recursal/Fanatic-Fandom huggingface dataset:
Magic Coat

*4th-Level Abjuration (ritual)*

* **Casting Time:** 1 Minute
* **Range:** Touch
* **Components:** V,S
* **Duration:** Until Dispelled

You summon a coat of magical energy around an object that is size medium or smaller. You may chose any of the effects listed below to take effect.

* The object cannot be moved by any means
* The object cannot be destroyed unless by a Succesful Strength check of 28 or higher
* The object cannot be opened by any means
* Nothing sticks to the object, and anything that makes an attempt to gets repulsed 15 Feet away
* Any creature that touches the object takes 1 Lightning damage
* All attempts of Divination for the object (instead of leading to the object) lead to you instead.
* All attempts of Divination for you (instead of leading to you) instead lead to the object.

The magic coat can be removed by a succesful *Dispel Magic* spell.

***Spell Lists.*** Artificer
Heroism (5e Class)

***Challenges Are But Tests*** Every hardship serves to challenge your abilities and harden your resolve.

***Embrace Destiny*** You didn't choose this path, but it's yours to walk. And it will carry you into legend.

***Hone the Body*** Like raw stone, your body must be worked so its potential can be realized.

##### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

* Legendary Strike You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a crityical hit on a roll of 19 or 20 on the d20.
* Peerless Athlete You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.

### Mighty Deed

At 7th level, your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice.

* The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
* The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.

*Once you use this feature you can't use it again until the start of your next turn.*

### Glorious Defense

At 15th level, your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make on weapon attack against the attacker as part of this reaction.

### Living Myth

Starting at 20th level, you can now empower yourself with the legends - whether true or exaggerated - told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes.

* You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks.
* Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
* If you fail a saving throw, you can use your reaction to succeed instead.

*Once you use this feature, you can't use it again until you finish a long rest.*
Etherealness

*7th Level Alteration*

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** V,S
* **Duration:** Up to 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

***Spell Lists.*** Bard, Cleric, Sorcerer, Warlock, Wizard
Flame Flash

*3rd-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (Line-5 Feet Wide-40 Feet Long)
* **Components:** S
* **Duration:** Instantaneous

You extend your hands forwards, letting loose a quick flash of flame. This flash goes in a line of 30 feet. Make a ranged spell attack against any creatures in the spell's range and on a hit deal 4d10+(Your Spellcasting Bonus) Fire damage.

***Spell Lists.*** Pyromancer
Land

### Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

### Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

### Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark – and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

##### Arctic

 5th
 7th
 9th

##### Coast

 5th
 7th
 9th

##### Desert

 5th
 7th
 9th

##### Forest

 5th
 7th
 9th

##### Grassland

 5th
 7th
 9th

##### Mountain

 5th
 7th
 9th

##### Swamp

 5th
 7th
 9th

##### Underdark

 5th
 7th
 9th

### Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

### Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

### Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.
Fabricate

*4th-Level Alteration*

* **Casting Time:** 10 Minutes
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

***Spell Lists.*** Artificer, Wizard
Mending

*Alteration Cantrip*

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

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

***Spell Lists.*** Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
Confusion

*3rd-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

Chose one creature within the spell's range, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, their brain begins to rupture and split. At the start and end of their turns, they take 2d10 Psychic damage. In addition to this, they are *Confused*, as per the *Confuse Ray* spell. On a succesful save, nothing happens.

***Spell Lists.*** Warlock, Wizard
Holy Aura

*8th Level Abjuration*

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

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

***Spell Lists.*** Cleric
Lava Blaze

*5th-Level Pyromancy*

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

You launch an orb made of lava at a target. Make a ranged spell attack against a creature within range. On a hit, the creature takes 8d12 Fire damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you may add 1d12 per spell slot used above 5th.

***Spell Lists.*** Pyromancer
Leyline of Gas

*2nd-Level Pyromancy*

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

A sphere of toxic gas erupts from you. You may chose up to 5 creatures to not be affected by this. Any creature that starts or ends its turn in this gas takes 2d10 poison damage.

