recursal/Fanatic-Fandom huggingface dataset:
Commune with Nature

*5th-Level Divination (ritual)*

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

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* terrain and bodies of water
* prevalent plants, minerals, animals, or peoples
* powerful celestials, fey, fiends, elementals, or undead
* influence from other planes of existence
* buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

***Spell Lists.*** Druid, Ranger
Dust Devil

*2nd-Level Conjuration*

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

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

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

***Spell Lists.*** Druid, Sorcerer, Wizard
Blue Flare

*6th-Level Evocation*

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

You throw a flare of blinding blue light. Chose one of the following options:

* ***Air.*** You throw the flare 600 Feet into the air. All creatures within 100 Miles of the flare can see it. In addition, the are in a 1200 Foot sphere of the Flare sheds bright light.
* ***Target.*** You throw the flare at a target creature. That creature must make a Constitution saving throw, on a failed save, they are blinded for 1 minute. In addition to this, the flare sticks to them, and on the start and end of their turn they take 4d8 Fire damage, and they have disadvantage on all saving throws that have to do with Dexterity. If they succeed, nothing happens. The flare sheds bright light in a 60 foot sphere.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you may add 1d8 to the damage per spell slot used above 6th.

***Spell Lists.*** Cleric, Wizard
Dragonhide

*8th Level Abjuration (ritual)*

* **Casting Time:** 1 hour
* **Range:** Self
* **Components:** V,S
* **Duration:** 24 Hours

You cause yourself to have the hide equal to that of an ancient dragon. You gain the following effects:

* Your AC Increases to 20
* You are immune to your choice of Fire, Cold, or Lightning damage. You are resistant to the two others that you didn't chose
* You are immune to your choice of Necrotic or Radiant damage.
* You are immune to poison damage
* You are immune to Bludgeoning, Slashing and Piercing damage from non-magical attacks
* You gain a flight Speed of 60 Feet, as Demonic, Angelic, or Draconic Wings sprout from your back:
	+ ***Demonic.*** You may Cast Fireball an Unlimited amount of times
	+ ***Angelic.*** You are immune to being Frightened, Charmed, or Blinded
	+ ***Draconic.*** You gain a flight speed of 120 Feet, and ignore difficult terrain

***Spell Lists.*** Cleric, Druid, Wizard
Blade of Disaster

*9th Level Conjuration*

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

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 6d12 force damage. This attack scores a critical hit if the number on the d20 is 16 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 14d12 force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.

The blade can harmlessly pass through any barrier, including a Wall of Force.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Cordon of Arrows

*2nd-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 5 Feet
* **Components:** V,S
* **Duration:** 8 Hours

You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

***Spell Lists.*** Ranger
Air Bud: Seventh Inning Fetch

**Air Bud: Seventh Inning Fetch** is a 2002 film produced by Keystone Family Pictures and released by Walt Disney Home Entertainment. The film was written by Sara Sutton, Stephanie Isherwood, Robert and Anne Vince, and Anna McRoberts. It is the fourth film in the Air Bud Franchise.

## Plot

Josh is off to his first year of college and Buddy has stayed behind with Josh's little sister, Andrea and the rest of the family. Jackie and Patrick have recently welcomed Josh and Andrea's half-brother Noah. Andrea, attempting to fit in with her junior high classmates, decides to join the baseball team. Along the way she discovers that Buddy also has the uncanny ability to play baseball. Just as the season is settling in, a terrible discovery is made: Buddy's puppies have mysteriously started disappearing with the help of the kidnappers' little help, Rocky Raccoon. It turns out the kidnappers were researchers who were dognapping the puppies because they thought they had a special gene that would enable them to play sports. Buddy must find them and make it to the major leagues as he goes to bat for the Anaheim Angels.

