recursal/Fanatic-Fandom huggingface dataset:
Windwalker

## Path of The Windwalker

### Transforming Spirit

At 3rd level, when you gain this ability, every time you rage you may roll 1d4. On a 1, nothing happens. On a 2-3, you may grow to size Large, and on a 4, you may grow to size Huge. These have the same effects as the Enlarge/Reduce spell. While using this ability, you may not become enlarged any more with the Enlarge/Reduce spell.

* If you grow to size large, you may add 1 additional damage die to your weapon attacks, or 2 on size huge.
* If you grow to size large, you may become resistant to thunder damage, or immune if size huge
* Your movement speed increases by 10 feet if you grow to size large, or 15 if size huge.

### Gale Step

At 6th level, when you gain this ability, you gain an additional 10 feet of movement speed. Your jump also increases by 5 feet vertically, and 10 feet horizontally with a standing leap.

### Ally of Air

At 10th level, you gain the Find Familiar spell as a ritual. However, when casting this spell, it has the following alterations:

* You may only have a creature with a flying speed, or a Couatl
* The distance you may have between you and your familiar is 1 mile
* When your familiar is within 15 feet of you, you gain an additional 5 feet of movement speed. When you move out of this distance, your familiar may move with you without provoking opportunity attacks

### Cyclone Form

Starting at 14th level, when you gain this ability, whenever you rage you gain wings made of clouds that cool the air around you.

When you rage, you gain the following benefits:

* You have a flying speed of 45 feet
* Whenever you are flying, creatures that start their turn within 10 feet of you take 2d6 cold damage
* Whenever your familiar is flying, creatures that start their turn within 10 feet of it take 2d6 cold damage
* Your weapon attacks deal an additional 2d6 cold damage
Wind Wall

*3rd-Level Evocation*

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

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

***Spell Lists.*** Druid, Ranger
Wall of Stone

*5th-Level Evocation*

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

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

***Spell Lists.*** Artificer, Druid, Sorcerer, Wizard
Unknown (NG)

### Mental Barriers

Also starting at 2nd level is your ability to hide all surface level thoughts. You are immune to spells that would probe your brain that are casted under 3rd level.

### Rapid Evolution

Starting at 6th level, you may "Evolve" yourself with the powers of the unknown. You gain one of the following:

* ***Tentacles.*** You gain a second set of arms, under your current ones. These tentacles cannot hold weapons, but may attack other creatures as a Bonus Action, using Wisdom as their attack modifier, they deal 1d8 Bludgeoning damage.
* ***Eldritch Sight.*** You gain Darkvision of 120 Feet.
* ***Crustaceous Carapace.*** You gain a natural AC of 15 if you aren't wearing any armor.
* ***Deepwater Fins.*** You gain a swimming speed of 30 Feet, and can breath underwater. In addition to this, you may extend these fins and glide 100 feet in any direction without taking fall damage.
* ***Eldritch Tongue.*** You learn Deep Speech, Abyssal, and Primordial.
* ***Chilled Blood.*** Whenever attacked, you may use a reaction to spray your blood at the creature that attacked you. They must make a Constitution saving throw against your spell save DC, and on a failed save they take 2d10 cold damage. You may do this an amount of times equal to your Wisdom modifier before needing a long rest.

*At 14th level you may chose a second one*

### Far Shape

Starting at 10th level, you gain the ability to use your wild shape to turn into creatures with the *Aberration* tag in addition to the *Beast* tag, doing this consumes 2 Wild Shape uses rather than 1. All other limitations still apply.
Phantasmal Killer

*4th-Level Illusion*

* **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
Xenoalchemist

a small number of renegade alchemists elect to experiment on themselves, modifying their anatomy or even outright attaching new body parts. These experiments are often considered unethical and dangerous, even by other alchemists, and those that practice them are branded xenoalchemists for their efforts. As xenoalchemists progress in their studies, they invariably stumble upon the dangerous practice of alchemical necromancy, which allows them to imbue unlife upon amalgamations of body parts.

### Xenobiology

starting when you choose this field of study at 2nd level, you have advantage on all ability checks you make to identify or research monsters.

### Mad Scientist

by 2nd level, you’ve learned the finer points of reanimating dead appendages and stitching them to things. You gain two monstrous grafts of your choice. Additionally, you don’t lose hit points or hit dice from installing or removing grafts, and it takes you no time to recover after the attachment of a new graft. See appendix c for monstrous grafts.