***Spell Lists.*** Pyromancer
Incendiary Cloud

*8th Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 150 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

***Spell Lists.*** Druid, Sorcerer, Wizard
Fire Typhoon

*5th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** 3 Turns

The caster sends fourth a typhoon of molten rock and flames. Chose one point within the spells range, everything in a 10ft. sphere of that point must make a Dexterity saving throw, and on a failed save take 4d8 fire damage, or half as much on a succesful one. On the start of your first turn after casting this, a plume of lava erupts from the area, causing all creatures standing in that area to take an additional 6d8 fire damage automatically if they are standing in that area. On the start of your second turn after casting this the magma hardens into a controlable sphere, and as a bonus action you may command it to attack one creature, make a ranged spell attack, and on a failed save that creature takes 4d8 Bludgeoning damage.

***Spell Lists.*** Pyromancer
Mind Thrust

*2nd-Level Enchantment*

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

You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

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

Hailing from the gnomish lands of Cethye, the Lotor are creatures of raccoon descent. These beings, evolving alongside Harrengon, live in tribal societies together in large family groups. They hunt together, live together, and in general are prankster pack animals. Evolving alongside gnome-kind has gifted many of their tribes with the gnomish scripts, mechanics, and magics. They are well attuned to fine writing, hilarious plays, and even are keen dressmakers. However, Lotor have a very keen sense for when to make a joke, and while walking through a Lotor town, you may find that your pockets are sewn up, filled with mud, and then have magical flowers growing out of them. These creatures are small, dexterous, and always know when to have a laugh.

## Stats

* **Ability Score Increase.** Your Dexterity score increases by 2, and your Charisma score increases by 1.
* **Age.** Lotor generally mature around age 4, and can live up to 30.
* **Alignment.** Lotor are generally more free-thinking and tricksters at heart. They are generally Chaotic, and with their prankster natures they can range anywhere from good fun to outright evil.
* **Size.** Lotor are normally between 4 and 5 feet tall, and typically weigh around 100 pounds. You may chose between your size being medium or small.
* **Speed.** You have a walking speed of 35 feet, and a climbing speed of 30 feet.
* **Languages.** You speak, read, and write Common and Gnomish.
* **Darkvision.** You have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray. 1 Point
* **Keen Hearing.** Your kind have a highly attuned sense of hearing. You make Wisdom (Perception) checks relating to sound at advantage. 1 Point
* **Graceful Claws.** Your claws are slender, sharp, and retractable, you can use these instruments of death to make unarmed strikes. If you hit with them you deal slashing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. 2 Points
* **Sudden Sprint.** When need be, your natural reflexes and agility allow you to a sudden burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. 3 Points
Enchanter (NG)

> The art of imbuing a weapon with magical properties is one practiced everywhere, and while some have perfected it, they will never hold a torch to those who can master it. Enchanter's are a common nickname given to artificers of this grade, but a better name would be "Weavers", due to their innate connection to The Weave and their ability to trap it's magic in crystals and make it be used. Pulling from the weave, they are able to force mana to crystalize around or on a weapon, and that severed part of the weave acts as a catalyst for wild magic and spell slinging.
>
>

## Enchanter

##### Specialty Spells

 5th
 9th
 13th
 17th

### Bonus Proficiencies

Starting at 3rd level you are proficient in Arcana, and one language of your choice.

### Skill Boost

Starting at 3rd level, whenever you touch a weapon, you may use one Infusion to change the skill type that the weapon uses to any skill of your choice (EX: Strength -> Wisdom, Constitution -> Dexterity).

*Starting at 9th level you do not need to use an infusion for this, and any infusions previously used are returned*

### Crystallization

Beginning at 5th level, you may spend 1 long rest improving a weapon with magical crystals. Using one infusion, you may add an additional dice of damage to the weapon of your choice of Force, Cold, Fire, or Lightning damage.

