recursal/Fanatic-Fandom huggingface dataset:
Thousand Arrows

*7th Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Sight (1,000 Foot Cube)
* **Components:** V,S
* **Duration:** Instantaneous

You summon 1,000 arrows that strike in the area of the spell. All creatures of any size takes an amount of damage equal to their size on the table.

##### Thousand Arrows

 Small
 Medium
 Large
 Huge
 Giant
 Gargantuan
 Gargantuan+

The damage type is piercing.

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, you may add 1d10 to the damage for all damage types per spell slot used above 7th level.

***Spell Lists.*** Bard, Druid, Warlock
Plant Growth

*3rd-Level Transmutation*

* **Casting Time:** 1 Action or 8 hours
* **Range:** 150 Feet
* **Components:** V,S
* **Duration:** Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell’s area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

***Spell Lists.*** Bard, Druid, Ranger
Resistance

*Abjuration Cantrip*

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

***Spell Lists.*** Artificer, Cleric, Druid
Revenant

Having met a cruel and undeserved end, you have returned to the realm of the living. As a revenant, you thirst for revenge against those who wronged you in life, or seek to complete a final, critical task you left unfinished.

The revenant subrace can be applied to any race that has a subrace, and replaces that race’s existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below.

Your DM might also allow you to take this subrace for a slain character. In that case, your character rises from the dead with its original subrace replaced (or with the necessary modifications made to its base traits), filled with a determination to seek vengeance or complete its mission.

### Racial Adjustments

* **Human Revenant.** If you want to play a human revenant, modify the human’s Ability Score Increase trait to the following: Two different ability scores of your choice increase by 1. If you use the variant human traits, remove the Skills trait and the Feat trait.
* **Dragonborn Revenant.** If you want to play a dragonborn revenant, modify the dragonborn’s Ability Score Increase trait to the following: Your Strength score increases by 1, and your Charisma score increases by 1. Additionally, your Draconic Ancestry trait uses necrotic damage as its damage type, replacing the damage type that applies to your breath weapon and your damage resistance.

## Stats

* **Ability Score Increase.** Your Constitution score increases by 1.
* **Relentless Nature.** Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits:
	+ If you are below half your hit point maximum at the start of your turn, you regain 1 hit point.
	+ If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it
	+ You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence.

When your goal is complete, you finally find rest. You die and cannot be restored to life.
Sand Tomb

*1st-Level Conjuration*

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

You entomb someone is a chamber of rocky sand. Chose one creature within the spells range that is size medium or smaller, that creature must make a Dexterity saving throw against your spell save DC. on a failed save, they are entrapped in a 10'10'10' chamber of sand, and they take 2d6 bludgeoning damage. For every turn after the initial hit, the creature may make a Strength saving throw against your spell save DC. On a failed save, nothing happens. on a Succesful save, the creature breaks out of the sand, and the sand dissaperes.

***Spell Lists.*** Druid, Pyromancer, Sorcerer
Swashbuckler

### Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

### Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

### Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

### Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

### Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Negative Energy Flood

*5th-Level Necromancy*

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

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 7d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

***Spell Lists.*** Warlock, Wizard
Passwall

*5th-Level Alteration*

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

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

***Spell Lists.*** Wizard
Pin Missile

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

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.

The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

***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.*** Bard, Wizard
Ships

Every ship has different attributes. To be able to calculate the stat sheets of ships, we use the many formulas that are going to be listed down below.

The first and most important part to calculate the stats of a ship is to determine the size of the ship.

This table is what is used to determine the "Class" of a ship. As it can be seen, the determining factor of what a ship's class is is it's size in length. The speed, Crew Capacity, and Cargo hold is then determined by this length. The length also determines how much room space per floor there is. A very simple way to calculate it is just take the length of the ship, and add 10' of it, and that is how much space there is per floor.

Every ship has different attributes, these can be compared to the skills that a player character may have. These attributes are always maximized for a pre-built and bought ship, and instead of skill points, they take RSPF (Or "Room Space Per Floor"). Down below is the list of different attributes, and how much RSPF they take per one.