### Surgical Attack

beginning at 6th level, whenever you take the attack or prime and throw a bomb on your turn, you can make an unarmed strike as part of that action. You can only use this ability if your unarmed strike is improved by a graft, such as bestial features.

### Necromantic Organs

by 10th level, you’ve learned how to tinge your own biology with necromancy through reanimated organs that will persist after your death. If you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. once you use this ability, you can’t use it again until you finish a long rest.

### It's Alive!

beginning at 18th level, your research into the field of necromancy has culminated in an alchemical golem stitched together from discarded body parts. you can create an alchemy golem through an 8-hourlong procedure, which can be conducted over the course of a long rest. To complete this process, you must have a healer’s kit, alchemist’s supplies, and a knife (or a facility with access to such tools), as well as at least three recently deceased humanoid corpses. your alchemy golem acts independently on its own turn, but always obeys your commands. On each of your turns, you can use a bonus action to mentally command your golem if it is within 60 feet of you. You decide what action the golem will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the golem only defends itself against hostile creatures. Once given an order, the golem continues to follow it until its task is complete. when the alchemy golem drops to 0 hit points, it dies. You can restore your alchemy golem’s hit points and reanimate it over the course of a short or long rest. you can attach up to three grafts to your alchemy golem. You can only have one alchemy golem at a time.
Zephyr Strike

*1st-Level Alteration*

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

You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

***Spell Lists.*** Ranger
Zone of Truth

*2nd-Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** 10 Minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

***Spell Lists.*** Bard, Cleric, Paladin
Blazing Tsunami

*8th Level Pyromancy*

* **Casting Time:** 1 Minute
* **Range:** 50 Foot Line
* **Components:** V,S
* **Duration:** Instantaneous

You summon a wave of molten lava. This wave is 50 Feet Wide, 50 Feet Tall, and 10 Feet Thick. This wave moves 50 Feet in any direction of your chosing in a straight line. Any creature within the spell's range must make a Constitution saving throw against your spell save DC. On a failed save, they take 12d10 Fire damage and 8d8 Bludgeoning damage. This spell deals Quadrouple damage to structures, and sets flammable things on fire.

***Spell Lists.*** Pyromancer
Tidal Wave

*3rd-Level Conjuration*

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

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

***Spell Lists.*** Druid, Wizard
Word of Radiance

*Evocation Cantrip*

* **Casting Time:** 1 Action
* **Range:** 15 Feet
* **Components:** V,M(a holy symbol)
* **Duration:** Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

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

***Spell Lists.*** Cleric
Witch Doctor (HB)

### Uncanny Healer

Starting at 1st level, when you pick this patron, you are able to use parts of the Beginning of the Weave without using magic. You may heal someone as a bonus action for 1d4 healing if they are within 5ft. of you.

### Dead is just a term

At 6th level you gain the ability to empower any Zombies or skeletons that you raise from the dead. Whenever you raise an undead, they gain the folllowing bennefits:

* They gain 3 more hit die
* They deal 1 more damage die of damage per hit
* They gain a +2 to hit
* If they roll a 19 or a 20 they crit on attack rolls

### Healer of the Dead

Starting at 10th level, You can cast healing spells that effect your undead. Whenever you cast a healing spell at your undead creations, they instead of taking double damage receive double healing.

### Necrotic Healer

Starting at 14th level, you gain the ability to cure all necrotic damage. You become immune to Necrotic damage, in addition to this, you can chose once per day to be resistant to Poison, Fire, Or Cold damage. In addition to this, if a creature is affected by necrotic damage, and is within 30ft. of you, you may spend one action healing the necrotic damage. The creature is no longer effected by necrotic damage, and they heal every point of necrotic damage that you remove.
Wall of Ice

*6th-Level Evocation*

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

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in he space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 cold 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 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

***Spell Lists.*** Wizard
Wall of Sand

*3rd-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.

***Spell Lists.*** Wizard
Twilight(claric)

### Eyes of Night

Starting at 1st level, your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

### Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on your next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

### Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits.

* Give it 1d8 temporary hit points
* End one effect causing it to be charmed or frightened.

### Steps of the Brave

Starting at 6th level, you draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits.

* You have advantage on saving throws against being frightened.
* If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.