*Starting at 9th level you may add 2 additional weapon dice instead of 1*

### Weapon Enhancement

Starting at 15th level, you may enhance weapons that you had previously Crystalized even further. You may chose one of the following effects for these weapons to have in addition to their crystallization:

* ***Teleporting Strike.*** You may use your reaction to teleport 20 feet in any direction after you attack.
* ***Frightening Shimmer. (3/Day)*** You may force a creature to make a Wisdom saving throw (DC= 8+(Wielders Prof Bonus)+(Skill bonus used for weapon)). On a failed save, the creature is frightened of the wielder for 1 minute.
* ***Arcane Weapon. (1/Day)*** The wielder of the weapon may cast a spell relating to the damage type used. (Fire = Fireball, Lightning = Lightning Bolt, Cold = Ice Beam, Force = Signal Beam.) ((The spellcasting ability for each of the spells is the skill used to attack with the weapon.))
* ***Blood Enhancement.*** The wielder may deal damage equal to the maximum damage possible (ignoring crits) of the weapon to themselves. For the next turn, the weapon will deal twice the amount of dice as before.
* ***Enhanced Crystallization.*** The weapon gains another dice to the damage (instead of 2).
Leech Life

*5th-Level Necromancy*

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

You launch a small nettle at a target creature within range. That creature makes a Constitution saving throw against your spell save DC. On a failed save, they take 6d8 Necrotic damage. You heal an amount of HP equal to the damage you deal.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you may add an additional 1d8 per spell slot used above 5th level.

***Spell Lists.*** Druid, Sorcerer, Warlock
Human

> The folk born from Pheeta. Humans are seen as the most versatile races, and they use this versatility to be a formidable foe, or a great ally. Their short lifespans hold them back, but their ambition lives on in their generations. Human culture is also strange, because instead of one universal religion/ethnicity with small splinter groups, there is almost an even divide of humans all worshipping different gods, having different world views, and holding on to different traditions. Humans are good at everything, but not great. A human could spend his entire life trying to be the best blacksmith he could, but if a dwarf did the same thing, because their culture, how dwarves are raised, and how dwarves see things, the dwarf will always be the better blacksmith. The difference is, while that dwarf is a great blacksmith, he might not be as good of a cook, or a miner, or a brewer, even. That's where humans excel, being great at one thing, and good at everything else.
>
>

## Stats

* ***Ability Score Increase:*** Your ability scores each increase by 1.
* ***Age:*** Humans reach adulthood in their late teens and live less than a century
* ***Alignment:*** Humans tend toward no particular alignment. The best and the worst are found among them
* ***Size:*** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium
* ***Speed:*** Your base walking speed is 30 feet
* ***Languages:*** You can speak, read, and write Common and two extra languages of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

## Variant Human

***Ability Score Increase.*** Two different ability scores of your choice increase by 1.

***Skills.*** You gain proficiency in one skill of your choice.

***Feat.*** You gain one Feat of your choice.
Magma Arrow

*4th-Level Pyromancy*

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

Improvement of Blazing Arrow. You touch one type of Ammo and for 3 minutes you give it the heat and strength of magma. This Arrow can be used one of two ways. You can either stick it into the ground and make a claymore, or use it as ammo. If you stick it into the ground it has a proximity based explosion of a 10' diameter. If anything goes into this range it will explode, dealing 3d8 Fire damage and 3d4 Piercing damage from Shrapnel. As a shot this will deal an extra 4d4 Fire damage and pierce armour. When piercing armour if the target is holding a shield or heavy armour the bonus is negated.

***Spell Lists.*** Pyromancer
Lava Volley

*6th-Level Pyromancy*

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

You unleash a plume of pure magma. Make a ranged spell attack against a creature in the range of the spell. On a hit, you may deal 10d6 fire damage to them. If the creature is not immune or resistant to fire damage, they must make a Constitution saving throw against your spell save DC. on a failed save, they take 1/4th of the damage at the start of their turn for an amount of turns equal to your Constituion modifier.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you may add 1d6 on the damage for each spell level above 6th

***Spell Lists.*** Pyromancer
Find the Path

*6th-Level Divination*

* **Casting Time:** 1 Minute
* **Range:** Self
* **Components:** V,S,M (a set of divinatory tools – such as bones, ivory sticks, cards, teeth, or carved runes – worth 100 gp, and an object from the location you wish to find)
* **Duration:** Concentration, up to 1 day

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as "a green dragon’s lair”), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

***Spell Lists.*** Bard, Cleric, Druid
Heroes' Feast

*6th-Level Conjuration*

* **Casting Time:** 10 Minutes
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

***Spell Lists.*** Bard, Cleric, Druid
Knock

*2nd-Level Alteration*

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

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

***Spell Lists.*** Bard, Sorcerer, Wizard
Healing Spirit

*2nd-Level Conjuration*

* **Casting Time:** 1 Bonus Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

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

***Spell Lists.*** Druid, Ranger
Message

*Alteration Cantrip*

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

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

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

***Spell Lists.*** Artificer, Bard, Sorcerer, Wizard
Lesser Restoration

*2nd-Level Abjuration*

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

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, necrosis, or poisoned

***Spell Lists.*** Artificer, Bard, Cleric, Druid, Paladin, Ranger
Mass Suggestion

*6th-Level Enchantmnet*

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

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and 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 automatically negates the effect of the spell.

Each target must make a Wisdom saving throw. On a failed save, it pursues 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 group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed.

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

***At Higher Levels.*** When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

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

*6th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (100-Foot Sphere)
* **Components:** V,S
* **Duration:** Instantaneous

The pyromancer calls fourth all of their strength. This spell always will be casted as a higher level. The Pyromancer pulls out a nova straight from the nine hells of Baaltor. Every creature within the range of this spell must make a Constitution saving throw or take 14d10 Fire damage, or half as much on a successful save. The pyromancer cannot cast another spell for 1d6+1 more turns after this spell is casted.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you may add 1d10 damage to the spell for every spell slot used above 6th level.

***Spell Lists.*** Pyromancer
Goodberry

*1st-Level Conjuration*

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

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

***Spell Lists.*** Druid, Ranger
Fesu

The three tailed marsupials known as the Fesu live in the region of Cethye alongside the Insecta and the Harrengon empires. These small bipedal creatures thrive in large open spaces and with the extremely tillable soils of Cethye, they are able to create large underground hives with ease. They have large claws in addition to spurs on both their hands and feet, intended to help with hunting as well as a useful tool to flaunt with during mating seasons. Only recently did they gain sentience, little before the start of the first age, these creatures still have large tribal organizations and families rather than empires or kingdoms. Fesu sometimes travel away from their homes to bring back riches, food, or to give a good name for themselves. Many actions from these rat-like folk are inspired by glory, pleasure, and above all, the want for food.

## Stats

* ***Ability Score Increase:*** Your Dexterity score increases by 2
* ***Age:*** Fesu mature at around age 5, and live up to 40 years in age.
* ***Alignment:*** These creature's typical culture centers around personal gain and wealth, which often leads to a Neutral alignment. Their deeds, wants, and needs typically push to them to a Neutral or an Evil alignment.
* ***Size:*** Fesu typically range in height anywhere between 3 and 4 feet. Your size is small.
* ***Speed:*** You have a walking speed of 30 feet.
* ***Languages:*** You speak, read, and write Common, and Gnomish
* ***Claws:*** You have large and sharp claws that are able to tear through flesh with ease. You have a natural weapon attack that uses Dexterity as it's modifier. Your claws deal 1d4 Slashing damage when used.
* ***Fesu Weapon Training.*** You are proficient in all Spears, Maces, and Clubs.
* ***Heightened Immunity.*** You are immune to Disease.

### ***Subraces***

#### Gatherer

* ***Ability Score Increase.*** Your Wisdom score increases by 1
* ***Wilderness Experience.*** You gain proficiency in Nature and Survival skills.
* ***Natural Climber.*** You gain a climbing speed of 15ft.. This only works if you are not wearing heavy armor.

#### Tunneler

* ***Ability Score Increase.*** Your Constitution score increases by 1
* ***Natural Tunneler.*** You gain a burrowing speed of 15ft.
* ***Darkvision.*** Accustomed to life underground, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.
Light (5e Class)

### Bonus Cantrip

When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. If you do, then you may learn an additional Cantrip of your choice from the Cleric spell list.

### Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

### Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Centaur

> Creatures who come from the Fey. Half man, half horse, they have great speed, and powerful builds. Centaurs are emissaries of nature, and born into druidhood. They know the ways of the trees, and the ways of animals. Centaurs have a run speed that is unrivaled by every other race, and a larger build than most creatures.
>
>

## Stats

* ***Ability Score Increase:*** Your Strength score increases by 2, and your Wisdom score increases by 1.
* ***Age:*** Centaurs mature and age at about the same rate as humans
* ***Alignment:*** Centaurs are inclined toward neutrality
* ***Size:*** Your size is Medium, yet you tower over most other humanoids
* ***Speed:*** Your base walking speed is 40 feet
* ***Fey.*** You are considered fey instead of humanoid.
* ***Hooves.*** Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d4 + your Strength modifier.
* ***Equine Build.*** You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
* ***Survivor.*** You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.
* ***Languages:*** You can speak, read, and write Common and Sylvan.
Guilt Trip

*3rd-Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 30'
* **Components:** S, V
* **Duration:** Concentration, up to 1 Minute

You may chose one creature within range of the spell. That creature makes a Wisdom saving throw against your spell save DC, creatures that are immune to being frightened automatically pass this save. They have disadvantage if they are unaware of your presence. On a failed save, that creature believes that all creatures within 30 feet of them is hostile to them and currently seeking to kill them. They may act in 1 of 2 ways, depending on the DM's discretion, they will either attack each other creature within the range of the spell, or they will flee from these creatures.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each spell slot used above 3rd.

***Spell Lists.*** Bard, Wizard
Minotaur

> The bestial folk of Rederium. They came from the great stone labyrinths shortly after Reout escaped Hades. At first, they thought every other race was against them, and waged wars against the Dwarves and Goliaths. Sense the Goliaths possesses more Strength, and the Dwarves had machinery, they where easily defeated, and when the minotaur's tried to plead for punishment's for their indignity, the Dwarves and Goliaths gave them mercy. This confused the Minotaurs, and they moved into the cities in an attempt to understand this foreign concept of mercy. Now, they are welcomed members of dwarven and goliath society, for they posses great strength, just like the other two races. However, other races, such as Humans and Elves still don't see them as sentient creatures, and don't openly let them in their civilizations.
>
>

## Stats

* ***Ability Score Increase:*** Your Strength score increases by 2.
* ***Conqueror's Virtue.*** From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
* ***Age:*** Minotaurs enter adulthood at around the age of 17 and can live up to 150 years
* ***Alignment:*** Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
* ***Size:*** Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.
* ***Speed:*** Your base walking speed is 30 feet
* ***Horns.*** You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
* ***Goring Rush.*** When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action
* ***Hammering Horns.*** When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
* ***Labyrinthine Recall.*** You can perfectly recall any path you have traveled.
* ***Sea Reaver.*** You gain proficiency with navigator’s tools and vehicles (water).
* ***Languages:*** You can speak, read, and write Common and either Giant or Dwarvish.
Fire Storm

*7th Level Evocation*

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

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.

***Spell Lists.*** Cleric, Druid, Sorcerer
Flaming Sphere

*2nd-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

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

***Spell Lists.*** Druid, Sorcerer, Wizard
Find Greater Steed

*4th-Level Conjureation*

* **Casting Time:** 10 Minutes
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber—toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re—summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

***Spell Lists.*** Paladin
Intoxicate

*Pyromancy Cantrip*

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

One creature of your choice within the range of the spell must make a Constitution saving throw. On a failed save, they have disadvantage on all attacks for as long as you hold your concentration.

***Spell Lists.*** Pyromancer
Greater Invisibility

*4th-Level Illusion*

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

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

***Spell Lists.*** Bard, Sorcerer, Wizard
Hail of Thorns

*1st-Level Conjuration*

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

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

***Spell Lists.*** Ranger