## Cast and Characters

* Kevin Zegers as Josh Framm
* Caitlin Wachs as Andrea Framm
* Cynthia Stevenson as Jackie Framm-Sullivan
* Richard Karn as Dr. Patrick Sullivan
* Molly Hagan as Coach Crenshaw
* Shayn Solberg as Tom Stewart
* Hannah and Emma Marof as Noah Sullivan
* Chantal Strand as Tammy
* Jay Brazeau as Professor Roger Siles
* Frank C. Turner as Carlton
* Doug Funk as Mailman Phil / Announcer
* Jim Hughson as Announcer
* Patrick Cranshaw as Sheriff Bob
* Ellen Kennedy as Wilma
* Nick Harrison as Ump
* Jeremy Mersereau as Dog-hating Fan
* Shooter as Buddy
* Jordy Cunningham as World Series Pitcher
* Todd Allan as World Series Catcher/Right Fielder

## Release

The movie was released directly to DVD and VHS on June 18, 2002 by Walt Disney Home Entertainment. The movie was re-issued by Disney on DVD on June 16, 2008 in a double-pack alongside Air Bud: Spikes Back.

Mill Creek Entertainment was re-issued the movie on January 14, 2020 on a 2-disc boxset also containing the other Air Bud movies owned by Air Bud Entertainment.
Black Hand Contractor (HB)

## Black Hand Contractor

You are/used to be a member of the Black Hand. A guild of assasins who have mastered the art of never loosing sight of their targets. Unlike other assasins, the Black Hand were able to hide in plain sight, a skill that is unknown to many.

### Right Under Your Nose

Starting at 3rd level, if you study one creature for at least 10 minutes, you are able to track and follow them without ever requiring a Stealth roll. They will be unknowing of your location, and you are able to hide with other people, or just pass by the creature.

### And In your Head

Also at 3rd level, if you sneak attack or suprise attack a creature while using the Right Under Your Nose feature, the target must make a Wisdom saveing throw (DC=10+Your Proficeincy Bonus+Your Dexterity Bonus). On a failed save, they are petrified with fear, and cannot make any Movement actions for 1d6 turns.

### Stealth Knows No Bounds

At 7th level, you gain the ability to never lose sight of your target, and you are even able to have advantage on Athletics or Acrobatics checks that have to do with keeping up with your target. This includes Climbing buildings, Jumping large distances, and much more. In addition to this, if you attempt to attack your target from an elevation higher than it, you will not take fall damage.

### Go That Way!

At 13th level, you are able to make creatures go certain directions to your like. Throwing pebbles, whisling, breaking bottles, any of these actions will make a creature go that direction to investigate. The Feature will never fail, unless the creature would be hurt by moving in that direction, or is in combat.

### Contract

At 17th level, Your name is known by many who would pay to have a target killed. Whenever you kill a humanoid NPC, roll 1d20. On rolls of 16+, you are paid the next day by a Courier. The gold is equal to 1d100+(Your Rogue Level x 10)+10d6.
Comprehend Languages

*1st-Level Diviniation (ritual)*

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

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.

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

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

### Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

### Channel Divinity: Touch of Death

Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

### Inescapable Destruction

Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.

### Divine Strike

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

### Improved Reaper

Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
Ancient Power

*5th-Level Evocation*

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

You launch a volley of hardened clay and mud at up to 3 targets. Choose up to 3 creatures within the spell's range, those creatures must make a Dexterity saving throw against your spell save DC. on a failed save, the creatures take 6d8 bludgeoning damage. In addition to this, until your next turn you gain a +3 to your AC.