### 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 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

### Midnight Shroud

At 17th level, you can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the Darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.
Watcher (HB)

### Paranoia

Starting at 3rd level, you become paranoid of creatures around you. Chose one creature type (Aberration, Celestial, Construct, Dragon, Fiend, Giant, Humanoid, Monstrosity, or Undead). Every time you have to make a Wisdom, Charisma, or Intelligence saving throw against this creature type you have disadvantage. But, all creatures of that type have disadvantage on making saving throws against you.

### Beamoteric Rite

Beginning at 7th level, you learn your Beamoteric Rite. Whenever you use a Primal Rite, you may roll 1d10. An effect happens corresponding with the number

##### Beamoteric Rite

 2
 3
 4
 5
 6
 7
 8
 9
 10

*(The DC for all of these is (10+Your Wisdom Modifier+Your Proficiency Bonus)*

### Dreamscape

Starting at 11th level, you are able to enter what is known as the "Dreamscape". A Dreamscape works as a demiplane, while you are still in the material plane. You are able to take willing creatures into this dreamscape, and all things existing in the dreamscape will only exist in the dreamscape. You are able to dream up of anything you wish to be in here, but only in here.

*At 15th level, you are able to take unwilling creatures into here. They must be within 5ft. of you, and you can only take one unwilling creature into the dreamscape per day. They must make a Charisma save against the previously mentioned DC. They have advantage on the save, no matter what.*

### Mantle of Possibility

Starting at 18th level, you have the ability to summon a Mantle of Possibility. This creation/creator tool acts as a multi-tool for everything. Once per day, it can cast up to a 2nd level spell of any class (That you have learned in some way). Turn into any weapon that you are proficient in, or any tool, and is unbreakable by non-magical means. If you somehow break yours, or you lose it, you must spend 10,000gp to get a new one.
Weapons

## Weapon Features

* ***Two Handed.*** Two Handed weapons are weapons that cannot be wielded with 1 hand, as the name suggests. Shields (Unless specified) cannot be used while holding a two handed weapon.
* ***Switching Weapons.*** One handed weapons (Marked with a 1d?/1d?) are weapons that can be used either with one hand or two hands. The first number is the dice you use if you are using it as a one handed weapon, and the second number is the dice used if you are two handing it. When two handing weapons like this, use the same rules for *Two Handed* weapons.
* ***Thrown.*** Thrown weapons can be thrown a distance that is marked on each individual weapon. Thrown weapons can also be used as melee weapons, but are normally weaker than normal melee weapons, making them good secondary's.
* ***Concealed.*** Concealed weapons are weapons that cannot be seen with the naked eye. Whenever a creature has a Concealed weapon, creatures that wish to see it have to make a Perception check or have a perception check higher than the Dexterity of the wielder.
* ***Range.*** Ranged weapons have a maximum range. That range is displayed in the Notes section, where weapons cannot fire past the specific range. In addition to this, weapons that have a "Range" rather than a "Thrown" cannot be used as melee weapons.
* ***Reach.*** Weapons that have the Reach property can be used outside of normal melee range. The reach amount being how much further than 5ft. you can use the weapon. For example, a weapon with 10 feet of range can be used to attack creatures within 15ft. of the wielder.
* ***Bleed.*** Weapons that have the Bleed property can be used to cause a bleeding effect on creatures. Whenever a critical hit is scored with a weapon that has the "Bleed" note, the wielder may apply an extra damage die's worth of bleeding damage. This bleed damage constantly doubles for an amount of turns equal to the skill used to attack with the weapon's bonus.
* ***Net.*** Net's can be used to trap creatures. When a net is used against a creature, the victim must make a Strength saving throw DC:15, and on a failed save their movement speed is put to 0ft. and they are restrained. On a successful save, nothing happens.
Widogast's Vault of Amber

*4th-Level Alteration (ritual)*

* **Casting Time:** 1 Minute
* **Range:** Touch
* **Components:** V,S,M (5 small amber gems worth 200gp)
* **Duration:** Until Dispelled

You arrange 5 small amber gems in a loose circle around any non-living materials and trace Transmutative sigils above each of them. All materials within the circle are pulled into the largest of the gems and are stored there, in stasis. The contents do not age, weather, or rot. The gem can hold up to 500lbs of material.

The caster can use an Action to speak a single, chosen word and release the gem's contents onto the ground. Contents are also released if dispelled.

