recursal/Fanatic-Fandom huggingface dataset:
Produce Flame

*Conjuration Cantrip (Druid)*

**Casting Time:** Bonus Action

**Range:** Self

**Components:** V, S

**Duration:** 10 minutes

A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The spell ends if you dismiss it as a Bonus Action or if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

**Cantrip Upgrade.** This spell’s damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Brawler

Back to Fighter

Brawlers focus their training and study not on swordplay and battle tactics, but on the skills needed to turn a punch or kick into a brutal strike and any innocuous object into a deadly weapon. Some Brawlers thrive in tavern scuffles and street rumbles, while others excel in espionage, wielding ordinary objects with the deadliness of an assassin’s knife.

### LEVEL 3: UNARMED EXPERT

You can roll 1d6 plus your Strength modifier in place of the normal damage of your Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.

### LEVEL 3: IMPROVISED EXPERT

You are proficient with Improvised Weapons. Whenever you finish a Long Rest, choose one weapon property from the One-Handed list and one from the Two-Handed list:

* **One-Handed:** Light or Thrown (Range 20/60)
* **Two-Handed:** Reach or Thrown (Range 10/30)

Until the end of your next Long Rest, the One- Handed choice applies to the one-handed Improvised Weapons you wield, and the Two- Handed choice applies to the two-handed ones. In addition, whenever you attack with an Improvised Weapon, you can give it one of the following Mastery properties for that attack, depending on whether it can be wielded in one hand or two:

* **One-Handed:** Sap, Slow, or Vex
* **Two-Handed:** Cleave, Push, or Topple

### LEVEL 7: GRAPPLING EXPERT

You can make one Unarmed Strike as a Bonus Action. When you use Unarmed Strike in this way, you must choose the Grapple or Shove option. In addition, at the start of each of your turns, you can deal 1d6 Bludgeoning damage to one creature Grappled by you.

### LEVEL 10: DIRTY FIGHTING

You have Advantage on attack rolls made with Improvised Weapons and Unarmed Strikes against a creature Grappled by you.

### LEVEL 15: IMPROVISED SPECIALIST

You are a master at making the ordinary deadly. Whenever you hit a creature with an Improvised Weapon, you can add your Proficiency Bonus to the damage roll, and the damage die of your two-handed Improvised Weapons becomes 1d12. In addition, whenever you attack with an Improvised Weapon, you can use two Mastery properties from Improvised Expert, instead of one.

### LEVEL 18: UNARMED SPECIALIST

Your Unarmed Strikes improve to a d8. If you aren’t holding any weapons or a Shield when you make the attack roll, the d8 becomes a d10.
Fount of Moonlight

*Level 4 Evocation (Bard, Druid)*

**Casting Time:** Action

**Range:** Self

**Components:** V, S

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

A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit. In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can use your Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.
Find Steed

*2nd-Level Conjuration Spell (Paladin)*

**Casting Time:** Action

**Range:** 30 feet

**Component:** V, S

**Duration:** Instantaneous

You gain the service of an otherworldly being, which manifests as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, your steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.

**Combat.** The steed is an ally to you and your companions. In combat, it shares your initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.

**Disappearance of the Steed.** The steed disappears if it drops to 0 Hit Points, if you dismiss it as a Bonus Action, or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.

**At Higher Levels.** When you cast this spell using a Spell Slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.

#### OTHERWORLDLY STEED

*Large Celestial, Fey, or Fiend (Choose When Casting the Spell), Neutral*

**Armor Class.** 10 + 1 per spell level (natural armor)

**Hit Points.** 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell’s level)

**Speed**. 60 ft., Fly 60 ft. (requires 4th-level spell or higher)

**STR** 18 (+4)

**DEX** 12 (+1)

**CON** 14 (+2)

**INT** 6 (–2)

**WIS** 12 (+1)

**CHA** 8 (–1)

**Senses** Passive Perception 11

**Languages** Telepathy 1 mile (only between you and the steed)

**Proficiency Bonus** equals your bonus

**Life Bond.** When you regain Hit Points from a spell of 1st level or higher, the steed regains the same number of Hit Points if you’re within 5 feet of it.

#### ACTIONS

**Otherworldly Slam.** Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + the spell’s level of Radiant damage (Celestial), Psychic damage (Fey), or Necrotic damage (Fiend).