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

***Spell Lists.*** Druid, Wizard
Champion

### Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

### Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

### Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

### Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

### Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Cantrips (0 Level)

* Acid Splash
* Beam of Heat
* Blade Ward
* Booming Blade
* Chill Touch
* Control Flames
* Create Bonfire
* Dancing Lights
* Decompose
* Druidcraft
* Eldritch Blast
* Encode Thoughts
* Fire Bolt
* Friends
* Frostbite
* Grass Knot
* Green-Flame Blade
* Growth
* Guidance
* Gust
* Hand of Radiance
* Ignite
* Incinerate
* Infestation
* Intoxicate
* Kindle
* Light
* Lightning Lure
* Mage Hand
* Magic Stone
* Mending
* Message
* Mind Sliver
* Minor Illusion
* Mold Earth
* Poison Spray
* Poisonous Bolt
* Prestidigation
* Primal Savagery
* Produce Flame
* Pyro Strike
* Ray of Frost
* Resistance
* Sacred Flame
* Sapping Sting
* Shape Water
* Shocking Grasp
* Sillelagh
* Spare the Dying
* Splash
* Sword Burst
* Thaumaturgy
* Thorn Whip
* Thunderclap
* Toll the Dead
* Toxic Tome
* True Strike
* Vicious Mockery
* Virtue
* Word of Radiance
Conjure Woodland Beings

*4th-Level Conjuration*

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

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

* One fey creature of challenge rating 2 or lower
* Two fey creatures of challenge rating 1 or lower
* Four fey creatures of challenge rating 1/2 or lower
* Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

***At Higher Levels.*** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot, and three times as many with an 8th-level slot.

***Spell Lists.*** Druid, Ranger
Artificer Spell List

## Cantrips (0 Level)

* Acid Splash
* Booming Blade
* Create Bonfire
* Dancing Lights
* Fire Bolt
* Frostbite
* Green-Flame Blade
* Guidance
* Light
* Lightning Lure
* Mage Hand
* Magic Stone
* Mending
* Message
* Poison Spray
* Prestidigitation
* Ray of Frost
* Resistance
* Shocking Grasp
* Spare the Dying
* Sword Burst
* Thorn Whip
* Thunderclap

## 1st Level

* Alarm
* Arcane Weapon
* Catapult
* Cure Wounds
* Detect Magic
* Disguise Self
* Expeditious Retreat
* Faerie Fire
* False Life
* Feather Fall
* Grease
* Identify
* Jump
* Lesser Ward
* Longstrider
* Moss
* Purify Food and Drink
* Sanctuary
* Snare
* Tasha's Caustic Brew

## 2nd Level

* Aid
* Alter Self
* Arcane Lock
* Blur
* Continual Flame
* Darkvision
* Electrify
* Enhance Ability
* Enlarge/Reduce
* Heat Metal
* Invisibility
* Lesser Restoration
* Levitate
* Magic Mouth
* Magic Weapon
* Protection from Poison
* Rope Trick
* See Invisibility
* Skywrite
* Soul Trap
* Spider Climb
* Web
* Withdraw

## 3rd Level

* Blink
* Catnap
* Charge
* Create Food and Water
* Dispel Magic
* Elemental Weapon
* Flame Arrows
* Fly
* Haste
* Intellect Fortress
* Protection from Energy
* Revivify
* Tiny Servant
* Water Breathing
* Water Walk

## 4th Level

* Arcane Eye
* Aura Sphere
* Elemental Bane
* Fabricate
* Freedom of Movement
* Greater Ward
* Leomund's Secret Chest
* Magic Coat
* Mordenkainen's Faithful Hound
* Mordenkainen's Private Sanctum
* Otiluke's Resilient Sphere
* Stone Shape
* Stoneskin

## 5th Level

* Animate Objects
* Bigby's Hand
* Creation
* Greater Restoration
* Ironflesh
* Skill Empowerment
* Transmute Rock
* Wall of Stone
Cause Fear

*1st-Level Necromancy*

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

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

***Spell Lists.*** Warlock, Wizard
Earthbind

*2nd-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 300 Feet
* **Components:** V
* **Duration:** Concentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.