***Spell Lists.*** Wizard
Void Arrow

*6th-Level Pyromancy*

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

You summon an arrow made of the darkest of the dark. Make a ranged spell attack against a creature you can see. On a hit, you deal 8d8 necrotic damage. If the creature has taken more than 30 Necrotic damage in this way, you may summon a Shadow Arrow without using a spell slot or action, targeting the same creature.

***Spell Lists.*** Pyromancer
Warlock Spell List

## Cantrips (0 Level)

Blade Ward

Booming Blade

Chill Touch

Create Bonfire

Eldritch Blast

Friends

Frostbite

Green-Flame Blade

Infestation

Lightning Lure

Mage Hand

Magic Stone

Mind Sliver

Minor Illusion

Poison Spray

Prestidigitation

Sapping Sting

Sword Burst

Thaumaturgy

Thunderclap

Toll the Dead

Toxic Tome

True Strike

## 1st Level

Armor of Agathys

Arms of Hadar

Cause Fear

Charm Person

Comprehend Languages

Confuse Ray

Curse

Distort Value

Expeditious Retreat

Hellish Rebuke

Hex Enchantment

Illusory Script

Night Shade

Protection from Evil and Good

Puppet

Sense Emotion

Thunderwave

Unseen Servant

Witch Bolt

## 2nd Level

Cloud of Daggers

Crown of Madness

Darkness

Earthbind

Enthrall

Find Steed

Fire Spin

Flock of Familiars

Hold Person

Invisibility

Mental Barrier

Mind Spike

Mind Thrust

Mirror Image

Misty Step

Moonbeam

Ray of Enfeeblement

Shadow Blade

Shatter

Signal Beam

Soul Trap

Spider Climb

Suggestion

Thought Shield

Toxic

## 3rd Level

Bug Buzz

Confusion

Counterspell

Disease

Dispel Magic

Enemies Abound

Fear

Fly

Gaseous Form

Hunger Of Hadar

Hypnosis

Hypnotic Pattern

Incite Greed

Intellect Fortress

Magic Circle

Magnetic Flux

Major Image

Psionic Blast

Remove Curse

Spirit Shroud

Summon Fey

Summon Lesser Demons

Summon Shadowspawn

Summon Undead

Thunder Step

Thunderbolt

Tongues

Vampiric Touch

## 4th Level

Amnesia

Charge Beam

Shadow Orb

Banishment

Blight

Charm Monster

Dimension Door

Elemental Bane

Galder's Speedy Courier

Hallucinatory Terrain

Shadow Of Moil

Sickening Radiance

Summon Aberration

Summon Greater Demon

## 5th Level

Contact Other Plane

Danse Macabre

Dark Pulse

Dream

Enervation

Far Step

Hold Monster

Ice Beam

Infernal Calling

Leech Life

Mislead

Modify Memory

Negative Energy Flood

Planar Binding

Psychic

Revenge

Scrying

Synaptic Static

Teleportation Circle

Wall Of Light

## 6th Level

Arcane Gate

Circle of Death

Conjure Fey

Create Undead

Dark Void

Dread Zombie

Eternabeam

Eyebite

Flesh to Stone

Glacial Lance

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Magic Jar

Mass Suggestion

Mental Prison

Otherworldly Form

Photon Geyser

Poltergeist

Psychic Crush

Scatter

Soul Cage

Summon Fiend

Tasha's Otherworldly Guise

Thousand Arrows

Thrall

True Seeing

## 7th Level

Crown Of Stars

Dream of the Blue Veil

Etherealness

Finger of Death

Forcecage

Freeze Shock

Plane Shift

Power Word: Pain

Project Image

Shade

## 8th Level

Abi-Dalzim's Horrid Wilting

Demiplane

Dominate Monster

Feeblemind

Glibness

Maddening Darkness

Power Word: Stun

## 9th Level

Astral Projection

Blade of Disaster

Foresight

Imprisonment

Power Word: Kill

Psychic Scream

Shapechange

True Polymorph

Weird
Watery Sphere

*4th-Level Conjuration*

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

You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.

The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.

***Spell Lists.*** Druid, Sorcerer, Wizard
Vampiric Touch

*3rd-Level Necromancy*

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

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

***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, Warlock, Wizard
Vortex

*9th Level Pyromancy*

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

You chose a point where you can see. This point becomes a small circle of fire. Every creature that you chose within a 500' radius must succeed a Constitution save, or become teleported 5' within the vortex. The creature cannot leave the 5' area around the vortex until concentration of the Vortex has been lost, or the spells duration runs out. Creatures that start/end their turn in this vortex take 10d6 fire damage.

