Abandon

When you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

### 10th Level: Battlerager Charge

You can take the Dash action as a bonus action while you are raging.

### 14th Level: Spiked Retribution

When a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.
Potion of Healing

**Type:** Potion

**Attunement:** No

**Rarity:** Varies

**Description:** You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.

 Greater Healing
 Superior Healing
 Supreme Healing
Pyromancy

***Your innate magic manifests in fire. You are your fire, and your fire is you.***

***Although this Sorcerous Origin was created for MTG, it is not tied to a specific setting or story, meaning its flavor is open to any setting and story. Regardless, ask your DM before using it.***

## Pyromancy Features:

### 3rd Level: Heart of Fire

Whenever you start casting a spell of 1st level or higher that deals Fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take Fire damage equal to half your Sorcerer level (minimum of 1).

### 6th Level: Fire in the Veins

You gain resistance to Fire damage. In addition, spells you cast ignore resistance to Fire damage.

### 14th Level: Pyromancer’s Fury

When you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

### 18th Level: Fiery Soul

You gain immunity to Fire damage. In addition, any spell or effect you create ignores resistance to Fire damage and treats immunity to Fire damage as resistance to Fire damage.
Rod of the Pact Keeper, +1, +2, +3

**Type:** Rod

**Attunement:** Yes (Warlock Only)

**Rarity:** Uncommon (+1), Rare (+2), Very Rare (+3)

**Description:** While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. This bonus is determined by the rod's rarity.

In addition, you can regain one Warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Sanctified Partisan

**Type:** Trick Weapon (Shield & Spear, Glaive)

**Attunement:** No

**Rarity:** Uncommon

**Description:** One of the most versatile weapons of the church.

**Trick Weapon:** As a Bonus Action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the sanctified partisan is a Spear and a Shield. In its transformed state, the spear is sheathed by the shield, which retracts into a massive blade; the weapon becomes a Glaive.

**Untransformed:** Using this pair of weapons together requires the spear to be held in one hand and the shield in the other. When you are targeted by a melee weapon attack, you can use your reaction to deflect with the shield, gaining a +2 bonus to AC against that attack. If the attack misses, you can immediately make a single melee weapon attack with the spear as part of the same reaction.

**Transformed:** This glaive doesn’t have the Heavy property. When you hit with an attack using this weapon, as part of the attack, you can pierce the target, transform the weapon, and only pull out the spear. The shield remains in the target's body, impaling it. An impaled creature takes 1d4 Slashing damage at the start of each of its turns, and its speed is reduced by 15 feet. To remove the shield, the impaled target can use its action to make a DC 12 Strength check. On a success, the shield is removed and falls at the target’s feet. If you are within 5 feet of the shield, you can use a Bonus Action to retrieve and don it.
Potion of Gaseous Form

**Type:** Potion

**Attunement:** No

**Rarity:** Rare

**Description:** When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no concentration required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water.
Project Image

*7th Level Illusion*

**Casting Time:** 1 Action

**Range:** 500 miles

**Components:** Verbal, Somatic, Material (a small replica of you made form materials worth at least 5 GP)

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

**Description:** You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn 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.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save 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.
Spirit Guardians

*3rd Level Conjuration*

**Casting Time:** 1 Action

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

**Components:** Verbal, Somatic, Material (a holy symbol)

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

**Description:** You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

**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.
Harm

*6th Level Necromancy*

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** Verbal, Somatic

**Duration:** Instantaneous

**Description:** You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.