recursal/Fanatic-Fandom huggingface dataset:
Stone

### Bonus Proficiencies

At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.

### Metal Magic

Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

##### Stone Sorcery Spells

 1st
 1st
 1st
 2nd
 2nd
 3rd
 3rd
 4th

### Stone's Durability

At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

### Stone Aegis

Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection.

As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

### Stone's Edge

Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

### Earth Master's Aegis

Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
Stinking Cloud

*3rd-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

***Spell Lists.*** Bard, Sorcerer, Wizard
Shadow Blade

*2nd-Level Illusion*

* **Casting Time:** 1 Bonus Action
* **Range:** Self
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

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.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Plane Shift

*7th Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S
* **Duration:** Instantaneous

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

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

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

***Spell Lists.*** Cleric, Druid, Sorcerer, Warlock, Wizard
Primal Savagery

*Alteration Cantrip*

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** S
* **Duration:** Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

***At Higher Levels.*** The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

***Spell Lists.*** Druid, Pyromancer
Primordial (HB)

You come from the most chaotic parts of the elemental chaos, and you harness its power.

##### Origin Spells

 3rd
 5th
 7th
 9th

### Chatoic Stream

Starting at 1st level you gain the ability to make all that is chaos to become even more chaotic. You can turns a type of damage into the opposite type. (Cold -> Fire, Electric -> Thunder, Poison -> Acid).

### Chaotic Force

Starting at 1st level Whenever you use your chaotic stream idea, you are able to add 2 more damage dies to it.

### Creation

Beginning at 6th level you gain the ability to make a spell create a thing for everything it destroys. Every time you deal damage to an object, you gain slight control over it, and can throw it at your enemies doing guarantied damage.

##### Creation Size Damage

 Small
 Medium
 Large
 Huge
 Giant

### Controled Chaos

Starting at 14th level you gain the ability to force a damage type to your choice. Whenever you use your Chaotic Stream Ability, you are able to change the damage type to whatever you chose. In addition to this, whenever you deal your favored element damage, you deal double damage.

### Improved Creation

Starting at 18th level, you can make your Creation Damage become stronger. Whenever a creature takes damage from the Creation Ability you can deal double damage, you can also chose what type of damage the Creation Size Damage does.
Light of Ruin

*8th Level Illusion*

* **Casting Time:** 1 Action
* **Range:** 150 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You call forth a light that comes from a god of your choice. This light invokes a primal fear in any creature that sees it of your choice, and cannot be resisted or immunized. Chose one:

* ***Good.*** Thousands of Angels sound a harmonious call. Chose any amount of creatures to be immune to this effect within the spell's range, otherwise, all creatures must make a Wisdom saving throw or take 12d8 psychic damage and be frightened of you for as long as the spell lasts. This cannot be resisted or immunized.
* ***Neutral.*** The Earth begins to split in two, as fissures begin to form and the sky darkens. Chose any amount of creatures to be immune to this effect within the spell's range, otherwise, all creatures within the spells range must make an Intelligence saving throw. On a failed save, the effects perceived by the creatures actually "Happen" to them. You may place up to 5 Volcanoes, Fissures, or other forms of impassable terrain, and if the creature tries to pass them they will take 10d10 psychic damage.
* ***Evil.*** A portal summoning demons erects. You gain control over a CR:10 or below Demon that you know can exist, it has all the stats of a regular demon except that it has 1 HP. All creatures of your choice are frightened of this demon until they make a succesful Wisdom saving throw, which they can take at the end of each of their turns. You may directly control this demon with a bonus action.

***Spell Lists.*** Bard, Druid, Wizard
Ice Knife

*1st-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** S
* **Duration:** Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

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

***Spell Lists.*** Druid, Sorcerer, Wizard
Storms (HB)

### Acolyte

Starting at 2nd level, you become the embodiment of storms. You learn one spell: Burning Hands, Ice Knife, or Thunderwave. This spell counts as an "Acolyte" Spell for you, and can only be casted twice per day.

### Of Storms

Depending on what spell you chose, you gain an additional effect when attacking a creature if you are in the same weather:

* Burning Hands: Sunny, The enemy creatures have disadvantage on the saving through., In addition to this, Burning hands deals an additional 2d6 fire damage if the creature fails the save.
* Ice Knife: Blizzard/Snowy, You have advantage to hit a creature with the ice knife, in addition to this, you instead deal 2d10 piercing damage and 2d8 cold damage.
* Thunderwave: Thunderstorm/Raining, Creatures have disadvantage on the saving throw. In addition to this, you can summon another thunder wave within 30ft. of you.

