recursal/Fanatic-Fandom huggingface dataset:
Kenku

> These birdlike fellows are cheerful, and know when to smile, but they are all haunted with a terrible curse. One day, in their plane of air, the god of all kenku coveted a magical artifact that could make wealth. The Kenku desired this artifact, so they devised a plan to steal the orb. After the plan went through, they had the artifact, and were the richest creatures in the plane of air. But, when their god found out, he gave them three curses. The curse to never utter a word amongst themselves, the curse of never being able to create a plan, and the curse of never being able to fly. These curses made the kenku return the artifact, before they where thrown into the material plane with their three curses. Even now, all kenku desire the ability to fly once more.
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## Stats

* ***Ability Score Increase:*** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
* ***Age:*** Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
* ***Alignment:*** Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.
* ***Size:*** Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
* ***Speed:*** Your base walking speed is 30 feet.
* ***Expert Forgery.*** You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
* ***Kenku Training.*** You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
* ***Mimicry.*** You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
* ***Languages:*** You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
Hydro Pump

*6th-Level Evocation*

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

You unleash a collum of highly pressurized water. Chose one creature within the spell's range, that and all creatures within 5 feet of that creature must make a Dexterity saving throw, on a failed save they take 9d12 Acid or Cold damage (your choice).

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you may add 1d12 to the damage per spell slot used above 7th level.

***Spell Lists.*** Druid, Wizard
Find Steed

*2nd-Level Conjuration*

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

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

***Spell Lists.*** Paladin, Warlock
Charge

*3rd-Level Alteration*

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

While holding anything that has a charge (Magical items, batteries, etc.) you may recharge it by half of its maximum capacity. This spell has no effect on magical items of Legendary or higher rarity.

***Spell Lists.*** Artificer, Druid
Grease

*1st-Level Conjuration*

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

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

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

## Way of Mercy

### Hands of Healing

At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending its ki cost.

### Hands of Harm

At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die. If the creature is incapacitated or poisoned, the creature instead takes necrotic damage equal to three rolls of your Martial Arts die instead. You can use this feature only once on each of your turns.

### Noxious Aura

Starting at 6th level, as a bonus action, you spend 1 ki point to turn your ki into an aura of toxic miasma. The aura extends 5 feet from you in every direction, but not through total cover. It lasts for 1 minute, until you’re incapacitated, or you dismiss it (no action required).

While your aura is active, ranged attacks have disadvantage against you. Any other creature that starts its turn in the aura must succeed on a Constitution saving throw or become poisoned until the end of your next turn and take poison damage equal to your Wisdom modifier (minimum of 0 damage).

### Healing Technique

Starting at 11th level, your skill in manipulating your ki to heal increases. When you restore hit points to a creature using your Hands of Healing, you can also end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned.

### Hand of Mercy

By 17th level your mastery of life energy opens the door to the ultimate respite technique. As an action, you can touch a creature, expend 4 ki points, and force the creature to make a Constitution saving throw (a creature can willingly fail this save). Unless the save succeeds, the creature enters a state of suspended animation for a number of days equal to your monk level or until you end the effect early (no action required). During this time, the creature is paralyzed, has immunity to all damage, and any curse, disease, or poison affecting it is suspended. The creature appears dead to all outward inspection and to spells used to determine the creature’s status.

*You can have only one creature under the effect of this feature at a time.*
Guiding Bolt

*1st-Level Evocation*

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

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

***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.*** Cleric
Hellrager (HB)

## Hellrager

### Blood Sacrament

Beginning at 3rd level, you may make a pact with one Demon Lord of your choice. This pact is known as a Blood Sacrament, and it binds you to that Demon lord until death. Each Demon Lord has different benefits and requests when you make a blood sacrament with them. You may only have one blood sacrament per character, as binding yourself to more than one demon lord shatters the soul. Down below are a list of potential demon lords.

* The Demogorgan **Request**: Kill every creature that opposes you in any way. **Benefit**: Immune to being frightened
* Orcus **Request**: Never kill an undead **Benefit**: Immune to Necrotic damage
* Graz'zt **Request**: Kill every Devil, Devil Worshipper, or destroy every Devil Artifact that you see. **Bennefit**: Resistant to damage done by Fiends
* Baphomet **Request**: Once per week, Baphomet will call a "Hunt", this hunt will be a random humanoid creature that is in the same town as you. You must kill this "Hunted". **Benefit**: The hunted carries an object the Barbarian Requires
* Yeenoghu **Request**: Never Spare a creature that opposed you **Benefit**: Can critically hit on 19's or 20's
* Juiblex **Request**: Consume all food that is in sight **Benefit**: Immune to exhaustion

### Rip and Tear

Beginning at 6th level, all damage done to Fiends is multiplied by 2. In addition to this, while raging, you may force one Fiend to make a Charisma saving throw (DC=Your Strength Score) On a failed save, the Fiend is frightened of you for one minute (Even if they are immune to being frightened).

### Shield of Blood

Starting at 10th level, while raging, if you kill a creature you may chose to force its body to explode. When the body explodes, its blood forms into an orb like shield around you for 1 turn. While the orb is there, you are immune to Fire, Cold, and Lightning damage, and your AC increases by 3.

### Fury that Transpires the Planes

Beginning at 14th level, if you surprise attack a creature, they must make a Constitution saving throw (DC=Your Strength Score). On a failed save, they are banished to The Abyss for 3 turns. They take (14d6) Cold damage while stuck in the abyss, and when they return they must make a Charisma Saving throw (DC=Your Strength Score) or become frightened of every creature until their next long rest.
Fireball

*3rd-Level Evocation*

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

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

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

***Spell Lists.*** Sorcerer, Wizard
Gentle Repose

*2nd-Level Necromancy (ritual)*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S
* **Duration:** 10 Days

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.

***Spell Lists.*** Cleric, Paladin, Wizard
Finger of Death

*7th Level Necromancy*

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

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Hallucinatory Terrain

* **Casting Time:** 10 Minutes
* **Range:** 300 Feet
* **Components:** V,S
* **Duration:** 24 Hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

***Spell Lists.*** Bard, Druid, Warlock, Wizard
Knox's 10,000,000 Volt Thunderbolt

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

You throw forwards a Thunderbolt. Chose one creature within the spell's range, that creature must make a Dexterity Saving throw against your spell save DC. On a failed save, they take 13d10 lightning damage, and if they are size Large or smaller, they are knocked unconcious for 1 minute. If they succeed the save, they take half of the damage, and they are not knocked unconcious if they succeed the save or are resistant/immune to lightning damage.

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

***Spell Lists.*** Druid
Detect Magic

*1st-Level Divination (ritual)*

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

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

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.*** Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Flashburn

*1st-Level Pyromancy*

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

You may chose one target that is size large or smaller within the spell's range that you can see. You may create a ring of fire around that creature or object that is 15 Feet tall. If a creature touches the fire, then they take 2d8 Fire damage. Everything inside of the ring of fire is considered as difficult terrain.

***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, you may chose an additional creature for another ring of fire to engulf for every spell level above 1st.

***Spell Lists.*** Pyromancer
Magnify Gravity

*1st-Level Alteration*

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

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

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

***Spell Lists.*** Wizard
Jim's Glowing Coin

*2nd-Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** S, M (a coin)
* **Duration:** 1 minute

When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

***Spell Lists.*** Wizard
Hadozee

## Stats

* **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
* **Creature Type.** You are a Humanoid.
* **Size.** You are Medium or Small. You choose the size when you select this race.
* **Speed.** Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
* **Dexterous Feet.** You can take the Use an Object action as a bonus action.
* **Glide.** If you are not incapacitated or wearing heavy armor, you can extend your skin membranes and glide. When you do so, you can perform the following aerial maneuvers:
	+ When you fall, you can move up to 5 feet horizontally for every 1 foot you descend.
	+ When you would take damage from a fall, you can use your reaction to reduce the fall’s damage to 0.

* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Hypnosis

*3rd-Level Illusion*

* **Casting Time:** 1 Action
* **Range:** Self (Cone-45 Feet)
* **Components:** V,S,M (A Metronome, Pendant, or Clock)
* **Duration:** Concentration, up to 1 hour

You create a hypnotic pattern that confuses and hurts the minds of all that looks in your direction. Every creature that is looking at you and is in the spell's range must make an Intelligence saving throw against your spell save DC. On a failed save, you may have 2 things happen to them in succesion.

* They are under the effect of the *Charm Person* spell for 1 Minute
* They are unconcious for up to 8 hours or until the spell ends
* They are under the effect of the *Command* spell until they fulfil their command
* They are frightened of all creatures for up to 10 minutes
* They take 3d6 Psychic Damage

A creature that is immune to being charmed succeeds their saving throw immediately.

The creature may only repeat their saving throw if they take damage.

The creature must have an Intelligence of over 5 and be able to understand one language.

***Spell Lists.*** Bard, Warlock
Glacialmancy (NG)

### Regret

Starting at 1st level, your Pyromancer's flame chills, not unlike the *Cryomancer*, and instead of dealing fire damage all Pyromancer spells that deal fire damage deal cold damage. In addition to this, you are weak to Fire damage.

*At 18th level, you are no longer weak to fire damage, and your Pyromancer's Flame attacks deal 2d10 cold damage instead.*

### Starvation

Beginning at 6th level, whenever you deal Cold damage to a creature, you may force the creature to make a Constitution saving throw against your spell save DC. On a failed save, that creature is weak to Cold damage (unless immune or resistant), and they have disadvantage on attacks made against you. These effects last for 1 minute, or until they succeed a saving throw made at the end of each of their turns. You may do this an amount of times equal to your Constitution modifier.

*At 18th level, you no longer require sleep or water to live, only to eat.*

### Loneliness

Beginning at 12th level, when you make a melee attack against a creature, you may force them to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of you for one minute. If that creature is weak to Cold damage, they have disadvantage on that saving throw. In addition to this, while the creature is frightened of you in this way, they can not see any other creatures, and are only able to see you.

### Wendigo

Starting at 20th level, you are able to twist and contort your body into the form of your soul, rather than the form of your mortal body. You may use the following stat block instead of your stat sheet for 1 minute, however, if you die in this form, you drop to 0 HP when you switch out of it.

## Beast Within

*Large monstrosity (Wendigo), Your Allignment*

* **Armor Class** 19 (natural armor)
* **Hit Points** (Your Max HP)
* **Speed** 40 ft., burrow 15 ft., climb 15 ft.

* **Saving Throws** Dex +10, Con +11
* **Damage Vulnerabilities** radiant
* **Damage Resistances** necrotic
* **Damage Immunities** cold
* **Condition Immunities** charmed, frightened
* **Senses** blindsight 15 ft., passive Perception 14
* **Languages** The Languages you Speak
* **Challenge** -

***Spellcasting.*** You may cast any of the Pyromancer spells that you know while in this form.

***Bloodlust.*** Whenever you attack a creature, you may move up to your movement speed up to another creature without provoking opportunity attacks.

### Actions

***Multiattack.*** You may make 2 claw attacks. You may swap out either of your claw attacks for any of your spells.

***Claw.*** *Melee Weapon Attack:* +10 to hit, reach 15ft., one target. *Hit:* 20 (3d10 + 4) Slashing damage and 21 (3d10 + 5) Cold damage.
Hand of Radiance

*Evocation Cantrip*

* **Casting Time:** 1 action
* **Range:** 5 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you 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 (4d8).

***Spell Lists.*** Cleric, Pyromancer
Knowledge

### Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

### Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

### Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it ie actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

### Potent Spellcasting

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

Visions of the Past Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

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

### Object Reading.

Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

### Area Reading.

As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Geas

*5th-Level Enchantment*

* **Casting Time:** 1 Minute
* **Range:** 60 Feet
* **Components:** V
* **Duration:** 30 Days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.

If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

***Spell Lists.*** Bard, Cleric, Druid, Paladin, Wizard
Locate Object

*2nd-Level Divination*

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

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

***Spell Lists.*** Bard, Cleric, Druid, Paladin, Ranger, Wizard
Levitate

*2nd-Level Alteration*

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

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

***Spell Lists.*** Artificer, Sorcerer, Wizard
Abyssal (HB)

As a young child, you where touched by a demon, or your soul just escaped the abyss. Whatever happened does not matter, all that does now is the overwhelming power.

##### Origin Spells

 3rd
 5th
 7th
 9th

### Chaotic Mind

Starting at 1st level, your allignment changes to some form of chaotic. You also learn your choice of Abyssal or Deep speech. Whenever speaking to a Demon, Abberation, or Monstrosity, you have advantage on checks having to do with being frightened.

### Frighten

Starting at 6th level, you demonic soul starts to convert your body. You begin to develoup a Purpleish/Blue blood, your skin grows a shadowey grey, your eyes begin to whiten or blacken. Whatever happens you are now scary to lesser creatures. You are able to force a creature that can see you that is a Humanoid to make a Charisma save (DC=Your Spell Save DC). On a failed save, they are frightened of you for one minute.

Once you use this feature, you cannot again until you finish a long rest.

### Power Hungry

Beginning at 14th level, Whenever you kill a Fiend that has a CR higher than your level, you are able to consume a part of its essence. For one hour, you gain one of the following bennefits

* You gain one of its damage resistances
* You gain one of its abilities
* You gain 1/8th of its max HP in Temp HP
* You can cast one of the spells it could cast as if it was a cantrip (Up to 4th level)
* Your AC Increases by 2
* You gain one of its condition immunities
* You deal double damage to creatures of the same type (Example: If you kill a barbed devil, you do double damage to barbed devils, but not horned devils.)

### Desolation Nimbus

Starting at 18th level, you may Chose one point. For 5 minutes, every time you cast a spell centered on that point, its effects are absorbed by the nimbus. After the 5 minutes are over, it explodes as a tier (Shown on table below). And all creatures within it must make a Con save (Against your spell save DC) or take full damage, (Half as much on a succesful one).

Once you use this feature you cannot again until you finish a long rest.
Kor

## Stats

* **Ability Score Increase.** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
* **Age.** Kor mature at the same rate as humans and live about as long.
* **Alignment.** Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.
* **Size.** Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.
* **Kor Climbing.** You have proficiency in the Athletics and Acrobatics skills.
* **Lucky.** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
* **Brave.** You have advantage on saving throws against being frightened.
* **Languages.** You can speak, read, and write Common, and communicate in the silent speech of the kor.
Freedom of Movement

*4th-Level Abjuration*

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

You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

***Spell Lists.*** Artificer, Bard, Cleric, Druid, Ranger
Invisibility

*2nd-Level Illusion*

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

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

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

***Spell Lists.*** Artificer, Bard, Sorcerer, Warlock, Wizard
Fleur Cannon

*4th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S,M (A rose or lily petal)
* **Duration:** Instantaneous

You summon a barrage of thorns and leaves at breakneck speed. Chose one creature within the spell's range, make a ranged spell attack against them. On a hit, they take 6d12 Poison damage.

***Spell Lists.*** Druid
Jowls

*7th Level Pyromancy (ritual)*

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

You may touch up to 8 creatures. At the end of the ritual, you and those creatures gain the ability to breath water, immunity to poison damage, a swimming speed of 50ft., and the ability to see underwater clearly.

***Spell Lists.*** Druid, Pyromancer
Knight

### Born to the Saddle

Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet.

### Implacable Mark

At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can’t be frightened.

The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it.

If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack’s weapon deals extra damage to the target equal to your fighter level.

You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest.

### Noble Cavalry

At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice.

### Hold the Line

At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn.

### Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

### Defender's Blade

At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. In addition, you gain a +1 bonus to AC while wearing heavy armor.
Holy Weapon

*5th-Level Evocation*

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

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

***Spell Lists.*** Cleric, Paladin
Growth

*Pyromancy Cantrip*

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

You touch a plant or other organic substance that can grow. By concentrating for one minute, you can make it grow as if 1 month has passed. If you do this more than 5 times, the plant shrivels and wilts.

***Spell Lists.*** Druid, Pyromancer
Forge

### Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

### Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

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

### Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

### Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

* You gain resistance to fire damage.
* While wearing heavy armor, you gain a +1 bonus to AC.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

* You gain immunity to fire damage.
* While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Insect Plague

*5th-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 300 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

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

*5th-Level Abjuration*

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

You coat yourself in a thick layer of iron. Your AC increses to 18, regardless of what armor you're wearing. In addition to this, you are reisistant to your choice of nonmagical Piercing, Slashing, or Bludgeoning damage.

***Spell Lists.*** Artificer, Wizard
Expeditious Retreat

*1st-Level Alteration*

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

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

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

*5th-Level Pyromancy*

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

You chose one creature that you can see. That creature must make a Constitution saving throw, and on a failed save has disadvantage on all attacks rolls and saving throws until the spell ends. They may repeat the save every time they take damage.

***Spell Lists.*** Pyromancer
Ensnare

*3rd-Level Pyromancy*

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

One creature that you can see becomes ensnared by vines. That creature must make a Strength saveing throw against your spellsave DC or be restrained. If the creature is size Huge or above, they have advantage on the save. Restrained creatures have disadvantage against Dexterity saving throws, and have no movement speed.