***Spell Lists.*** Druid, Sorcerer, Warlock, Wizard
Blazing Explosion

*7th Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (60 Foot Sphere)
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You summon a ball of combustable energy around yourself. The next time fire enters within 5ft. of you in any direction, the ball rapidly expands to 60 Feet, and explodes. All creatures within the spell's range must make a Dexterity saving throw against your spell save DC, on a failed save they take 14d8 fire damage and are knocked prone, or half as much on a succesful save and they are knocked prone.

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, you may add 1d8 per spell slot used above 7th level.

***Spell Lists.*** Pyromancer
Chaos Bolt

*1st-Level Evocation*

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

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

##### Chaos Bolt

 2
 3
 4
 5
 6
 7
 8

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

***Spell Lists.*** Sorcerer
Angels (HB)

## Way of the Angels

### The Wings of Angels

When you pick this tradition at level three, you gain the ability to gain flight out of pure energy. You may spend 3 Ki points as a bonus action to gain radiant wings. Every creature within 10ft. of you must make a Con save (DC=10+Wis Score) or become blinded, and you gain flight of 30ft. for 1 hour.

*At 11th level, you may add your proficiency bonus to the DC, in addition to this, if a creature fails its save, it takes 1d4 per monk level you have*

### Judgement Unbound

Starting at 6th level, you gain the ability to spend 2 Ki points to cast *Zone of truth* using no material components. If you do it in this way, any other creature cannot see that you casted this spell. You also gain proficiency in Insight if you dont have it already.

### Radiant Punches

Starting at 17th level, your unarmed strikes count as magical weapon attacks. In addition to this, you may chose to instead deal radiant damage instead of bludgeoning damage.
Death Ward

*4th-Level Abjuration*

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

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.

***Spell Lists.*** Cleric, Paladin
Black Hole Eclipse

*9th Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 500 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 Minute

Using all of your magic, you summon a thing that is equal to that of a Black Hole. Chose one point within the spells range that you can see, 500 Feet above that point a Black Hole is summoned. All structures in a 5 Mile Radius of the original point are destroyed, in addition to any plant life. Once this happens, the hole begins to shift and turn. Chose one creature that is still within the spells range. All of the concentrated energy and matter turns into one tiny pellet that contains all of the mass of each object. It is launched at the target at breakneck speeds, instantly dealing 30d10 Piercing damage.

Once you cast this spell, you cannot cast any spells above 1st level for the next 1d4+1 days.

***Spell Lists.*** Druid, Wizard
Dancing Lights

*Evocation Cantrip*

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

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

***Spell Lists.*** Artificer, Bard, Sorcerer, Wizard
Dark Star

*8th Level Evocation*

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

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.

For the duration, the spell's area is difficult terrain. A creature with darkvision can't set though the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save or half as much damage on a successful save. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

***Spell Lists.*** Wizard
Dispel Magic

*3rd-Level Abjuration*

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

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

***Spell Lists.*** Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Blur

*2nd-Level Illusion*

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

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

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

*4th-Level Necromancy*

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

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

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

***Spell Lists.*** Druid, Sorcerer, Warlock, Wizard
Divine Hand (HB)

## Divine Hand

### Spellcasting

Starting at 3rd level, you are able to cast spells. You use the *Arcane Trickster* spellblock to see how many spell-slots you gain (Besides Mage Hand). You can only cast spells from the Cleric Spell List, and only Evocation or Divination spells. Your spellcasting ability is Charisma.

### Stealth Healing

Beginning at 3rd level, If you cast a spell that is able to heal a creature while hidden, you may cast the spell with no Verbal or Somatic components.

### Suprise Religion!

Starting at 9th level, whenever you gain a sneak attack on a creature, you may add Xd6 - Yd6 Radiant damage to your Sneak Attack Roll, where X is the amount of creatures within 30ft. of you who share the same religion as you, and Y is the amount of creatures within 30ft. of you who have a religion opposite of yours.