### Emissary

Starting at 6th level, your Acolyte spells become so powerful that you are able to cast them 3 times per day, and you are able to chose an additional Acolyte spell. Your Acolyte spells also deal an additional die of damage

### Bringer

Starting at 10th level, you are able to alter the weather around you for a short period of time. You are able to make the weather around you: Sunny, Blizzard, or Thundering for one hour in a radius originating from you around 300ft.

*When you use this feature, you are unable to again without a long rest*

### Causer

You may chose one additional spell as an Acolyte spell, you allies gain an expanded list: Fireball, Lightning Bolt, Sleet Storm. Whichever of these you chose, you are only able to cast once per long rest. You also gain an additional effect depending on what spell you chose:

* Fireball. You become resistant to Fire damage, in addition to this, whenever you cast fireball, you can chose to explode in a fiery sphere. Whenever you cast fireball as an Acolyte spell, you also cast it on yourself as if it where a twinned spell.
* Lightning Bolt. You become resistant to lightning damage, in addition to this, whenever you cast Lightning Bolt, you may roll 1d4. Depending on the roll from the D4 is how many more lightning bolts you can summon. These additional lightning bolts always do half damage.
* Sleet Storm. You become resistant to cold damage. In addition to the spells effect, creatures that start or end their turns in the radius take 1d6 cold damage + 1d8 Bludgeoning damage.
Soul Flare

*6th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (60 Feet Sphere)
* **Components:** V,S,M (A piercing weapon)
* **Duration:** Instantaneous

You stab yourself with your piercing weapon, dealing an amount of damage equal to the piercing weapon's damage x8. In addition to this, all creatures of your choice within the spell's range must make a Constitution saving throw against your spell save DC. On a failed save they take Necrotic damage equal to the amount of damage you have taken. Or half as much on a successful save.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level, you may use x9 the damage rather than x8. With an 8th level spell slot you may use x10, and with a 9th level slot you may use a x11.

***Spell Lists.*** Pyromancer
Tasha's Caustic Brew

*1st-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self (30-foot line)
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

***At Higher Levels.*** When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

***Spell Lists.*** Artificer, Sorcerer, Wizard
Roar of Time

*7th Level Abjuration*

* **Casting Time:** 1 Reaction, in which another creature within the spell's range starts it's turn
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Instantaneous

Before any effects that state "At the start of this creatures turn" happen, you may summon a roar that comes from all time gods. You skip time by 6 seconds, and thus you skip the turn of that creature. However, at the start of your next turn, you take 10d8 Psychic damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, you may instead chose to not take damage.

***Spell Lists.*** Druid, Wizard
Protection from Energy

*3rd-Level Abjuration*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S
* **Duration:** Concentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

***Spell Lists.*** Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
Produce Flame

*Conjuration Cantrip*

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** V,S
* **Duration:** 10 Minutes

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.

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

***Spell Lists.*** Druid
Thunderbolt

*3rd-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** Sight
* **Components:** V,S
* **Duration:** Instantaneous

You chose one target that you can see and that is outside. Dark clouds form above it, before striking the target with a bolt of crackling lightning. The target and all creatures within 5ft. of it must make a Dexterity saving throw against your spellsave DC. on a failed save, they take 6d8 lightning damage. Creatures that are further than 150 Feet from you have advantage on this saving throw. On a succesful save, creatures only take half damage. Buildings take double damage from this spell.

***At Higher Levels.*** When you cast the spell using a spell slot of 4th level or higher, you may add 1d8 per spell slot used above 3rd.

***Spell Lists.*** Warlock, Wizard
Gills

*1st-Level Pyromancy (ritual)*

* **Casting Time:** 1 Minute
* **Range:** Touch
* **Components:** V,S
* **Duration:** Concentration, up to 1 hour

You and up to 8 other willing creatures gain gills. When you gain gills, you are unable to breath air, but are able to breath water. In addition to this, if you do not have a swimming speed, you gain 30ft. of swimming speed. If this spell effects an unwilling creature, they must make a Charisma saveing throw against your spell save DC. On a succesful save, the spell does not effect them.

***Spell Lists.*** Pyromancy
Restore Vitality

*5th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** Instantaneous

Chose one creature within the spell's range. You may heal that creature by 6d8+(Your spellcasting modifier) Healthpoints. If they have a disease afflicting them, you may heal it.

***Spell Lists.*** Pyromancer
Sun Soul

## Way of the Sun Soul

### Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

### Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action.

You can spend additional ki points to cast Burning Hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

### Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

### Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Skills

### Dexterity

* Acrobatics. Used for Jumping, Flipping, or any other articulate act that has to be accomplished with dexterity.
* Sleight of Hand. Used for hand movements that can be unseen or un-detected.
* Stealth. Used for hiding from a creature or something else.

