Escape
Escape
If you cast this spell while underground or inside a building, you teleport to the outdoor space you occupied most recently within the last 24 hours. You are teleported whether or not the destination is hazardous.
The spell fails if there is 100 contiguous feet of earth or stone or a thin layer of lead in a direct line between you and the destination.
Metabolic Stasis
Metabolic Stasis
Creatures in the area when the spell is cast no longer age or require sustenance or
Arcane Mirror
Arcane Mirror
You choose a mirror you’ve seen on the same plane of existence as you. You create a scrying sensor inside that mirror. You can instead name an area, such as a specific building or city: you create a scrying sensor inside a random mirror within that area. If there is no mirror in the area, the spell fails.
Magic Map
Magic Map
You create a map with yourself at the center, or update a map previously created with this spell. When creating a map, you choose its scale, from 100 by 100 feet to 100 by 100 miles. As part of the spell, you can make notes or other annotations on the map. The map only includes locations that you’ve seen and traveled through. The map doesn’t show areas at a significantly different elevation from your current location. If you cast the spell while you are lost, the spell fails.
At the Narrator’s discretion, some magical areas can’t be mapped with this spell.
Invisible Object
Invisible Object
A Medium or smaller object becomes
Awaken Portal
Awaken Portal
You impart sentience to a door, window, gate, lid, or other object that can be opened, closed, and locked. You grant it an Intelligence, Wisdom, and Charisma of 10. The door retains its hit points, AC, and other characteristics, and is considered an object. If the door is reduced to 0 hit points, it is killed and the spell ends.
Orc Warlord
Orc Warlord
Underlander
Underlander
Only the brave or foolhardy dare even the briefest foray into Underland, and few survive such treks long enough to make a habit of it. Underlanders are survivors through and through, having known the leanest of times in tunnels home to monsters and deadly traps alike. The harshness of subterranean life makes Underlanders extremely cautious about whom they trust, but once they form a bond with someone, their loyalty is ironclad. At the same time, Underlanders can be incredibly patient when danger is near—but when the moment to strike is at hand, theirs is sure.
Characters raised in the Underlander culture share a variety of traits in common with one another.
Ear for Echoes. You have blindsight out to a range of 10 feet. If you already had blindsight, its range increases by 10 feet.
Eat Like a Bird. You grew used to eating very little. You can go a number of days equal to half your Constitution modifier without suffering any fatigue from lack of Supply .
Tunnel Finder. You have advantage on checks made to navigate underground.
Superior Darkvision. You have darkvision out to a range of 60 feet. If you already had darkvision, its range increases to 120 feet instead.
Underlander. You gain an expertise die on checks made for journey activities while in Underland.
Languages. You can speak, read, write, and sign Common and Undercommon.
Underharvester
Underharvester
One of the most difficult aspects of life in Underland is finding enough food to eat—or protecting what food one can find. An underharvester is someone who’s mastered the practice of gathering food in the harshest of environments, learning by painful experience (or wise lessons) what food is safe to eat. Mushrooms in particular are a valuable resource for underharvesters, something they take with them whenever they travel to a new area. Whiling away so many hours in the quiet darkness makes underharvesters an introspective lot, as does their penchant for using mushrooms to make their lives more enjoyable. underharvesters use mushrooms in ways many others find quite odd, from mildly poisoning themselves to stay warm in the subterranean cold, filling their bellies with mushrooms with no nutritional value in order to stave off hunger pangs, or ingesting hallucinogenic spores for recreation or religious purposes.
Characters raised in the underharvester culture share a variety of traits in common with one another.
Expert Forager. Once per long rest , you can spend 4 hours of time to locate Supply for yourself and one other creature, or magical reagents worth up to 5 gold.
Shroomfinder. You gain advantage on checks made to find and identify mushrooms, as well as on checks made to cook mushrooms or use them as alchemical ingredients. In addition, you gain an expertise die on attack rolls and saving throws against plant creatures.
Sporekeeper. You keep on your person a number of pouches filled with various kinds of mushroom spores. When you have access to these pouches and use a medicinal, the medicinal’s duration is doubled.
Languages. You can speak, read, write, and sign Common and Undercommon.
Sunless Mariner
Sunless Mariner
The oceans of Underland are sailed by an eclectic mix of merchants, pirates, explorers, adventurers, and agents of the various underground factions. While less affected by extreme weather than their surface counterparts, these subterranean seas possess hazards of their own, and those who sail them (and survive) are made resourceful and resilient indeed. Sunless mariners spend most of their lives on (or under) the water, operating boats and submarines on the shipping lanes that link Underland’s ports. Crews of sunless mariners are sometimes all one heritage, but more often they are an eclectic mix of the people who make their homes underground. Elves, grimlocks, gnomes, dwarves, ratlings, and many others live side by side on these vessels, combining their talents to prevail against the unforgiving depths.
Unlike surface-world sailors, sunless mariners always know how to swim. It is not uncommon for a contingent of mariners to swim alongside their vessel, hauling it with ropes through narrow passages. Many ships that sail the sunless seas feature airlock-like chambers or magical fields that allow humanoids to enter the ship beneath the water.
Characters raised in the sunless mariner culture share a variety of traits in common with one another.
Resilient Lungs. Repeated underwater forays have strengthened your lungs. You can hold your breath for twice as long as normal.
Lightless Perception. If you do not have darkvision, you gain darkvision with a range of 60 feet. If you already have darkvision, its range increases to 120 feet.
Strong Swimmer. You gain an expertise die on Athletics checks related to swimming.
Sailor. You gain proficiency with water vehicles.
Water Magic. You know the mending cantrip. Once you reach 3rd level, you can cast gust of wind once per long rest . You can cast these spells without components, and when casting them your spellcasting ability is your choice of Intelligence, Wisdom, or Charisma.
Languages. You can speak, read, write, and sign Common and Undercommon. You can also read and write Grimlock texture writing.