***Spell Lists.*** Pyromancer
Electromancy (PoD)

### Electromancer's Spark

Starting at 1st level instead of dealing fire damage from Pyromancer spells, you deal electric damage. This electricity can fuel any battery or machine that requires electricity.

### Gearbox Friend

Beginning at 6th level, you have the ability to create a Tridrone as an ally to the party and all their allies. If the Tridrone dies, you must spend 250 gold and be in a long rest to rebuild it.

*Starting at 12th level, you can instead have a Quadrone*

*Beginning at 18th level, you may instead have a Pentadrone*

### Thunder Strike

Starting at 12th level, Using a 5th level spell slot, you may cast any one spell from the Wizards spell list that does lightning damage.

### Machinomancy

Starting at 18th level, you gain the ability to temporarily empower your *Gearbox Friend*. Once per long rest, you can use a bonus action to allow your *Gearbox Friend* to cast any spell that you know under 6th level without using a spell slot. This spell is casted as if it was a 6th level spell, no matter the spell level it originally was.

### Spark Within

At 20th level, you gain your Beast Within Ability. Instead of having a beast, like the true pyromancers, you are able to unlock a spark that resides within you. For 10 minutes, you radiate electrical sparks and bolts, and any creature within 30' of your choice must make a Dex Save (DC=10+Con Mod+ Proficiency Bonus) or be hit with a thunderbolt, taking 8d10 lightning damage. In addition to this, any spell that you cast that deals lightning damage is immediately a critical hit. Along with this, while you are in this form, you do not consume spell slots, but can only cast spells below 6th level.

### Unique Spells:

#### Spark

*2nd-level pyromancy*

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

Make a melee attack roll against a creature. On a hit, deal 3d8 lightning damage (x2 if they are wearing metal armor), and they must make a Con save against your DC or be paralyzed for 5 minutes.

#### Lightning Beam

*5th-level pyromancy*

* **Casting Time:** 1 action
* **Range:** 60' long, 10' wide line
* **Components:** S
* **Duration:** Concentration, up to 10 minutes

All creatures that start or end their turn within the beam takes 6d12 lightning damage. They must also make a Con save, on a failed save they are paralyzed for 2 turns. They may repeat the save at the end of their turn.

#### Detonation

*7th-level pyromancy*

* **Casting Time:** 1 action
* **Range:** 60'
* **Components:** S, V
* **Duration:** Instant

The pyromancer choses one spot within range that they can see. Every creature that is within 30' sphere of that point must make a Con save, on a failed save they take 16d8 lightning damage, and are pushed back 80'. If the pyromancer is in the detonation circle, they take half damage from the explosion, and they may chose one creature to take the other half of damage that they were spared.
Glacial Lance

*6th-Level Evocation*

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

You launch a frozen beam at a target creature within the range of the spell. That creature must make a Constitution saving throw, on a failed save, they take 12d10 cold damage. In addition to this, if the creature is flying, the spell deals double damage. In addition, if the creature has a flying speed, they are *Grounded*, as per the *Ice Beam* spell.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you may add 2d10 to the damage for each spell slot used above 6th.

***Spell Lists.*** Sorcerer, Warlock
Fools (HB)

*The fool is one of the strongest professions, I mean, a god poses as a fool and calls himself the chaos god of time for muta's sake!" ~Fred, The Merchant*

### Fool's Dance

Starting at 3rd level, when you pick this college, Whenever making performance checks, you may also make an attack roll. If the attack roll is higher than your performance rol, you may use it, however you will hit your target, damaging them.

### Fool's Charade

Beginning at 3rd level, you may roll performance in the middle of combat. If you do so, all creatures that can see you must make a Wisdom save against your performance roll. On a failed save, they are only able to attack you next turn.

### Fool's Cunning

Starting at 6th level, whenever you are attacked by a target who attacked you from *Fool's Charade*, if they miss, you may use your reaction to parry them. If you do so, you are able to make an attack roll against them that will always critically hit.

### Fool's Blade

Starting at 14th level, whenever you attack a parried target, you may inflict bleed damage for 1d6+1 turns. The bleed damage is equal to 1/4 of the critical hit's damage.
Eyebite

*6th-Level Necromancy*

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

For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

* ***Asleep.*** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
* ***Panicked.*** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
* ***Sickened.*** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

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