recursal/Fanatic-Fandom huggingface dataset:
Arcane Eye

*4th-Level Divination*

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

You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

***Spell Lists.*** Artificer, Wizard
Heat Metal

*2nd-Level Alteration*

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

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

***Spell Lists.*** Artificer, Bard, Druid
Locusts

*8th Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (180 Foot Sphere)
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

You summon a swarm of Locusts originating from you in a sphere of 180ft. You may chose up to 8 creatures to not take the effects of the Locusts. Any creature that starts or ends their turn in the Locusts must take 12d8 piercing damage. The area is heavily obscured, and you have advantage on Stealth Checks while in the radius. All plantlife in the radius of the spell is destroyed. Creatures with the Plant type take double damage in the radius. The area is counted as difficult terrain.

***Spell Lists.*** Pyromancer
Green-Flame Blade

*Evocation Cantrip*

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** S,M (a melee weapon worth at least 1gp)
* **Duration:** Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

***At Higher Levels.*** At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

***Spell Lists.*** Artificer, Sorcerer, Warlock, Wizard
Leonin

## Stats

* **Ability Score Increase.** Your Constitution score increases by 2, and your Strength score increases by 1.
* **Age.** Leonin mature and age at about the same rate as humans.
* **Alignment.** Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.
* **Size.** Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
* **Speed.** Your base walking speed is 35 feet.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* **Claws.** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.
* **Hunter's Instincts.** You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
* **Daunting Roar.** As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
* **Languages.** You can speak, read, and write Common and Leonin.
Ice Storm

*4th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 300 Feet
* **Components:** V,S
* **Duration:** Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

***Spell Lists.*** Druid, Sorcerer, Wizard
Magnitude

*5th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self (Sphere-30 Feet)
* **Components:** V,S,M (A gem worth at least 1gp, which the spell consumes)
* **Duration:** Instantaneous

You stomp on the ground, causing a tremor and thump. All creatures currently standing on the ground within the spell's range make a Dexterity saving throw. On a failed save, they take XD6 Bludgeoning damage, or half as much on a succesful save. X is equal to the number rolled when 1d20 is rolled. In addition to this, if a gem that is worth at least 100 gp was used to cast the spell, if the D20 roll is a 20, you may instead chose to cast Earthquake.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you may add an additional 1d10 to the "X" per spell slot used above 5th.

***Spell Lists.*** Cleric, Druid, Sorcerer
Longstrider

*1st-Level Alteration*

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

You touch a creature. The target’s speed increases by 10 feet until the spell ends.

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

***Spell Lists.*** Artificer, Bard, Druid, Ranger, Wizard
7th Level Spells

* Arcane Firestorm
* Blazing Explosion
* Blizzard
* Boneification
* Conjure Celestial
* Conjure Hezrou
* Create Magen
* Crown of Stars
* Delayed Blast Fireball
* Diamond Storm
* Divine Word
* Draco Meteor
* Ebonyflesh
* Eternabeam
* Etherealness
* Finger of Death
* Fire Storm
* Flare of Soul Draining
* Forcecage
* Gunk Shot
* Hydro Cannon
* Jowls
* Lightning Storm
* Mass Hysteria
* Mirage Arcane
* Mordenkainen's Magnificent Mansion
* Mordenkainen's Sword
* Nox's 10,000,000 Volt Thunderbolt
* Photon Geyser
* Plane Shift
* Power Word: Pain
* Prismatic Spray
* Project Image
* Pyromania
* Regernate
* Resurrection
* Reverse Gravity
* Roar of Time
* Sequester
* Shadow Fangs
* Simulacrum
* Spacial Rend
* Sunfire Beam
* Symbol
* Teleport
* Temple of the Gods
* Tether Essence
* Thousand Arrows
* Thrall
* Whirlwind
Incite Greed

*3rd-Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S,M (a gem worth at least 50 gp)
* **Duration:** Concentration, up to 1 minute

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

***Spell Lists.*** Cleric, Sorcerer, Warlock, Wizard
Magma Flux

*4th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 100 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 Minutes

You control a pocket of magma that is 100 Feet underground. You may spend a bonus action to move it up to 50 Feet in any direction. If the magma breaches the surface, it will harden into stone in 2 turns. Any creature that is envelouped in the magma will take 4d10 fire damage at the start and end of their turn. Any creature attempting to move through the magma will take 4d10 fire damage, and the magma is considered Difficult Terrain.