## Ship Features

### Sailing

#### ***Prerequisite: Mast/Sail***

Grants speed based on this formula:

Speed = 200 - Length (In Feet) (Maximum of 200', Minimum of 50')

### Cannon Firing

***Prerequisite:*** ***At Least 1 Standard Cannon***

A ship may use it's action to fire all cannons on one side of the ship (Front, Left, Right, or Back). For every 10 cannons, make an attack role.

Standard cannons deal 6d10 bludgeoning damage per shot, and have a range of 100ft.

### Mortar Firing

***Prerequisite:*** ***At Least 1 Mortar***

A ship may use it's action to fire a Mortar. For every 2 mortars, another action must be spent.

Standard Mortars deal 30d10 bludgeoning damage per shot, and have a range of 100ft.-500ft. (Cannot fire at targets closer than 100ft.)

### Heavy Shot

***Prerequisite:*** ***At Least 1 Short Barreled Cannon***

A ship may use it's action to fire all short barreled cannons on one side of the ship (Front, Back, Left, or Right). For every 5 Cannons, it requires an additional action.

Short Barreled Cannons deal 14d10 bludgeoning damage per shot. They have a range of 30ft.

### Snipe Shot

***Prerequisite:*** ***At Least 1 Long Barreled Cannon***

A ship may use it's action to fire all long barreled cannons on one side of the ship (Front, Back, Left, or Right). For every 5 Cannons, it requires an additional action.

Long Barreled cannons deal 8d10 bludgeoning damage per shot. They have a range of 150ft.

### Pepper Shot

***Prerequisite:*** ***At least Swivel Cannon***

### Release Gunpowder Barrel

***Prerequisite:*** ***At least 1 Gunpowder Barrel***

### Puckle Fire

***Prerequisite:*** ***At least 1 Puckle Gun***
Poison Spray

*Conjuration Cantrip*

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

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

***At Higher Levels.*** This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

***Spell Lists.*** Artificer, Druid, Sorcerer, Warlock, Wizard
Thrall

*7th Level Conjuration (ritual)*

* **Casting Time:** 1 Hour
* **Range:** 5 Feet
* **Components:** V,S
* **Duration:** Until Dispelled

You summon an *Elemental Thrall* of your choice of type.

You may change the type at the end of a long rest, and the Thrall obeys all commands you give it. It is friendly to your allies, and hostile towards your enemies.

## Elemental Spirit

*Large elemental,*

* **Armor Class** 17 (Flame, Storm), 19 (Chill)
* **Hit Points** 5 x Your Level
* **Speed** 30 ft., Fly 60 ft. (Storm), Swim 60 ft. (Chill), Burrow 60 ft. (Chill), Climb 60 ft. (Flame)

* **Damage Vulnerabilities** cold(storm); fire (chill); lightning(flame)
* **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks; cold(chill); fire (flame); lightning(storm)
* **Condition Immunities** blinded, charmed
* **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 9
* **Languages** Primordial, understands The Languages you can Speak but cannot speak
* **Challenge** -

***Lightning Strike (Storm).*** Whenever the Elemental Spirit makes a *Slam* attack, they may deal Lightning damage instead of Bludgeoning damage.

   In addition to this, they have advantage to hit creatures wearing Metal armor or using Metal weapons.

***Innate Spellcasting (Flame).*** The Elemental Spirit's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: Firebolt

3/day each: Flame Shield

1/day each: Fireball

### Actions

***Multiattack.*** The Elemental Spirit makes two attacks.

***Slam.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit:* 17 (4d6 + 3) Bludgeoning damage.

### Reactions

***Protector (Chill).*** The Elemental Spirit may take damage instead of the original target if the target is within 10ft. of the Elemental Spirit

* ***Spell Lists.*** Druid, Warlock, Wizard
Reborn

### Faded Memories

Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.

Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details.

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### Reborn Origins

Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.