### Divine Soldier

Starting at 13th level, you gain proficiency in Martial Weapons and Medium Armor. While wearing Medium Armor, you do not have any disadvantages to Stealth Checks. In addition to this, if you spend 50 gold in materials during a long rest you may conceal 1 weapon as easily as if you concealed a dagger.

### A Deadly Weapon

Starting at 17th level, you do not require Verbal Components to cast spells. In addition to this, you may cast spells from your own body, as if you where the spellcasting focus.
Armor

## Armor Formulas

* Light Armor = DEX+8+Armour Bonus
* Medium Armor = DEX/2+10+Armour Bonus
* Heavy Armor = STR+8+Armour Bonus

***(Round up when a stat is divided by 2 (EX: 5/2=3)***

### Unique Armor

Some armor is unique, and does not fit into any of these places, most Unique armor is named (EX: *The Golem*) and are represented with a "\*" at the end of it.
Dimension Door

*4th-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 500 Feet
* **Components:** V
* **Duration:** Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet".

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

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

*3rd-Level Abjuration*

* **Casting Time:** 1 Reaction, which you take when you see a creature within 60 feet of you using a magical ability
* **Range:** 60 Feet
* **Components:** S
* **Duration:** Instantaneous

You force a target using a magical ability to not do so. The spell they where casting has no effect, or the ability they were using fails. The spell *Counterspell* can be casted to counterspell a counterspell, if this happens, the winner of the battle may chose what happens.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Baneful Bunker

*6th-Level Abjuration*

* **Casting Time:** 1 Reaction, where you are about to take damage
* **Range:** Self
* **Components:** V,S
* **Duration:** Instantaneous

You summon a bunker of toxic energy around yourself, protecting you from wounds. This bunker can take up to 50 Damage, and if the damage goes over 50 the caster takes the remainder of the damage. In addition, if the attack was physical, the attacker also takes 6d6 Acid damage.

***Spell Lists.*** Druid, Wizard
Ceremony

*1st-Level Evocation (ritual)*

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

You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

* Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
* Bless Water. You touch one vial of water and cause it to become holy water.
* Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
* Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
* Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.
* Investiture. You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 hour, the invested spell is lost.
* Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

***Spell Lists.*** Cleric, Paladin
Dragon's Breath

*2nd-Level Alteration*

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

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

***Spell Lists.*** Sorcerer, Wizard
Cinders (HB)

## Cinders

You are a cleric to is bound to the cinders of the Pyromancy flame. Instead of taking the flame like every other pyromancer, you protect it, and guard it from creatures that are unworthy of the flame.

##### Domain Spells

 3rd
 5th
 7th
 9th

### Protector of Flame

You gain resistance to fire damage. During a long rest, you may chose to give yourself Immunity to fire damage until your next long rest. If you do so, you become weak to Cold, Necrotic, and Poison damage

### Channel Divinity: Burning Eyes

Starting at 2nd level, when you use your channel Divinity, you may chose to use this effect. The effect lasts 1 Minute, and so do the flames.

Your eyes glow with bright white light, and everywhere your character looks becomes ignited in flame. This fire does 1d8 fire damage to creatures who move into it, start their turn in it, or end their turn in it.

*This die increases to 3d8 at level 8*

### Fiery Blaze

Starting at 6th level, all fire damage that you deal will cause a "Blaze". Whenever something is caught ablaze, its wearer will be forced to make a Dexterity saving throw (DC=Your Spell Save DC). On a failed save, the object gains one point of "Blaze", if it gains enough points, it will be destroyed.

##### Blaze Table

 3
 4
 5
 6

### Improved Blaze

Starting at 17th level, your Blaze now makes all fire damage that you deal doubled. In addition to this, if a creature fails the Blaze save, they take 2 points of Blaze instead of 1.
Decompose

*Necormancy Cantrip*

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

You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus and moss as it begins to degrade into compost and mulch. An odd-colored flower or two may also spring from the corpse in this time. Applicable requirements for resurrection are unaffected by this decomposition.