***Spell Lists.*** Pyromancer
Half-Dragon

Half dragons are a variant race in dnd. To qualify for a half dragon, you must complete the following pre-requisites:

* Your race has to have a subrace option (or human)
* Your race is still living or is alive (Excluding Skeleton and Warforged)
* You cannot be a Dragonborn.

Half dragon's gain the following attributes

***Ability Score Increase.*** Your Constitution score increases by 1

***Darkvision.*** You gain 60 feet of darkvision, you can only discern shades of gray in the darkness.

***Draconic Ancestry.*** You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table of the dragonborn race. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

***Breath Weapon.*** You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.
Hunger of Hadar

*3rd-Level Conjuration*

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

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.

***Spell Lists.*** Warlock
Charm Person

*1st-Level Enchantment*

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

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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

*Pyromancy Cantrip*

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

A flame, equivalent in brightness to a torch, springs from an object that you touch. The flame looks like a regular flame, but it creates no heat and doesn't use oxygen. This flame can be covered or hidden but not smothered or quenched until the spell's duration ends.

***Spell Lists.*** Pyromancer
Heroism

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

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

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

***Spell Lists.*** Bard, Paladin
Infusions

Infusions are small magical stones that are able to alter weapons and armor with special effects or abilities. All weapons or armor can only have 1 Infusion stone slotted into them at a time (unless the stone specifies otherwise). Infusion stones are also able to be made with alchemy (See: Creating Infusion Stones). Otherwise, you would need a blacksmith to both buy one from and for them to insert them into weapons and armor. All infusion stones cost typically anywhere from 600gp-1000gp each.

## Creating Infusion Stones

Very few stones may be created, and you must consult your DM on the materials required, but the Elemental Stones for example will require 32 materials of their element, So if you wanted to make a Fire Stone, you would need a "+5 Boost Fire" potion, and time. You soak any sized stone in this potion for 5 days, and it will come out as an Infusion stone of fire.

A +5 Potion is the most powerful potion you can make, and they require a lot of materials. A +1 Potion requires 3 Ingredient, for example Boost fire requires Red Berries. A +2 Potion requires two +1 potions and a Mixer. And a +3 requires two +2 potions; so on so forth.

Elemental Stone's Scaling
 6-10
 11-15
 16-20

## Weapon Stones

 Undead Stone
 Vampire Stone
 Witchfire Stone
 Light Stone
Kensei

## Way of the Kensei

### Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:

* Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above.
* Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
* Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
* Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

### One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

* Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
* Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

### Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

### Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Create Food and Water

*3rd-Level Conjuration*

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

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

***Spell Lists.*** Artificer, Cleric, Paladin
Mad Bomber

While many “mad bombers” aren’t actually mad, it takes a special kind of crazy to devote one’s life to studying explosives. Most alchemists who specialize in this field are incorrigible pyromaniacs who take great pleasure in burning, blasting, and blowing things up. Mad bombers are always working to improve their bombs’ effectiveness.

### Blasting Specialty

Starting when you choose this field of study at 2nd level, your bombs deal double damage to objects and structures.

### Formula: Shrapnel Bomb

At 2nd level, you can augment your bomb’s explosive contents with metal bearings, changing it into a shrapnel bomb. A shrapnel bomb deals piercing damage instead of fire damage, its damage dice are d8s, and it explodes in a 10-foot radius.

### Timed Demolition

Starting at 6th level, when you prime and throw a bomb, you can set a duration for its detonation, which can be any number of rounds (any increment of 6 seconds) up to 1 minute. The bomb detonates at the end of your turn after this duration. If a creature is in the area of more than one bomb’s blast radius simultaneously, the creature is only affected by one of the bombs of your choice.

### Blast Shield

Starting at 10th level, you have developed an elemental plating to protect you from hazardous energies. You gain resistance to your choice of acid, cold, fire, lightning, or thunder damage and can change your selection whenever you finish a long rest.

### Formula: Black Powder Bomb

Beginning at 18th level, you can replace your bomb’s explosive contents with a charge of black powder, changing it into a dreaded black powder bomb. A black powder bomb’s damage dice are d12s
Giant Insect

*4th-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

***Spell Lists.*** Druid
Gravity Fissure

*6th-Level Evocation*

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

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.

Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 10d8 force damage and be pulled toward the line until the creature is in its area.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

***Spell Lists.*** Wizard
Fury

*3rd-Level Illusion*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

You spit words that anger a creature beyond their ability to comprehend. Chose one creature within the spell's range. That creature must make a Wisdom saving throw or become Enraged. At the end of each of their turns, they must repeat the saving throw. For every number they have below your spell save DC, they take psychic damage equal to that. If they succeed, then nothing happens.