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## Stats

* **Ability Score Increase.** Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
* **Creature Type.** You are a Humanoid.
* **Size.** You are Medium or Small. You choose the size when you gain this lineage.
* **Speed.** Your walking speed is 30 feet.
* **Ancestral Legacy.** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
	+ If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

* **Deathless Nature.** You have escaped death, a fact represented by the following benefits:
	+ You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
	+ You have advantage on death saving throws.
	+ You don’t need to eat, drink, or breathe.
	+ You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

* **Knowledge from a Past Life.** You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. 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.
Political Spy (HB)

## Political Spy

### Political Allegance

Starting at 3rd level, you learn certain skills to be able to commit your illegal acts with the permission from a crown or guild. Chose one ruling faction, and you are able to be a part of them. To do this, you require some insignia to show you are a part of the ruling faction. If you commit an act of crime while in a city ruled by your current insignia, once per day you may chose to make the guards turn a blind eye to your act if the bounty is under 100 gold.

### Blend In

Starting at 9th level, while wearing Fine Cloathing you have advantage on Stealth and Deception checks while attempting to blend in as a Noble or Duke of a county. You can never attempt to blend in as a supreme ruler (Emperor, King, etc.).

### Eavesdropper

Beginning at 13th level, you gain advantage on Wisdom (Perception) checks while attempting to listen to people speak. In addition to this, you learn 2 extra languages of your choice.

### Imposteur

At 17th level you become a master of Blending In. While using a disguise kit, you are able to perfectly replicate someones appearance, and have advantage on all Charisma rolls that have to do with impersonating this individual.
Shadow Fangs

*7th Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 40 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You chose one creature. That creature has a pair of shadow fangs latched onto them. Until the fangs are destroyed, or the spell ends; whenever the creature moves, takes damage, deals damage, starts, or ends its turn, the creature takes 6d4 necrotic damage. The fangs have an AC of 17, and 50 HP

***Spell Lists.*** Pyromancer
Spike Growth

*2nd-Level Transmutation*

* **Casting Time:** 1 Action
* **Range:** 150 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

***Spell Lists.*** Druid, Ranger
Theatre (HB)

### Bonus Proficiencies

Starting at 3rd level, when you pick this college, you become proficient in the Disguise Kit. Whenever you are attempting to disguise yourself using a disguise kit, treat the roll as if it had Expertise.

### Theatrical Thought

Whenever you are rolling performance, if you have more than 2 people assisting you, you can treat the roll with advantage. If you ahve more than 5 people elping you, you can treat it as if it had expertise and advantage.

### The Art of Combat

Starting at 6th level, you may chose one weapon. You have expertise with this weapons attack rolls and to-hit rolls, whenever you enter combat, you may switch the weapon on your first round of combat, but no turn after. You can only deal damage with the selected weapon. (A spell focus can still be used, even if it is not the weapon with expertise).

### Dramatic Emphasis

Beginning at 14th level, your acting skills are so well done that you can even trick hostile monsters in believing things. Whenever you attack, you can instead use Performance as an attack roll, instead of the weapons to-hit check. In addition to this, if you are struck with a hit that does more than 1/8 of your Max HP, you can chose to play dead. When playing dead, roll a performance check against the monsters Passive Perception. If you roll higher than it, the monster will think you have died.
Sandstorm

*6th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (Sphere-120 Feet)
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You call fourth the power of all shifting sands and dust particles. The sandstorm fills out either the volume of the room you are currently in, ignoring entrances and exits of your chosing, or it expands across the spell's full range.

All creatures of your choice that start their turn within the Sandstorm's range must make a Constitution saving throw against your spell save DC. On a failed save, they are blinded until the end of their next turn. In addition, the radius of the sandstorm is considered difficult terrain for all creatures of your chosing. Creatures that have a flying speed that are size Large or smaller cannot fly while in the range of the Sandstorm. All creatures that end their turn in the Sandstorm's range must take 4d6 Bludgeoning damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you may chose to extend the range of the sandstorm by 60 Feet per spell slot used above 6th level. In addition to this, add 1d6 per spell slot used above 6th level.