***Spell Lists.*** Pyromancer
Wall of Thorns

*6th-Level Conjuration*

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

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.

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

***Spell Lists.*** Druid
Tome of Shadow

*6th-Level Pyromancy*

* **Casting Time:** Ritual, 8 Hours
* **Range:** Touch
* **Components:** V,S,M (A Blank Book)
* **Duration:** Until Dispelled

You make a Tome of Shadow. This book is bound to you, and has 10 charges. As a bonus action, you may use it to cast these spells. At the end of a long rest, the Tome of Shadow regains 1d4+1 charges. If the tome of shadow leaves your hands for over 1 hour, it returns to being a normal book.

* Shadow Orb (4 Charges)
* Disease (3 Charges)
* Muddy Water (2 Charges)
* Shadow Arrow (1 Charge)

***Spell Lists.*** Pyromancer
Unity

### Emboldening Bond

Starting at 1st level, you can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again.

You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.

### Channel Divinity: Shared Burden

Starting at 2nd level, you can use your Channel Divinity to protect your allies through the strength of your shared bonds.

When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.

### Protective Bond

Beginning at 6th level, the bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.

### Potent Spellcasting

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

### Enduring Unity

At 17th level, the bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.

Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:

* The creature has advantage on attack rolls, ability checks, and saving throws
* The creature gains resistance to all damage
* As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.
Spare the Dying

*Necromancy Cantrip*

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

You touch a living creature that has 0 hit points. That creature gains 1 hit point, and is conscious. This spell has no effect on the caster, undead, and constructs.

***Spell Lists.*** Artificer, Cleric
Yuan-Ti Pureblood

> The snakelike folks known as the Yuan-Ti, they are most well known for their expert infiltration tactics. The Yuan-Ti are known for their most unholy pact they made with the original snake god, Sneewakawa. His great power was seen by the tribe of the Yuan-Ti, so they singed a pact with Sneewakawa that they would have his power in exchange for loyalty. Now, Yuan-Ti are cursed with features of a snake, and where exiled from all human civilizations.
>
>

## Stats

* ***Ability Score Increase:*** Your Charisma score increases by 2, and your Intelligence score increases by 1.
* ***Age:*** Purebloods mature at the same rate as humans and have lifespans similar in length to theirs
* ***Alignment:*** Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil
* ***Size:*** Purebloods match humans in average size and weight. Your size is Medium
* ***Speed:*** Your base walking speed is 30 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.
* ***Innate Spellcasting.*** You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
* ***Magic Resistance.*** You have advantage on saving throws against spells and other magical effects
* ***Poison Immunity.*** You are immune to poison damage and the poisoned condition
* ***Languages:*** You can speak, read, and write Common, Abyssal, and Draconic.
Venomsmith

for every alchemist that has devoted their life to healing the sick and infirm, there is another with a darker calling. Commonly called poisoners or venomsmiths, these alchemists are masters in the art of crafting deadly and debilitating poisons. Whether employed by an assassin’s guild or performing assassinations themselves, a venomsmith’s presence is usually accompanied by untimely death.

### Poisoner

beginning when you choose this field of study at 2nd level, you gain the poisoner discovery. Until you reach 3rd level, you have 2 reagent dice, which you can spend only on crafting poisons using this discovery. This discovery doesn’t count against your number of discoveries known, and you can’t later replace this discovery with a different one when you gain a level in this class. additionally, when you deal poison damage to a creature, you ignore resistance to poison damage and you treat immunity to poison damage as resistance instead, dealing half damage.

#### Formula: Venom Bomb

At 2nd level, you can mix a few drops of a fastacting toxin into your bomb’s explosive components, changing it into a venom bomb. A venom bomb deals poison damage instead of fire damage, its damage dice are d8s, and it requires a constitution saving throw instead of a dexterity saving throw. additionally, the target, as well as each creature within the blast radius that fails its saving throw, has disadvantage on the next strength, dexterity, or constitution saving throw it makes before the end of its next turn.

### Alchemical Assassin

beginning at 6th level, you are adept at applying poisons without being seen. You have advantage on dexterity (sleight of hand) checks you make to add ingested poison to food or drink, to apply poison to a weapon you are holding without being seen, or to place a vial of poison on another creature without it noticing.