#### BONUS ACTIONS

**Fey Step (Fey Only; Recharges after a Long Rest).** The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.

**Fell Glare (Fiend Only; Recharges after a Long Rest).** The steed’s eyes gleam with fiendish light as it targets one creature it can perceive up to 60 feet away. The target must succeed on a Wisdom saving throw against your Spell Save DC or have the Frightened condition until the end of your next turn.

**Healing Touch (Celestial Only; Recharges after a Long Rest).** The steed touches another creature and restores a number of Hit Points to it equal to 2d8 + the spell’s level.
Ability Score Improvement

## ABILITY SCORE IMPROVEMENT (Feat)

***Prerequisite:** Level 4+*

Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feat. However, if you’re at least level 19, that maximum increases to 22.

**Repeatable.** You can take this feat more than once.
Path of Wild Magic

Back to Barbarian

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

### 3RD LEVEL: MAGIC AWARENESS

As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### 3RD LEVEL: WILD SURGE

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Magic Table
 2
 3
 4
 5
 6
 7
 8

### 6TH LEVEL: BOLSTERING MAGIC

You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

* For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
* Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### 10TH LEVEL: UNSTABLE BACKLASH

When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

### 14TH LEVEL: CONTROLLED SURGE

Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Artisan

* **Ability Scores:** +2 Intelligence, +1 Charisma
* **Skill Proficiencies:** Investigation, Persuasion
* **Tool Proficiency:** Artisan’s Tools (one of yourchoice)
* **Language:** Gnomish
* **Feat:** Crafter

You began mopping floors and scrubbing counters in an artisan’s workshop for a few coppers per day as soon as you were strong enough to carry a bucket. When you were finally old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer. As part of your studies, you picked up Gnomish, the tongue from which so many of the artisan’s terms of art are derived.

### Equipment

* Abacus
* Artisan’s Tools (same as above)
* Merchant’s Scale
* Pouch (x2)
* Traveler’s Clothes
* 25 GP
Species

## Character Species

When you choose your character’s Species, you determine whether your character is a member of the human Species or of a fantastical Species. The playtest provides the following Species options, there are also some commonly used species that have been released in recent books. These are non-playtest species, check with your DM before using them:

* Human
* Dragonborn
* Dwarf
* Elf
* Gnome
* Halfling
* Orc
* Tiefling
* Goliath
* Aasimar (Non-Playtest)
* Dragonborn (Gem) (Non-Playtest)
* Firbolg (Non-Playtest)
* Genasi (Non-Playtest)
* Tabaxi (Non-Playtest)
* Tortle (Non-Playtest)

The peoples of the D&D multiverse hail from many worlds and are members of many different sapient life forms. A player character’s Species is the set of game traits that an adventurer gains from being one of those life-forms. A character’s upbringing and training are represented in the rules by Class and Background.

Some Species can trace their origin to a single world, plane of existence, or god, while other Species first appeared in multiple realms at once. Whatever a Species’ origin story, its members have spread across the multiverse and contribute to various cultures.

#### CHILDREN OF DIFFERENT HUMANOID KINDS

Thanks to the magical workings of the multiverse, Humanoids of different kinds sometimes have children together. For example, folk who have a human parent and an orc or an elf parent are particularly common. Many other combinations are possible. If you’d like to play the child of such a wondrous pairing, choose two Species options that are Humanoid to represent your parents. Then determine which of those Species options provides your game traits: Size, Speed, and special traits. You can then mix and match visual characteristics—color, ear shape, and the like—of the two options. or example, if your character has a halfling and a gnome parent, you might choose Halfling for your game traits and then decide that your character has the pointed ears that are characteristic of a gnome.

Finally, determine the average of the two options’ Life Span traits to figure out how long your character might live. For example, a child of a halfling and a gnome has an average life span of 288 years.
Charger

***Prerequisite:** 4th Level, Proficiency with Any Martial Weapon*

**Repeatable:** No

You have trained to charge headlong into battle, gaining the following benefits:

* **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.
* **Improved Dash.** When you take the Dash Action, your Speed increases by 10 feet for that Action.
* **Charge Attack.** If you move at least 10 feet in a straight line immediately before hitting with an attack as part of the Attack Action on your turn, choose one of the following effects: gain a +1d8 bonus to the attack’s damage roll, or push the target up to 10 feet, provided the target you want to push is no more than one Size larger than you. You can use this benefit only once on each of your turns.
Guidance

*Divination Cantrip (Artificer, Cleric, Druid)*

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

**Range:** 30 feet

**Component:** V, S

**Duration:** Instantaneous

You channel magical insight to the creature who failed the Ability Check. That creature can roll a d4 and add the number rolled to the check, potentially turning it into a success.