***Spell Lists.*** Druid, Pyromancer
Summon Beast

*2nd-Level Conjuration*

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

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

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

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

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

## Bestial Spirit

*Small beast,*

* **Armor Class** 11 + The level of the spell
* **Hit Points** 20 (Air Only) or 30 (Land or Water) + 5 For each level above 2nd
* **Speed** 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)

* **Senses** darkvision 60 ft., passive Perception 12
* **Languages** Understands the languages you speak
* **Challenge** --

***Flyby (Air Only)..*** The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

***Pack Tactics (Land and Water Only).*** The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

***Water Breathing (Water Only)..*** The beast can breathe only underwater.

### Actions

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

***Maul.*** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.
Protection from Evil and Good

*1st-Level Abjuration*

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

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

***Spell Lists.*** Cleric, Druid, Paladin, Warlock, Wizard
Scrying

*5th-Level Divination*

* **Casting Time:** 10 Minutes
* **Range:** Self
* **Components:** V,S,M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
* **Duration:** Concentration, up to 10 minutes

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

##### Knowledge

 Firsthand (you have met the target)
 Familiar (you know the target well)

##### Connection

 Possession or garment
 Body part, lock of hair, bit of nail, or the like

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you w ere there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

***Spell Lists.*** Bard, Cleric, Druid, Warlock, Wizard
Sickening Radiance

*4th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

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

> The Bonemen, known by only themselves, as everyone else calls them Skeletons. These creatures are of random occurrence, when a Necromancer raises a skeleton from the dead, and instead of being re-animated with magic, a soul finds its way into the body. Normally, the Necromancer will kill that skeleton, because it has the chance of attempting to kill the Necromancer, but sometimes they live through strange means. These bonemen have the ability to walk again, hear again, but sadly not speak. But it will not stop these forsaken souls from living another life.
>
>

## Stats

* ***Ability Score Increase:*** Your Dexterity Score increases by 2, and one other skill of your choice increases by one. Your Strength score goes down by 1.
* ***Age:*** Bonemen are immortal, and cannot die from age.
* ***Alignment:*** Bonemen retain the alignment of what they had in their previous life
* ***Size:*** Bonemen are size Medium.
* ***Speed:*** Bonemen can walk 30ft.
* ***Darkvision:*** Due to magic, Bonemen can see in the Dark for up to 60ft. as if it was bright light, but none after that.
* ***Spirits Return:*** You were once another person, and you used to be another proffesion. Pick one class that is not one you currently have any levels in, you gain that classes bennefits listed below:
	+ ***Barbarian.*** 1/Day you can take half damage from an attack.
	+ ***Fighter.*** +1 to AC if you are wearing armor.
	+ ***Rouge.*** Proficiencies in Stealth and Sleight of Hand.
	+ ***Monk.*** Immune to being Frightened or Charmed.
	+ ***Mystic.*** Immune to being put to sleep or Charmed.
	+ ***Blood Hunter.*** Can learn and use 1 blood curse.
	+ ***Cleric.*** Can learn 1 Cantrip and 1 first level spell from the cleric spell list, and cast them with no components or spell slots.
	+ ***Paladin.*** Can follow one oath. Gains one of the first level oath spells and cast it with no components. Proficiency in Heavy armor
	+ ***Ranger.*** Chose Nature Or Martial. **Nature:** Can learn 1 druid cantrip and 1 1st level druid spell, can cast them with no components or spell slots. **Martial** Proficient in all weapons and armor.
	+ ***Druid.*** Can have an animal companion of CR:1/4th or lower. You can command this companion as a bonus action.
	+ ***Bard.*** You know *Charm Person* and can cast it once per day as an action with no components. Your Spellcasting ability for this is either Wisdom, Charisma, or Intelligence.
	+ ***Sorcerer.*** Can cast one 3rd level Sorcerer spell once per day as an action.
	+ ***Pyromancer.*** Can retain a Pyromancers flame.
	+ ***Warlock.*** Can continue pact with patron, gain 1 Warlock cantrip, have 1 warlock spell slot for 1 1st level warlock spell.
	+ ***Wizard.*** Can keep a spellbook. Has only 1 first level spell slot.
	+ ***Artificer.*** Can learn cantrips by seeing them casted.
* ***Languages:*** You know common and one other language.
Otiluke's Resilient Sphere