### Intelligence

* Arcana. Used to decipher something magical, be it a magical text, rune, or other.
* Alchemy. Used for making potions and the like.
* History. Used for knowing Worldwide, Local, or Regional history about an object or person, if it has any.
* Investigation. Used to spot out a crime, hidden object, or other.
* Nature. Used for natural fruits, magiks, or animals.
* Religion. Used to know about a religious source or object.
* Transmutation. Used for when using the transmutation circles, or something that has to do with reading one.

### Wisdom

* Animal Handling. Used for taming beasts, or calming animals.
* Insight. Used to look between the lines, helps see lies, or other small details.
* Medicine. Used to bandage/heal something.
* Perception. Used for your 5 senses (Sight, Smell, Hearing, Touch, and Taste).
* Survival. Used for tracking wild creatures, or foraging in the wild.

### Charisma

* Deception. Used to lie to people.
* Intimidation. Used to scare people.
* Performance. Used when performing, or to see how well you do on something that requires looks, rather than physical ability.
* Persuasion. Used to talk someone into doing something for you, or to non-descriptly lie to someone for your/someone else's benefit.
Owlin

## Stats

* **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
* **Creature Type.** You are a Humanoid.
* **Size.** You are Medium or Small. You choose the size when you select this race.
* **Speed.** Your walking speed is 30 feet.
* **Darkvision.** You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
* **Flight.** Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
* **Silent Feathers.** You have proficiency in the Stealth skill.
Stormcaller (HB)

### Adjective Shock

Starting at 3rd level you gain the power to use your reaction as a shocking blow. Whenever a creature walks within 5ft. of you, once per combat you may use your reaction to attack them. For the next hour, or until that creature dies, you can only see that creature as long as it is within 60ft. of you, and you treat everything else as if it was magical darkness.

*At 15th level, you are able to see everything as normally when you use this ability.*

### Malevolent Chain

Beginning at 7th level, you can chain lightning to targets otherwise unreachable. When you are within 15ft. of an ally, you may send a shock through them and onto another creature within 40ft. of the ally. The shock deals 5d8 lightning damage, and half damage to your ally. You can do this an amount of times equal to your Wisdom modifier (minimum of one) per long rest.

*At 15th level, this increases to 8d8 lightning damage*

### Adversary

Starting at 11th level, a creature that you attack with your *Adjective Shock* ability is also afflicted with your blindness trait, and can only see you. If the creature is hit by a creature it cannot see, it must make a Wisdom saving throw against you (DC=10+Your Wisdom Modifier+Your Proficiency Bonus). On a successful save, they are able to see everything normally. On a failed one, they continue to only see you.

### Oni's Screech

Once you are 18th level, you gain the ability to identify all creatures by a simple sound they make. In addition to this, all lightning damage dealt by you is doubled, and you are resistant to lightning damage. In addition to this, Once per day you may make an "Oni's Call", when doing this, roll 1d20. On a 20, you summon an Oni to help you in combat for 1 minute. It is friendly to you, and only you.
Pyromancy

### Heart of Fire

At 1st level, 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).

### Fire in the Veins

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

### Pyromancer's Fury

Starting at 14th level, 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.

### Fiery Soul

At 18th level, 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.
Project Image

*7th Level Illusion*

* **Casting Time:** 1 Action
* **Range:** 500 Miles
* **Components:** V,S
* **Duration:** Concentration, up to 1 day

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.

***Spell Lists.*** Bard, Warlock, Wizard
Blazing Arrow

*1st-Level Pyromancy*

* **Casting Time:** Bonus Action
* **Range:** Touch
* **Components:** S, M (An Arrow or Bolt)
* **Duration:** 1 Minute

You use your flame and touch one piece of ammunition. For the duration of the spell, the ammunition is lit ablaze, and if shot at a creature will deal an additional 1d8 fire damage. Or, the ammunition could be planted into the ground to make a miniature landmine, and whenever a hostile creature steps within 10 Feet of it, they must make Dexterity saving throw against your spell save DC. On a failed save, they take 2d6 fire damage.

\*This fire cannot damage the ammunition, or the means of firing the ammunition)

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, add 1d8 or 1d6 to the damage per spell slot above 1st level.

***Spell Lists.*** Pyromancer
Restore Vitals

*2nd-Level Pyromancy*

* **Casting Time:** 1 Reaction, which you take when you see a creature fall under 1 HP within the spell's range
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** Instantaneous

When a creature you see that is in range of the spell falls under 1HP, you may use your reaction to restore that creature back to 1 HP.