***Spell Lists.*** Cleric, Druid
Chill Touch

*Necromancy Cantrip*

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

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

***At Higher Levels.*** This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

***Spell Lists.*** Sorcerer, Warlock, Wizard
Bigby's Hand

*5th-Level Evocation*

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

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

* ***Clenched Fist.*** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
* ***Forceful Hand.*** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
* ***Grasping Hand.*** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
* ***Interposing Hand.*** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

***Spell Lists.*** Artificer, Sorcerer, Wizard
Detect Poison and Disease

*1st-Level Divination*

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

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

***Spell Lists.*** Cleric, Druid, Paladin, Ranger
Berserker

### Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

### Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

### Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

### Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Curse

*1st-Level Necromancy*

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

You force one creature within the spells range to suffer the wounds of yourself. A creature that you can see within the range of the spell must make a Charisma saving throw against your spell save DC. On a failed save, every time you take damage, they take 1/4th of the damage as well (the number can be no less than 1). The creature may repeat the save at the end of their turn.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, You may chose additional targets equal to the amount of spell slots above 1st level.

***Spell Lists.*** Cleric, Warlock
Beastmaster (HB)

## Beastmaster

### Bear Wrestler

Beginning at 3rd level, While attacking creatures with the *Beast* type, you may use your unarmed strike against them to deal (1d12+STR Bonus) Bludgeoning damage.

### Bear Tamer

Starting at 6th level, You gain expertise in the *Animal Handling* skill, and when attempting to tame a creature that is of size Medium or smaller, you have advantage.

### Bear Rider

Beginning at 10th level, when mounting any creature that you can ride, they gain the following bennefits.

* Their AC Increases by 3
* Their movement speed increases by 20ft
* They understand all commands given to them by you
* They gain Temperary HP equal to your Wisdom Score x2
* They become resistant to all non-magical damage
* Their carrying capacity is doubled

### Bear Befriender

Starting at 14th level, You may chose one tamed creature to become a "Friend". A "Friend" Creature will always enter combat, obey every command you give them (Even if it leads to their death), and make all other creatures of that same species passive towards you. If your "Friend" Creature dies. you are overwhealmed by grief, and will take (8d12+20+The Creatures HP) Psychic damage. After each long rest, you may chose a new creature to be a "Friend".
Awaken

*5th-Level Alteration*

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

After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less.

The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

***Spell Lists.*** Bard, Druid
Abi-Dalzim's Horrid Wilting

*8th Level Necromancy*

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

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Conjure Barrage

*3rd-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** Self (60-foot cone)
* **Components:** V,S,M (one piece of ammunition or a thrown weapon)
* **Duration:** Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

***Spell Lists.*** Ranger
Aven

## Stats

* **Ability Score Increase.** Your Dexterity score increases by 2.
* **Age.** Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point.
* **Alignment.** Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral.
* **Size.** Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
* **Speed.** Your base walking speed is 25 feet. You have a flying speed of 30 feet. You can’t use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can’t use your flying speed if you are encumbered.)
* **Languages.** You can speak, read, and write Common and Aven.

### Ibis-Headed Aven

* **Ability Score Increase.** Your Intelligence score increases by 1.
* **Kefnet's Blessing.** You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn’t already include your proficiency bonus.

### Hawk-Headed Aven

* **Ability Score Increase.** Your Wisdom score increases by 1.
* **Hawkeyed.** You have proficiency in the Perception skill. In addition, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
Earth Tremor

*1st-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self (10-foot radius)
* **Components:** V,S
* **Duration:** Instantaneous

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

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

***Spell Lists.*** Bard, Druid, Sorcerer, Wizard
Druidcraft

*Alteration Cantrip*

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

Whispering to the spirits of nature, you create one of the following effects within range:

* You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
* You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
* You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
* You instantly light or snuff out a candle, a torch, or a small campfire.

***Spell Lists.*** Druid