*4th-Level Evocation*

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

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing – not physical objects, energy, or other spell effects – can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

A Disintegrate spell targeting the globe destroys it without harming anything inside it.

***Spell Lists.*** Artificer, Wizard
Riches (PoD)

### Tenents of The Riches

***All Gold is for me*** every valuable coin that you see must end up in your hands by the end of the day

***I am above the law*** Any guard who tries to imprison me for taking what is mine must be punished

***Gold is my favorite color*** I am not allowed to let anything that resembles wealth out of my sight

***You can't have my gold!*** When bartering, you must always attempt to get the price below 75% of the original cost, otherwise, you cannot buy it.

##### Oath Spells

 5th
 9th
 13th
 17th

## Chanell Divinity

When you take this oath at 3rd level, you have two divinity options

***Golden Strike*** Until your next turn, When attacking a creature, gold falls from the sky. The amount of gold pieces is equal to your damage.

***Bartering Words*** You may instantly decrease the price of an item by 50%

### Aura of Apprasal

Beginning at 7th level you are able to instantly tell the worth of an item by sight.

### Unpaying Bastard

Starting at 15th, Once per day you may steal an object from any store as long as you have the amount of gold to pay for it. If you do, you will have no consequences legally.

### Golden Champion

at 20th level, your appearance on the battlefield somehow makes enemies carry their life savings with them into battle. You may use your action once per day to gain the following bennefits for 1 hour:

***-You cannot be stolen from***

***-Every time you hit an enemy, they drop 1/2 of their gold***

***-Your allies gold doubles.***

The effect ends if an hour passes or you are incapacitated.
Soul Cage

*6th-Level Necromancy*

* **Casting Time:** 1 reaction, which you take when a humanoid you can see within 60 feet of you dies
* **Range:** 60 Feet
* **Components:** V,S,M (a tiny silver cage worth 100 gp)
* **Duration:** 8 Hours

This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.

* ***Steal Life.*** You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
* ***Query Soul.*** You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
* ***Borrow Experience.*** You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.
* ***Eyes of the Dead.*** You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.

***Spell Lists.*** Warlock, Wizard
Pestilence (NG)

### Poison Affiliation

Starting at 2nd level, you are resistant to poison damage, and you have advantage against saves that would end in you taking poison damage.

### Diseased

Starting at 6th level, you may pick one disease from the following list. Whenever you make an Unarmed Strike against a creature, while in Wild Shape form or not, you may give a creature one of the many diseases. You may do this an amount of times equal to your Wisdom Modifier.

* ***Fatigue.*** The Creature gains 1 Exhaustion point. In addition to this, they cannot remove exhaustion points with Long Rests until the disease is cured.
* ***Rot.*** The Creature cannot gain health points.
* ***Plague.*** At the start of the creatures turn, or while not in combat, once every hour, the creature takes 1d8 poison damage.
* ***Screams.*** The creature cannot speak, and every attempt to speak comes out at screams and cries.
* ***Decay.*** The Creature has disadvantage on all Attack Rolls made with Weapon Attacks.
* ***Hydrophobia.*** The Creature is afraid of all bodies of water larger than a small puddle. It has disadvantage on all rolls while in water.
* ***Discord.*** The Creature looses 3 points of Intelligence. At the start of every day after this, they lose 1 more point of intelligence.
* ***Hives.*** The creature begins to sprout rashes all across it's body. The creature loses half of all of it's movement speeds.
* ***Fever.*** The creature is weak to fire and cold damage. (Unless resistant or immune to either)
* ***Blight.*** The creature is weak to Necrotic damage. (Unless resistant or immune)