***Spell Lists.*** Cleric, Pyromancer
Summon Celestial

*5th-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V,S,M (A golden Reliquary worth at least 500gp)
* **Duration:** Concentration, up to 1 hour

You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell’s level appears in the stat block.

***Spell Lists.*** Cleric, Paladin

## Celestial Spirit

*Large celestial,*

* **Armor Class** 11 + the level of the spell (natural armor)
* **Hit Points** 40 + 10 for each spell level above 5th
* **Speed** 30 ft., fly 40 ft.

* **Damage Resistances** radiant
* **Condition Immunities** charmed, frightened
* **Senses** darkvision 60 ft., passive Perception 12
* **Languages** Celestial, understands The languages you speak
* **Challenge** -

### Actions

***Multiattack.*** The celestial makes a number of attacks equal to half this spell’s level (rounded down).

***Radiant Bow (Avenger Only)..*** Ranged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage.

***Radiant Mace (Defender Only)..*** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.

***Healing Touch (1/Day)..*** The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.
Psionic Blast

*3rd-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self (30-foot Cone)
* **Components:** V
* **Duration:** Instantaneous

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

***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.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Night Shade

*1st-Level Necromancy*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Instantaneous

Chose one creature that is completely in a dark area. You force them to see halucinations of their biggest fears, and a glimpse of death. They must make a Wisdom saving throw, on a fail If they are Good alligned, they take 2d10 Necrotic damage. If they are evil alligned, they take 2d10 necrotic damage + Your overall level x2. On a success, nothing happens

***Spell Lists.*** Warlock, Wizard
Thri-Kreen

## Stats

* **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
* **Creature Type.** You are a Monstrosity.
* **Size.** You are Medium or Small. You choose the size when you select this race.
* **Speed.** Your walking speed is 30 feet.
* **Chameleon Carapace.** While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
* **Secondary Arms.** You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:
	+ You can use a secondary arm to wield a weapon that has the light property, but you can’t use a secondary arm to wield other kinds of weapons.
	+ You can’t wield a shield with a secondary arm

* **Sleepless Revitalization.** You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
* **Thri-kreen Telepathy.** You have the magical ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. A contacted creature doesn’t need to share a language with you, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Tenser's Floating Disc

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** 1 Hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it were created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

***Spell Lists.*** Wizard
Mordenkainen's Faithful Hound

*4th-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** 8 Hours

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.

***Spell Lists.*** Artificer, Wizard
Spirit Guardians

*3rd-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** Self (15-foot-radius)
* **Components:** V,S,M (a holy symbol)
* **Duration:** Concentration, up to 10 minutes

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.

***Spell Lists.*** Cleric
Sense Emotion

*1st-Level Divination*

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

***Spell Lists.*** Bard, Warlock, Wizard
Ignite

*Pyromancy Cantrip*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** S
* **Duration:** Instantaneous

A Flickering flame sprouts from your hands, this flame can ignite any flammable object, when targeting a creature, this deals 1d6 Fire damage.

***At Higher Levels.*** This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

***Spell Lists.*** Pyromancer
Supernova

*9th Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (120-Foot Sphere)
* **Components:** V,S
* **Duration:** Instantaneous

Everything in a 120' sphere, starting from you, every creature must make a Strength save, or be gravitated towards you until they are within 10'. Any loose objects automatically fail, and become drawn towards you. Then, you explode into a fiery burst of energy. You may deal anywhere from 1d8 Radiant damage - 25d8 Radiant damage. The caster choses how much dice they deal, but, they take half as much damage as they deal, with no resistances or immunities applied.

***Spell Lists.*** Pyromancer
Pyro Missiles

*3rd-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 50 Feet
* **Components:** S
* **Duration:** Instantaneous

You summon 5 Missiles made from fire. You may send these missiles to any targets within the spell's range. These Missiles work similarly to the *Magic Missile* spell, and any feature that affects *Magic Missile* also affects this spell. On a hit, these missiles do 1d8+Your Spellcasting Modifier fire damage per missile.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th or higher level, you may summon an additional missile per spell slot used above 3rd.

***Spell Lists.*** Pyromancer
Sunfire Beam

*7th Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (60-Foot Line)
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

To cast this spell, you must have an Intelligence of 12 or higher. You throw forth a beam of arcane energy fuzed with your flame's energy. Make a ranged spell attack against a creature within the range of this spell, on a hit deal 14d4 Radiant damage to the creature. If you keep concentration on this spell, you can cast it again without expending any more spell slots for as long as you hold concentration.