### Mithridatism

by 10th level, by administering yourself small doses of various poisons and toxins, you have developed an immunity to their ravages. You have immunity to poison damage and can’t be poisoned.

### Toxic Recompense

starting at 18th level, whenever a creature within 5 feet of you hits you with a melee attack, you can use your reaction to unleash a spray of poisonous vapor. The attacker must make a constitution saving throw against your bomb save dc or be poisoned for 1 minute. While poisoned, the creature takes 1d10 poison damage at the start of each of its turns. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Tsunami

*8th Level Conjuration*

* **Casting Time:** 1 Minute
* **Range:** Sight
* **Components:** V,S
* **Duration:** Concentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

***Spell Lists.*** Druid
Vindicator (NG)

### Psuedo-Undeath

Starting at 1st level, your skin turns gray, and your heart slows down. You are now resistant to Necrotic damage, as your body slows down it's bodily functions. In addition to this, you are now weak to Radiant Damage.

*At 14th level, you no longer need to eat, sleep, breath, or drink to survive.*

### Ghastly Friends

Beginning at 6th level, you gain the ability to summon small ghosts to attack your enemies. If you spend 2 Sorcerery points, and use a reaction, you may attack a creature with a small ghost, the creature must make a Constitution saving throw against your spell save DC, and on a failed save they take 2d8 Necrotic damage.

*At 18th level, these ghosts deal 6d8 necrotic damage instead.*

### Chompers

Starting at 14th level, you can conjure a line of teethed magical fangs from the floor. As a bonus action, requiring 4 Sorcerery points to cast, all creatures on the ground in a 20 foot long, 5 foot wide line must make a Dexterity saving throw. On a failed save, the creatures take 2d10 piercing damage and 2d10 necrotic damage.

*At 18th level, the damage increases to 4d10 for both damage types.*
Vampire

## Stats

* **Ability Score Increase.** Your Charisma score increases by 2, and your Intelligence score increases by 1.
* **Age.** Vampires don’t mature and age in the same way that other races do.
* **Alignment.** Vampires might not have an innate tendency toward evil, but many of them end up there. Evil or not, their strict hierarchies incline them toward a lawful alignment.
* **Size.** Vampires are about the same size and build as humans. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* **Vampiric Resistance.** You have resistance to necrotic damage.
* **Bloodthirst.** You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
* **Feast of Blood.** When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
* **Languages.** You can speak, read, and write Common (if it exists in your campaign) and Vampire.
Reverse Gravity

*7th Level Alteration*

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

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

***Spell Lists.*** Druid, Sorcerer, Wizard
Tower Knight (HB)

## Tower Knight

You are a knight who has so much inhuman strength that you are able to weild the infamous Tower Shield, of which is built with so much metal that even a barbarian struggles to weild it.

### The Pawn

When you pick this martial archetype at level 3, your Strength cap goes up from 20 to 25, and in addition to this your Strength score gains a +1.

### The Knight

At level 7, you gain the ability and proficency with the Tower Shield, which is a Greatshield, but bigger. You also gain one that fits into your inventory for free, but buying one costs a small fortunes worth of gold.

##### Tower Shield

Also, the Tower Shield is not affected by Degradablility points. In addition to this, while weilding the tower shield, you are only able to use small, light weapons. These weapons Include: Dagger, Rapier, Shortsword, or Mace.

### The Rook

Starting at 10th level, you are able to wear medium armor while you are using a tower shield. To do this, you must have a Strength score of 21 or higher.

### The Bishop

At 15th level, you do not have weapon restrictions when using a Tower Shield. However, to use any weapon that is not on the standard list requires a 23 in Strength for One Handed Weapons, and a 25 in Strength for Two Handed Weapons.

### The King

Starting at 17th level, if you Plant your shield, you cannot be effected by elemental, magical, or ranged damage. In addition to this, instead of +50% AC, it becomes +100% AC.
Twilight

### Harvest's Scythe

Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.

When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead.

You regain the expended dice when you finish a long rest.

In addition to this, you beome proficient in Sickles, Sythe's, and Greatsythes.

### Speech Beyond the Grave

At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast Speak with Dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak.

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

### Watcher at the Threshold

At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws.

### Paths of the Dead

At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast Etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.