*At 10th level you may chose a second one of these*

### Contagion

Starting at 14th level, Creatures who are afflicted with the disease you have given them have a chance to spread it to other hostile creatures. Whenever hostile creatures are within 10 feet of each other, and one has the sickness, the other must make a Constitution saving throw against your spell save DC, and on a failed save they are also afflicted with the disease.
Obsidianborn (HB)

### Natural Armor

Starting at 1st level, your crystals harden to such a point where they can be armor to you. Your natural armor only works when you are wearing no armor and have no shield. (Natural Armor= 13+Con Bonus).

### Shard-Like Rebuke

Starting at 6th level, whenever you are struck with a melee attack, you may throw obsidian shards from your skin into the enemy creature. As a reaction, any creature within a 5ft. wide and 30ft. long line must take 4d8 piercing damage. This damage is unavoidable besides magical means.

*At 18th level, this attack deals 8d8 piercing damage, and deals 1d10 of bleed damage for 1d6+1 turns*

### Total Immunity

Starting at 12th level, you may chose two of the following abilities, you may change these during a long rest.

* You are immune to Fire damage
* You are immune to Cold damage
* You are immune to Poison damage
* You are immune to being Petrified/Paralyzed
* You do not require sleep, and will not gain exhaustion if you don't sleep
* You are immune to being charmed

### Overcoat Within

Starting at 20th level, you may use your Beast Within Ability. For 10 minutes, your Natural Armor is 22+CON, and you deal double damage with all pyromancy spells. Instead of the normal time for this to recharge, this only takes a long rest to recharge.
Swift Quiver

*5th-Level Alteration*

* **Casting Time:** 1 Bonus Action
* **Range:** Touch
* **Components:** V,S,M (A quiver containing at least one piece of ammunition)
* **Duration:** Concentration, up to 1 minute

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

***Spell Lists.*** Ranger
Scorching Ray

*2nd-Level Evocation*

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

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

***Spell Lists.*** Sorcerer, Wizard
Naga

## Stats

* **Ability Score Increase.** Your Constitution score increases by 2, and your Intelligence score increases by 1.
* **Age.** Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century.
* **Alignment.** Most naga are either neutral or neutral evil in alignment.
* **Size.** Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Speed Burst.** By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.
* **Natural Weapons.** Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.
	+ If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.

* **Poison Immunity.** You are immune to poison damage and can’t be poisoned.
* **Poison Affinity.** You gain proficiency with the poisoner’s kit.
* **Languages.** You can speak, read, and write Common and Naga.
Storm of Vengeance

*9th Level Conjuration*

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

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

#### Storm of Vengeance After Round 1

 3
 4
 5-10

***Spell Lists.*** Druid
Monster Slayer

### Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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

### Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

### Magic-User's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

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

### Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Pyromania

*7th Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S,M (A crown, worth at least 100gp)
* **Duration:** 24 Hours

You chose one creature within the spells range. This creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is afraid of you, and any fire, for the next 24 hours. If the creature sees any fire, they must make a Wisdom save, or take 8d8 Psychic damage. If they see you, they take the same amount of damage, and may repeat the Wisdom save with disadvantage.

***Spell Lists.*** Pyromancer
Otherworldy Form

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** V,S,M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
* **Duration:** Concentration, up to 1 minute

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

* You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
* You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
* Spectral wings appear on your back, giving you a flying speed of 40 feet.
* You have a +2 bonus to AC.
* All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
* You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks

***Spell Lists.*** Cleric, Sorcerer, Warlock, Wizard
Poisoned Munitions

*2nd-Level Pyromancy (ritual)*

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

You may touch up to 20 pieces of ammunition. For one day, those pieces of amunition deal an extra 1d6+(Your Spellcasting Modifier) poison damage.

***Spell Lists.*** Ranger, Pyromancer