***Spell Lists.*** Bard, Wizard
Lightning Bolt

*3rd-Level Evocation*

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

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren’t being worn or carried.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

***Spell Lists.*** Sorcerer, Wizard
Fusion Flare

*5th-Level Evocation*

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

You send fourth a ball of burning plasma. Chose one point within the spell's range. All creature's within a 10ft. sphere of that area must make a Dexterity saving throw. On a failed save, the creatures take 5d8 Lightning and 5d8 Fire damage. If the creature's succeed, they only take one of the two damage types of their chosing.

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

***Spell Lists.*** Sorcerer, Wizard
Life

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

### Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

### Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

### Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Mage Hand

*Conjuration Cantrip*

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

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magical items, or carry more than 10 pounds.

***Spell Lists.*** Artificer, Bard, Sorcerer, Warlock, Wizard
Famiturgy (NG)

### Famine

Beginning at 2nd level, you learn how to slow down your bodies processes. You only require one meal a year, and water once per month, to survive.

In addition to this, you may draw sustenance from other creatures. If a creature starts their turn within 5 Feet of you, they must make an Intelligence saving throw against your Spell Save DC. On a failed save, you regain a 1st level spell slot.

*Starting at 10th level, in addition to gaining a 1st level spell slot, you also give the creature 1 exhaustion point.*

### Hunger

Beginning at 6th level, whenever you deal Necrotic damage, if you deal over 50% of the potential damage that could be dealt (EX: 1d10, >50% = 6+), then you may force a creature to make a Constitution saving throw against your spell save DC. On a failed save, they gain 1 point of exhaustion.

*Starting at 10th level, if you deal more than 90% of the potential damage, then the creature has disadvantage on the saving throw.*

### Exhaustion Savant

Starting at 14th level, whenever you attack a creature that has at least 2 points of exhaustion on it, you may remove 2 points of exhaustion from the creature and instantly critically hit it.
Hypnotic Pattern

*3rd-Level Illusion*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** S
* **Duration:** Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Engineer (NG)

> Focusing on the more mechanical parts of Artificer's, Engineers are well known for being able to be given a box of gears, and turning it into a flying machine. They have perfected the craft of clockwork and sensors, and use mana as an activator rather than a catalyst. These people are well equipped jack's of all trades, taking from aspects of other Artificer specializations and shoving it all into one do-it-all school. While not masters of anything, they can work in almost any condition, and art valuable assets for their crafts.
>
>

### Dispenser

Starting at 3rd level, you gain the ability to place down a machine that can heal nearby creatures as a bonus action. Whenever a friendly creature starts its turn within 10 feet of the dispenser, they regain 2d6 HP.

*The Dispenser has an AC of 10, and 25 HP. If destroyed, you cannot make a new one until the end of your next long rest.*

*If out of combat, you may only regain a maximum of 30 HP until the start of next combat or at the end of a short or long rest.*

### Arcane Sentry

Beginning at 5th level, you may put down a sentry, which can attack creatures on your initiative. As an action, you may put down the Sentry, and as soon as it is put down, it may attack once. The Sentry has a +5 to hit targets, and deals 1d8 Force damage. On every other turn that the sentry is out, it gains an additional 1d8 damage, maxing out at 5d8.

##### Sentry

The Sentry does not regain HP, and reverts to stage 1 if picked up. The sentry will regain all lost HP at the end of a long rest.

### Teleporter

Starting at 9th level, you also gain the ability to place down a Teleporter. A Teleporter can be placed down as a bonus action, and they must be within 100 feet of each other to work. Whenever there are 2 teleporters, you may use your reaction to teleport between them if you are within 5 feet of it.

*Teleporters have an AC of 8 and 10 HP, if destroyed, you can place down new ones.*

### Use More Gun

Starting at 15th level, you gain the ability to create and hold a handheld Sentry, As a bonus action you may fire this mini sentry at any target within 60 feet of you. You use your spellcasting modifier for damage and to hit, and on a hit you deal 2d10 force damage.
Evard's Black Tentacles

*4th-Level Conjuration*

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

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

***Spell Lists.*** Wizard
Galder's Tower

*3rd-Level Conjuration*

* **Casting Time:** 10 Minutes
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** 24 Hours

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

* A bedroom with a bed, chairs, chest, and magical fireplace
* A study with desks, books, bookshelves, parchments, ink, and ink pens
* A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
* A lounge with couches, armchairs, side tables and footstools
* A washroom with toilets, washtubs, a magical brazier, and sauna benches
* An observatory with a telescope and maps of the night sky
* An unfurnished, empty room

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.