***Spell Lists.*** Pyromancer
Inflict Wounds

*1st-Level Necromancy*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S
* **Duration:** Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

***Spell Lists.*** Cleric
Puppet

*1st-Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Instantaneous

Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

***Spell Lists.*** Bard, Warlock, Wizard
Silver Wind

*2nd-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** Self (Sphere 60 Feet)
* **Components:** V,S,M (At least 1 pound of silver, which the spell consumes)
* **Duration:** Concentration, up to 1 minute

You cause multiple gusts of wind to take the silver from you, split it into thousands of tiny sharp grains, and force them upon all enemies within the spell's range. All hostile creatures within the spell's range must make a Dexterity saving throw against your spell save DC. On a failed save, they take 3d6 Piercing damage. They must repeat this save at the start and end of their turns whenever they start or end their turns within the spell's radius.

***Spell Lists.*** Druid
Rules on Plating

## Plating

Plating is for when you need to apply a coat of metal onto weapons or armor. On the materials list, you can see the Bonus, Weight, Notes, and Tier on the list, in addition to the name and average cost per pound.

## Weapon Plating

When plating weapons, you require an equal amount of pounds of material to the pounds of the weapon. The bonus is divided by a "/", on the left side is the bonus To-Hit, while on the right side is the bonus to Damage. EX:

#### Pig Iron Dagger

*In addition to the bonus coming from the metal, you may also still apply proficiency and skill bonus to the weapons.*

*The Weak and Resist notes on materials do not apply to weapons that are plated.*

*Only one metal may be applied to weapons or armor at any time. Treat the metal that it is made of as if it was it's own leveling scale, and instead of being added onto, it is replaced. The modifier assumes that the part that is actually hitting enemies is what is plated in metal, so while the handle of a spear could be gold, but the head could be platinum, if attacking with the spear, it will use the platinum modifier.*

## Armor Plating

When plating armor, you require an equal amount of pounds of the material to the weight of the armor. When plating armor, you need to plate it with the same Weight type as the type of armor (Unless the material has "Lighten"). Meaning, Light metals with light armor, Medium with Medium, and Heavy with Heavy.

Armor gains two benefits from plating, it gains the Weak or Resist note, and an AC bonus. When applying the AC bonus, it is the tier of the metal divided by 2, rounded down (EX: Tungsten can be applied to heavy armor, and gives a +2 bonus to it's AC, in addition to the existing AC bonus).
Psychic

*5th-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You use your mental prowess to allow yourself to affect the physical realm. You may do up to 3 of the following things:

* Force a Creature within the spell's range to make an Intelligence saving throw. On a failed save, they take 4d10 Psychic damage
* Throw a Creature 40 Feet in any direction if they fail a Strength Saving throw
* Crush any object that is size Medium or smaller down one size.
* Lift, Push, or Throw any object that is size Large or smaller up to 60 Feet in any direction. If thrown at a creature, the creature must make a Dexterity Saving throw. on a failed save, they take 3d10 Bludgeoning damage.
* Mentally Harass a creature. That creature makes a Wisdom saving throw. On a failed save, you may chose to have them Deafened, Blinded, Afraid, or Unconcious. (Creatures who are immune to being charmed are not affected by this)
* Cast the *Confuse Ray* spell without using any spell slots as a free action.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you may chose an additional effect for every spell slot used above 5th level.

***Spell Lists.*** Warlock, Wizard
Solar Torrent

*5th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (Line- 15 Feet Wide, 100 Feet Long)
* **Components:** S,M (For it to be Day, and the caster to be outside)
* **Duration:** Instantaneous

The caster summons forth a fiery torrent of flames and sunlight. All creatures within the spell's range must make a Dexterity saving throw. On a failed save, they take 10d6 Fire damage, or half as much on a succesful save.

***Spell Lists.*** Pyromancer
Planar Binding

*5th-Level Abjuration*

* **Casting Time:** 1 Hour
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** 24 Hours

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted Magic Circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

***At Higher Levels.*** When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, 30 days with a 7th-level slot, 180 days with an 8th-level slot, or 1 year and 1 day with a 9th-level spell slot.

***Spell Lists.*** Bard, Cleric, Druid, Warlock, Wizard
Otto's Irresistible Dance

*6th-Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V
* **Duration:** Concentration, up to 1 minute

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

***Spell Lists.*** Bard, Wizard
Sudden Awakening

*1st-Level Enchantment*

* **Casting Time:** 1 Bonus Action
* **Range:** 10 Feet
* **Components:** V
* **Duration:** Instantaneous

Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.

***Spell Lists.*** Bard, Ranger, Sorcerer, Wizard
Suggestion

*2nd-Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V
* **Duration:** Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.

If you or any of your companions damage the target, the spell ends.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard