recursal/Fanatic-Fandom huggingface dataset:
Aura of Life

*4th-Level Abjuration*

* **Casting Time:** 1 Action
* **Range:** Self (30-Foot Radius)
* **Components:** V
* **Duration:** Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

***Spell Lists.*** Cleric, Paladin
Brine

*4th-Level Conjuration*

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

You summon a pool of liquidized oxygen on a target within range. The liquid oxygen follows the target wherever it moves for the spell's duration. The creature can breath in this liquid oxygen, with or without water breathing. At the start and end of the creature's turn, they take 3d6 force damage. If the creature is under half of it's maximum HP, however, it instead takes 5d6 at the start and end of it's turn.

***Spell Lists.*** Druid, Sorcerer
Create Undead

*6th-Level Necromancy*

* **Casting Time:** 1 Minute
* **Range:** 10 Feet
* **Components:** V,S,M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
* **Duration:** Instantaneous

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. The DM has game statistics for these creatures.

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

***At Higher Levels.*** When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

***Spell Lists.*** Cleric, Warlock, Wizard
Branding Smite

*2nd-Level Evocation*

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

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

***Spell Lists.*** Paladin
Augury

*2nd-Level Divination*

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

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

* Weal, for good results
* Woe, for bad results
* Weal and woe, for both good and bad results
* Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

***Spell Lists.*** Cleric, Druid, Wizard
Conjure Barlgura

*4th-Level Conjuration*

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

You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends.

The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes.

As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts.

***Spell Lists.*** Sorcerer, Wizard
Drawmij's Instant Summons

*6th-Level Conjuration (ritual)*

* **Casting Time:** 1 Minute
* **Range:** Touch
* **Components:** V,S,M (a sapphire worth 1,000 gp)
* **Duration:** Until Dispelled

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel Magic or a similar effect successfully applied to the sapphire ends this spell’s effect.

***Spell Lists.*** Wizard
Chronurgy

### Chronal Shift

At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended use when you finish a long rest.

### Temporal Awareness

Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.

### Momentary Stasis

When you reach 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

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

### Arcane Abeyance

At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in aflash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the cast for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

### Convergent Future

Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Confuse Ray

*1st-Level Enchantment*

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

You may force a creature within the range of the spell to make an Intelligence saving throw against your spell save DC. On a failed save, whenever the creature attempts to use an action, they must roll 1d4. On a 1, the creature deals damage equal to their Strength x2 to themselves. At the end of their turn, they may repeat the save. On a succesful save, nothing happens. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher,

***Spell Lists.*** Bard, Warlock, Wizard
Duality (HB)

You are one of life and death. You represent the duality of the two, and switch between forms constantly.

##### Life Form Spells

 3rd
 5th

##### Death Form Spells

 3rd
 5th

### Form Switch

Starting at 1st level, you are able to switch between Life and Death forms as an action. When you do this, certain things change.

* ***Life Form:*** Advantage on Persuasion Checks, ***Death Form:*** Advantage on Intimidation Checks
* ***Life Form:*** Double Damage from Radiant Spells, Weak to Necrotic Damage, ***Death Form:*** Double Damage from Necrotic Spells, Weak to Radiant Damage
* ***Life Form:*** Access to Life Form Spells ***Death Form:*** Access to Death Form Spells

Changing forms works as if casting a spell, and can be interrupted by Dispel Magic or Counterspell.

### Affinity to Birth and the Grave

Starting at 6th level, your ability to harness both The Beginning and The End of the weave makes you an excellent double spellcaster. Whenever you cast your second spell on the same turn, you are able to cast one extra spell alongside it.

### Angel of Death

Starting at 14th level, whenever a creature dies, you are able to become your complete form for as many turns as its CR. You gain the following bennefits:

* You are immune to Necrotic/Radiant Damage
* If you drop to 0 HP, you can end this form with 1 temporary HP
* You sprout bright wings, that allow flight of 45ft.
* All spells that you cast deal double damage

### Complete Self

Starting at 18th level, you gain the ability to complete yourself more easily. Once per day, you can use your Angel of Death ability as if a creature of CR:10 died. In addition to this, you can form switch as a bonus action instead of an action.
Elementonokinesis

### Elemental Paladin

Begginning at 1st Level you gain a small guard against elemental attacks. You become resistant to one element of your choice: Fire, Cold, Electric, or Poison damage.

### Guardsman's Aura

Starting at 5th level, your Aura allows you to sense all elements within a 40ft. Radius. If a creature is to take Fire, Cold, Electric, or Poison damage, you may chose as a reaction, to instead take the damage.

### Protectors Casting

Begginning at 6th Level you become proficient in Light, Medium, and Heavy armor. In addition to this, when wearing any of the armors that use a skill divided by two, you may instead use Wisdom as your skill to influence armor.

### Improved Guardsman's Aura

Starting at 10th Level you only take half of the damage instead of the full damage whenever you use your *Guardsman's Aura* ability

### Mystic Spellsword

Begginning at 14th Level you gain the ability to cast the *Shield* spell as a reaction. You may do this an amount of times equal to your Wisdom Modifier. In addition to this, if a creature misses you while you have the shield spell active, you may chose to deal an amount of elemental damage (Fire, Cold, Poison, Electric) equal to your Mystic Level x2 to them.

### Elemental Harvester

Starting at 18th Level you gain the ability to harvest elemental power from creatures. In addition to being immune to the element that you where once resistant to, you also will heal if a creature deals that type of damage to you. Whenever a creature casts a spell or deals damage towards you that is Fire, Cold, Poison, or electric, you may use your reaction to force them to deal the type of damage that you are immune to, regardless of immunities or weaknesses. You may only do this an amount of times equal to your Wisdom Modifier until you need a long rest.
Charm Monster

*4th-Level Enchantment*

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

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

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

***Spell Lists.*** Bard, Druid, Sorcerer, Warlock, Wizard
Actually a Pig

A Literal Pig that have been gifted with intelligence

### Ability Score Increase

Your Intelligence score increases by 2 and your Constitution score increases by 1

### Languages

You can speak, read, and write one language of your choice

### Bite Attack

When you make an unarmed attack, you may make a bite. This bite only requires your mouth be unrestrained and empty, and does 1d4+Str piercing damage if it hits.

### Pig disguise

You have advantage on Deception (charisma) check when trying to pass as a normal pig as long as you're not wearing or carrying noticeable items.

### Animalistic Instincts

You have proficiency in Survival (Wisdom) checks

### Scraps Eater

You can spend 1 hour to search for enough food to feed yourself for one day wherever you are.

### Pig's conditions

* You are always under the effects of the spell "Speak with Animals".
* You do not have hands or arms, and such, cannot carry things very effectively. Anything that affects hands or arms does not affect you, as you have none.
* You have four legs and feet. Anything that affects legs or feet affects all of yours.
* You are quadrupedal, and have your speed reduced by 25 ft when on 1 or 2 legs, reduced by 15 ft when on 3 legs, and, obviously, reduced to zero feet when on no legs.
* You are immune to being knocked prone, as you are always on all fours.
* You ignore the somatic components of spells, as you have no way to perform them, unless it's spells that require specific, expensive items, in which you may use your mouth to carry the components.
* Spells that cause something to appear in your hand either cause it to appear on the ground in front of you or have no effect. Spells that cause something to come out of your hand(s) (like burning hands) instead cause that thing to come out of the air in front of you.
Animal Shapes

*8th Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 24 hours

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconcious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.

The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.

***Spell Lists.*** Druid
Clairvoyance

*3rd-Level Divination*

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

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

***Spell Lists.*** Bard, Cleric, Sorcerer, Wizard
Aura of Purity

*4th-Level Abjuration*

* **Casting Time:** 1 Action
* **Range:** Self (30-foot radius)
* **Components:** V
* **Duration:** Concentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

***Spell Lists.*** Cleric, Paladin
Chromatic Orb

*1st-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V,S,M (A diamond worth at least 50gp)
* **Duration:** Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

***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.*** Sorcerer, Wizard
Arcane Gate

*6th-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 500 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Bucket (NG)

### Bonus Proficiencies

When you pick this patron at 1st level, you are proficient in Alchemy, and you gain proficiency in Alchemists Supplies.

### Devouring Bucket

Starting at 1st level, you gain the ability to "Consume" potions. Whenever you have a potion that is in a bottle, you may empty the bottle into a small pocket void. You may call upon this Pocket Void at any time, and use your reaction to use the potion's effect.

### Boosted Potions

Beginning at 6th level, for an amount of times equal to your Charisma modifier, you may double the effect of any potion that you drink. The doubled effects depend on the potion type, if the potion heals you, then you heal for double HP, if the potion gives you a buff for a time limit, then the time limit is doubled.

### Take A Swig

Starting at 10th level, you are not affected by negative potion effects unless you chose to be. In addition to this, you gain resistance to Poison and Acid damage, and you cannot be afflicted with diseases.

### Bucket

Starting at 14th level, you gain a magical item known as "The Bucket". This bucket is blessed by your patron, Bucket. Whenever you make a potion mixture in this bucket, you may double the amount of potions that can be made from these ingredients. In addition to this, any potion that enters the bucket is doubled in volume (creating 2 of the potion). Any potion that has passed through the bucket and has been doubled cannot be doubled again.
Beast Bond

*1st-Level divination*

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

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

***Spell Lists.*** Druid, Ranger
Charge Beam

*4th-Level Evocation*

* **Casting Time:** 1 or 2 Actions
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You summon a beam of crackling blue and yellow electricity. You may do one of the following:

* Use 1 action (the action you casted it), and throw forth the beam at a target within range, dealing 4d10 lightning damage on a succesful ranged spell attack
* Use 2 actions, one action where you charge the beam, and the second where you actually blast it. Make a ranged spell attack against a creature within the spell's range, and deal 6d10 lightning damage.