***Spell Lists.*** Wizard
Flesh to Stone

*6th-Level Alteration*

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

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

***Spell Lists.*** Druid, Sorcerer, Warlock, Wizard
Gravity Sinkhole

*4th-Level Evocation*

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

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

***Spell Lists.*** Wizard
Harengon

## Stats

* **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
* **Creature Type.** You are a Humanoid.
* **Life Span.** Harengons have a life span of about a century.
* **Size.** You are Medium or Small. You choose the size when you select this race.
* **Speed.** Your walking speed is 30 feet.
* **Hare-Trigger.** You can add your proficiency bonus to your initiative rolls.
* **Leporine Senses.** You have proficiency in the Perception skill.
* **Lucky Footwork.** When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
* **Rabbit Hop.** As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Flame Strike

*5th-Level Evocation*

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

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

***Spell Lists.*** Cleric
Meteor Swarm

*9th Level Evocation*

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

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.

***Spell Lists.*** Sorcerer, Wizard
Grave

### Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

### Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

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

### Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

### Sentinel at Death's Door

At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

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

### Potent Spellcasting

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

### Keeper of Souls

At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.
Fire Bolt

*Evocation Cantrip*

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

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

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

***Spell Lists.*** Artificer, Sorcerer, Wizard
Flare

*1st-Level Pyromancy*

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

You create a ring of bright light in your hands. You may throw this light in any direction, or directly into the air. The amount of distance traveled is the casters' choice, up to the spells range. If thrown directly into the air, it will float. After the spell's duration has passed, the light will become extremely bright for a very short amount of time, blinding all creatures within 30 Feet of it on an unsuccesful Constitution saving throw against your spell save DC. The flare can be seen from up to 10 miles away as a bright flash of light.

***Spell Lists.*** Pyromancer
Mage Armor

*1st-Level Abjuration*

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

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

***Spell Lists.*** Sorcerer, Wizard
Grasping Vine

*4th-Level Conjuration*

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

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

***Spell Lists.*** Druid, Ranger
Lesser Ward

*1st-Level Abjuration (ritual)*

* **Casting Time:** 1 Minute
* **Range:** Self
* **Components:** V,S
* **Duration:** 8 Hours

You cast a ward on yourself to protect yourself from magical spells and qualities. You gain one of the following attributes:

* You are resistant to your choice of Bludgeoning, Piercing, or Slashing damage from non-magical weapons
* You are immune to the effects of 1st level spells and cantrips
* You are resistant to your choice of Fire, Cold, Lightning, Thunder, Acid, or Poison damage

These effects last for the spell's duration, and end when the spell does.

***Spell Lists.*** Artificer, Bard, Wizard
Khenra

## Stats

* **Ability Score Increase.** Your Dexterity score increases by 2, and your Strength score increases by 1.
* **Age.** Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.
* **Alignment.** Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.
* **Size.** Khenra have similar builds to humans. Your size is Medium.
* **Speed.** Your base walking speed is 35 feet.
* **Khenra Weapon Training.** You have proficiency with the khopesh, spear, and javelin.
* **Khenra Twins.** If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can’t be frightened.
* **Languages.** You can speak, read, and write Common and Khenra or one other language of your choice.
Mass Hysteria

*7th Level Illusion*

* **Casting Time:** 1 Minute
* **Range:** 300 Feet
* **Components:** V,S
* **Duration:** 24 Hours

You speak a rumor or shout words of doomsday to a group of people. At the end of the minute, you force all creatures in the range with an Intelligence of 12 or lower to believe your lie, and start acting as if it would actually be happening until the spell ends. (EX: You say a powerful Dragon is going to attack the town in 1 minute, and all the people who are affected start running away from the village and abbandoning their homes).

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, the spell lasts for 1 week. If you cast it as a 9th level spell, the spell lasts for 1 Month.

***Spell Lists.*** Bard, Wizard
Melf's Minute Meteors

*3rd-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

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

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

***Spell Lists.*** Sorcerer, Wizard
Forcecage

*7th Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 100 Feet
* **Components:** V,S
* **Duration:** Instantaneous

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can’t be dispelled by Dispel Magic.

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