Once a creature rolls the die for this Spell, that creature can’t benefit from the Spell again until the creature finishes a Long Rest.
Ritual Caster

***Prerequisite:** 4th Level, Intelligence, Wisdom, or Charisma 13+*

**Repeatable:** No

You have studied ritual magic, granting you the following benefits:

* **Ability Score Increase.** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* **Ritual Spells.** Choose two 1st-level Spells that have the Ritual tag ~~from the Arcane, Divine, and Primal Spell Lists~~. You always have those two Spells prepared, and you can cast them with any Spell Slots you have. The Spells’ Spellcasting Ability is the ability increased by this Feat.
* **Quick Ritual.** With this benefit, you can cast a Ritual Spell that you have prepared using its regular casting time, rather than the extended time for a Ritual. Doing so doesn’t require a Spell Slot. Once you cast the Spell in this way, you can’t use this benefit again until you finish a Long Rest.
Friends

*Enchantment Cantrip (Bard, Sorcerer, Warlock, Wizard)*

**Casting Time:** Action

**Range:** 10 feet

**Components:** S, M (some makeup)

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

You magically emanate a sense of friendship toward one visible creature within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw.
Path of the Ancestral Guardian

Back to Barbarian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

### 3RD LEVEL: ANCESTRAL PROTECTORS

Spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.

### 6TH LEVEL: SPIRIT SHIELD

The guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

### 10TH LEVEL: CONSULT THE SPIRITS

You gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.

### 14TH LEVEL: VENGEFUL ANCESTORS

Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.
Oath of Vengence

Back to Paladin

## OATH OF VENGEANCE

The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.

#### TENETS OF VENGEANCE

Though the exact words and strictures of the Oath of Vengeance vary, Paladins of this oath share these tenets.

* **Fight the Greater Evil.** Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
* **No Mercy for the Wicked.** Ordinary foes might win my mercy, but my sworn enemies do not.
* **By Any Means Necessary.** My qualms can’t get in the way of exterminating my foes.
* **Restitution.** If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by my misdeeds.

### 3RD LEVEL: OATH SPELLS

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.

OATH OF VENGEANCE SPELLS
 5th
 9th
 13th
 17th

### 3RD LEVEL: VOW OF ENMITY

As a Bonus Action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You gain Advantage on attack rolls against the creature for 1 minute. If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required). You can make this transfer no more than once per turn.

### 7TH LEVEL: RELENTLESS AVENGER

Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature’s Speed to 0, and you can then move up to half your Speed as part of the same Reaction. This movement doesn’t provoke Opportunity Attacks.

### 15TH LEVEL: SOUL OF VENGEANCE

Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack, you can use your Reaction to make a melee attack against that creature if it’s within range.

### 20TH LEVEL: AVENGING ANGEL

As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the following benefits for 10 minutes or until you end them as a Bonus Action:

* **Flight.** You sprout spectral wings on your back. You have a Fly Speed equal to your Speed and can Hover.
* **Frightful Aura.** Whenever an enemy starts its turn in the aura, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).
Bladesinger

Back to Wizard

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

### 3RD LEVEL: TRAINING IN WAR AND SONG

You gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don’t already have it.

### 3RD LEVEL: BLADESONG

You can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits:

* You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
* Your walking speed increases by 10 feet.
* You have advantage on Dexterity (Acrobatics) checks.
* You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
* You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

### 6TH LEVEL: EXTRA ATTACK

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

### 10TH LEVEL: SONG OF DEFENSE

You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

### 14TH LEVEL: SONG OF VICTORY

You can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Elemental Adept

***Prerequisite:** 4th Level, Spellcasting or Pact Magic Feature*

**Repeatable:** Yes, but you must choose a different Damage Type each time for Energy Mastery

In your spellcasting, you can harness a particular form of energy with deadly mastery, granting you the following benefits:

* **Ability Score Increase.** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* **Energy Mastery.** Choose one of the following Damage Types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a Spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
Conjure Woodland Beings

*Level 5 Conjuration (Druid, Ranger)*

**Casting Time:** Action

**Range:** Self (10-foot radius)

**Components:** V, S

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

You summon nature spirits that flit about you for the duration. Until the spell ends, each creature you choose that enters a space within 10 feet of you for the first time on a turn or starts its turn there must make a Wisdom saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one. In addition, you can take the Disengage action as a Bonus Action for the spell’s duration.

**At Higher Levels.** When you cast this spell using a spell slot of level 6 or higher, the damage increases by 1d8 for each slot level above 5.
Aid

*2nd-Level Abjuration Spell (Artificer, Bard, Cleric, Paladin, Ranger)*

**Casting Time:** Action

**Range:** 30 feet

**Components:** V, S, M (a tiny strip of white cloth)

**Duration:** Instantaneous

Your spell bolsters creatures, filling them with resolve. Choose up to six creatures within range. Each target gains 5 Temporary Hit Points.

**At Higher Levels.** When you cast this spellusing a spell slot of 3rd level or higher, the number of Temporary Hit Points increases by 5 for each slot level above 2nd.
Tavern Brawler

***Prerequisite:** None*

**Repeatable:** No

Accustomed to brawling, you gain the following benefits:

* **Enhanced Unarmed Strike.** When you hit with your Unarmed Strike\* and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.
* **Damage Rerolls.** Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
* **Shove.** When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.
* **Furniture as Weapons.** You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture.
Banishing Smite

*5th-Level Conjuration Spell (Paladin)*

**Casting Time:** Bonus Action, which you take immediately after hitting a creature with a melee weapon or an Unarmed Strike

**Range:** Self

**Component:** V

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

As you hit the creature, your strike erupts with divine power. The target hit by the strike takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While in the demiplane, the target has the Incapacitated condition. When the spell ends on the target, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Speedster

***Prerequisite:** 4th Level, Dexterity or Constitution 13+*

**Repeatable:** No

You possess exceptional speed and stamina, granting you the following benefits:

* **Ability Score Increase.** Increase your Dexterity or Constitution score by 1, to a maximum of 20.
* **Speed Increase.** Your Speed increases by 10 feet while you aren’t wearing Heavy Armor.
* **Dash Over Difficult Terrain.** When you take the Dash Action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.
Hunter's Mark

*1st-Level Divination Spell (Ranger)*

**Casting Time:** Bonus Action

**Range:** 90 feet

**Components:** V

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

You choose one creature you can see within range and magically mark it as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target the first time you hit it with an attack roll on any turn. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can use a Bonus Action to mark a new creature.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours, and the extra damage increases to 2d6. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours, and the extra damage increases to 3d6.
Genasi

***This is a non-playtest species, speak to your DM before using it***

Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.

### GENASI TRAITS

* **Creature Type:** Humanoid
* **Size:** Medium (about 5–6 feet tall)
* **Speed:** 30 feet
* **Life Span:** 120 years on average

As a Genasi, you have the following special traits:

* **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 colour in darkness, only shades of grey.
* **Genie Lineage.** You have a lineage that goes back to the elemental planes of existance, Choose one of these from the Genie Lineage Table: Air, descended from the Djinn; Earth, descended from the Dao; Fire, descended from the Efreet; or Water, descended from the Marid. You gain the 1st-level benefit of that lineage. Starting at 3rd level and again at 5th level, you also gain the ability to cast a Spell with this trait. Once you cast the Spell with this trait, you can’t cast that Spell with it again until you finish a Long Rest; however, you can cast the Spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).

Genie Lineage Table
* **Unending Breath.** You can hold your breath indefinitely while you’re not incapacitated.
* **Lightning Resistance**. You have resistance to lightning damage.
* **Mingle with the Wind.** You know the *Shocking Grasp* cantrip.
* **Merge with Stone.** You know the *Blade Ward* cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
* **Fire Resistance.** You have resistance to fire damage.
* **Reach to the Blaze.** You know the *Produce Flame* cantrip.
* **Amphibious.** You can breathe air and water.
* **Swim.** You have a swimming speed equal to your walking speed.
* **Call to the Wave.** You know the *Acid Splash* cantrip.
Blade Ward

*Abjuration Cantrip (Bard, Sorcerer, Warlock, Wizard)*

**Casting Time:** Reaction, which you take in response to a visible creature targeting you with a melee attack

**Range:** Self

**Components:** V, S

**Duration:** Instantaneous

You trace a sigil of warding, imposing Disadvantage on the creature’s attack roll against you.
Circle of the Sea

Back to Druid

Druids of the Circle of the Sea draw on the tempestuous natural forces of the world’s oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance against those who despoil the natural world. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves, and listening to the inscrutable whispers and roars of the winds.

### 3RD LEVEL: CIRCLE SPELLS

Your connection to this circle ensures that you always have certain spells ready. When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.

CIRCLE OF THE SEA SPELLS
 5th
 7th
 9th

### 3RD LEVEL: WRATH OF THE SEA

As a Bonus Action, you can expend a use of your Wild Shape to manifest an aura that takes the form of ocean spray that surrounds you. The aura lasts for 10 minutes. It ends early if you have the Incapacitated condition, dismiss it (no action required), or manifest the aura again. At the end of each of your turns, you can choose another creature you can see within 10 feet of yourself. The target must succeed on a Constitution saving throw against your Spell Save DC or take Thunder damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).

### 6TH LEVEL: AQUATIC AFFINITY

You always have the Water Breathing spell prepared. In addition, you gain a Swim Speed equal to your Speed. If you use Wild Shape to assume a form that lacks a Swim Speed, that form gains your Swim Speed.

### 10TH LEVEL: STORMBORN

Your Wrath of the Sea confers two more benefits while active:

* **Flight.** You gain a Fly Speed equal to your Speed.
* **Resistance.** You have resistance to Cold, Lighting, and Thunder damage.

### 14TH LEVEL: OCEANIC GIFT

Whenever you use Wrath of the Sea, you can manifest the aura around one willing creature within 60 feet of you rather than manifesting it around yourself. The creature gains all the benefits of the aura and uses your Spell Save DC and Wisdom modifier for it. In addition, you can manifest the aura around both the other creature and yourself if you expend two uses of your Wild Shape, instead of one, when manifesting the aura.
Tabaxi

Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travellers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

### TABAXI TRAITS

* **Creature Type:** Humanoid
* **Size:** Medium (average above 6 feet tall)
* **Speed:** 30 feet
* **Life Span:** 80 years on average

As a Tabaxi, you have these special traits:

* **Darkvision.** You have a cat's keen senses, especially in the dark. 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 colour in darkness, only shades of grey.
* **Feline Agility.** Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
* **Cat's Claws.** Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Cat's Talent.** You have proficiency in the Perception and Stealth skills.
Jump

*Level 1 Transmutation (Druid, Ranger, Sorcerer, Wizard)*

**Casting Time:** Bonus Action

**Range:** Touch

**Component:** V, S, M (a grasshopper’s hind leg)

**Duration:** 1 minute

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

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

Back to Fighter

Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.

### LEVEL 3: COMBAT SUPERIORITY

Your experience on the battlefield has honed your fighting techniques. You learn Maneuvers that are fueled by special dice called Superiority Dice.

* **Maneuvers.** You learn three different Maneuvers of your choice from the Maneuvers Options. Many Maneuvers enhance an attack in some way. You can use only one Maneuver per attack. You learn two additional Maneuvers of your choice when you reach Fighter level 7, 10, and 15. Each time you learn new Maneuvers, you can also replace one Maneuver you know with a different one.
* **Superiority Dice.** You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short Rest or Long Rest. You gain an additional Superiority Die when you reach Fighter level 7 (five dice total) and 15 (six dice total).
* **Saving Throws.** If a Maneuver requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).

### LEVEL 3: STUDENT OF WAR

You gain proficiency with one type of Artisan’s Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.

### LEVEL 7: KNOW YOUR ENEMY

As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any damage immunities, resistances, or vulnerabilities, and if the creature has any, you know what they are. Once you use this feature, you can’t do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).

### LEVEL 15: RELENTLESS

Once per turn, when you use a Maneuver, you can roll a d8 and use the number rolled instead of expending a Superiority Die.
Lucky

***Prerequisite:** None*

**Repeatable:** No

You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:

* **Luck Points.** You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.
* **Advantage.** Immediately after you roll a d20 for a d20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
* **Disadvantage.** When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
Staggering Smite

*4th-Level Enchantment Spell (Paladin)*

**Casting Time:** Bonus Action, which you take immediately after hitting a creature with a melee weapon or an Unarmed Strike

**Range:** Self

**Component:** V

**Duration:** Instantaneous

As you hit the creature, your strike pierces both body and mind. The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level, the extra damage increases by 1d6.
Barkskin

*2nd-Level Transmutation Spell (Druid, Ranger)*

**Casting Time:** Bonus Action

**Range:** Touch

**Component:** V, S, M (a handful of bark)

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

You touch one willing creature to protect it with regenerating bark. Until the Spell ends, the target’s skin assumes a bark-like appearance, and at the start of each of the target’s turns, the target gains a number of Temporary Hit Points equal to your spellcasting ability modifier plus your Proficiency Bonus.

**At Higher Levels.** When you cast this Spell using a Spell Slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd.
Conjure Animals

*Level 3 Conjuration (Druid, Ranger)*

**Casting Time:** Action

**Range:** 60 feet

**Components:** V, S

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

You summon nature spirits that take the form of a Large swarm of spectral animals in an unoccupied space that you can see within range. The swarm lasts for the duration, and you choose the animal form of the spirits, such as wolves, serpents, or birds. When a creature hostile to you enters a space within 10 feet of the swarm for the first time on a turn or starts its turn there, you can make a melee spell attack against that creature. On a hit, the target takes Radiant damage equal to 2d10 plus your spellcasting ability modifier. You have Advantage on Strength saving throws while you’re within 10 feet of the swarm, and when you Move on your turn, you can also move the swarm up to 30 feet to an unoccupied space you can see.

**At Higher Levels.** When you cast this spell using a spell slot of level 4 or higher, the damage increases by 1d10 for each slot level above 3.
Fiend Patron

Back to Warlock

Your pact draws on the power of the Lower Planes—the homes of demons, devils, yugoloths, and other Fiends. When you choose this subclass, you might forge a bargain with a demon lord such as Demogorgon, Orcus, Fraz’Urb-luu, or Baphomet; an archdevil such as Asmodeus, Dispater, Mephistopheles, or Glasya; a pit fiend or balor that is especially mighty; or an ultroloth or some other lord of the yugoloths. Alternatively, you might call on a varied array of Fiends without binding yourself to the service of one. In any case, your patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path will be defined by the extent to which you strive against those aims.

### LEVEL 3: PATRON SPELLS

The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

FIEND SPELLS
 5th
 7th
 9th

### LEVEL 3: DARK ONE’S BLESSING

When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your spellcasting ability modifier plus your Warlock level (minimum of 1). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

### LEVEL 6: DARK ONE’S OWN LUCK

You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. You can use this feature a number of times equal to your spellcasting ability modifier (minimum of once), but you can use it no more than once per roll. You regain all uses when you finish a Long Rest.

### LEVEL 10: FIENDISH RESILIENCE

Channeling the preternatural resilience of Fiends, you can choose one damage type, other than Force, whenever you finish a Short Rest or Long Rest. You gain Resistance to that damage type until you choose a different one with this feature.

### LEVEL 14: HURL THROUGH HELL

When you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a level 5 spell slot when you use it again. You can use this feature only once per turn.
Wild Magic Sorcery

Back to Sorcerer

Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.

### LEVEL 3: WILD MAGIC SURGE

Your spellcasting can unleash surges of untamed magic. No more than once per turn, you can roll a d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect (see the 2014 Player’s Handbook for that table). If the magical effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration.

### LEVEL 3: TIDES OF CHAOS

You can manipulate the forces of chance and chaos to gain Advantage on one d20 Test. Once you do so, you must finish a Long Rest before you can use this feature again. Immediately after you cast a Sorcerer spell with a spell slot before you regain the use of this feature, you automatically roll on the Wild Magic Surge table and regain the use of this feature.

### LEVEL 6: BEND LUCK

You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a d20 Test, you can use your Reaction and spend 1 Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll.

### LEVEL 14: CONTROLLED CHAOS

You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

### LEVEL 18: WILD BOMBARDMENT

Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table, provided the effect casts a spell or restores all your expended Sorcery Points. Once you use this feature, you can’t do so again until you finish 1d4 Long Rests.
Epic Boon of the Night Spirit

***Prerequisite:** 20th Level, Expert or Mage Group*

You gain the following benefits:

* **Ability Score Increase.** Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
* **Merge with Shadows.** While entirely within Dim Light or Darkness, you can give yourself the Invisible condition as a Magic action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.
* **Shadowy Form.** While entirely within Dim Light or Darkness, you have Resistance to all damage except Force, Psychic, and Radiant.
Cure Wounds

*Level 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)*

**Casting Time:** Action

**Range:** Touch

**Components:** V, S

**Duration**: Instantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. This spell has no effect on Constructs and Undead.

**At Higher Levels.** When you cast this spell using a spell slot of level 2 or higher, the healing increases by 2d8 for each slot level above 1.