You may hold concentration for this spell, where on your turn you may cast the spell again without expending any more spell slots.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you may add an additional d10 to the damage for both attack types, and you may add 30 feet to the spell's range for every spell slot used above 4th.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Crown of Madness

*2nd-Level Enchantment*

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

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

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

*2nd-Level Enchantment (ritual)*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** 24 Hours

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

***At Higher Levels.*** If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

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

*4th-Level Abjuration*

* **Casting Time:** 1 Reaction, where you fail a saving throw or are about to take damage
* **Range:** Self
* **Components:** S
* **Duration:** Instantaneous

You force a barrier around yourself, protecting you from all damage of all types. This spell cannot be used in succession with itself.

***Spell Lists.*** Bard, Sorcerer, Wizard
Cannon (NG)

### Eldritch Revolver

Starting at 1st level you gain a thing known as "The Eldritch Revolver". This revolver has 3 bullets inside of it, and can be used as a focus as well. You may also use an action to fire the Revolver, you use your Spellcasting Modifier to hit and to damage, and on a hit the revolver deals 1d12 Force damage. You regain bullets at the end of a long rest.

*The range of the Eldritch Revolver is 120 Feet*

*The amount of bullets increases by 1, for a total of 4 at level 6. This increases by 1 again at level 10, for a total of 5, and again at level 14, for a total of 6 bullets.*

*The damage increases to 2d12 at level 10, and again to 3d12 at level 14*

### Quickdraw

Starting at 6th level, if you are ever surprise attacked, you may (on initiative count 30) fire your Eldritch Revolver at any target creature that you can see.

### Elemental Revolutions

Starting at 10th level, you may chose to deal your choice of Fire, Cold, or Lightning damage instead of Force damage whenever you fire your Revolver.

### Deadeye

At 14th level, you gain the ability to fire multiple shots at once. Once per day, you may unload all bullets that are currently in the Eldritch Revolver into any creature that you can see.
Anarchist (HB)

> Those who actively go against the government or some body of power. These people know no fear, and have trained their barbaric abilities to match their distaste for large bodies of governing force. When The High King declared absolute power among all lands that touched Rederium, many nomads and outcasts trained under these ways to exert their rage in fiery ways. Almost never traveling alone, a single one of these beings of chaos can eliminate an army of trained soldiers. When these well known people are declared as Terrorists, forces of chaos are the only things able to stop them, as law crumbles under their feet and shudders from their breath.
>
>

## Anarchist

### Explosive Rage

Starting at 3rd level, your rage builds to such a boiling point that your weapon attacks hit with combustion. While raging, if you hit a creature by 4+ of their AC, they must make a Dexterity saving throw. On a failed save, they take (Your Barbarian Level + Your weapon attack + Your Strength score) Fire damage, or half as much on a successful save.

### Guardfell

Beggining at 6th level, while raging, if you are to attack any creature that is of the lawful alignment while raging, you gain advantage. Also while raging, if you are to attack any creature that is of the Unaligned, Chaotic, or Neutral alignemnt, you have disadvantage.

### Riot

Starting at 10th level, While attacking creatures of the lawful alignment, you may use your bonus action to force one of them to make a Wisdom saving throw (DC= 10 + Your Strength Bonus + Your Constitution Bonus). They Automatically pass if they are immune to being charmed. On a failed save, they will become "Enraged" for as many turns as the difference between their roll and the DC. While Enraged, they will attack the nearest creature to them, as opposed to their intended target. If they have no creature to attack, they will use their movement to attempt to get to a target. If the creature does not attack a creature for a full turn, they will fall unconcious.

### Fear No Grounds

Starting at 14th level, While raging you are immune to fall damage. In addition to this, if you land on any creature while falling from a height you would normally take damage from, the creature you land on takes all fall damage you would have taken.
Conjure Minor Elementals

*4th-Level Conjuration*

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

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

* One elemental of challenge rating 2 or lower
* Two elementals of challenge rating 1 or lower
* Four elementals of challenge rating 1/2 or lower
* Eight elementals of challenge rating 1/4 or lower

An elemental summoned by this spell 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 has its 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, Wizard
Blackfire

*8th Level Pyromancy*

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

You create Blackfire. This substance can be morphed into any spell under 5th level in the Pyromancy spell list. You may cast these spells as a bonus action, however the damage type is always necrotic.

***Spell Lists.*** Pyromancer
Cannibal (HB)

## Cannibal

### Fear the Flesh

Beginning at 3rd level, if you are raging and are attacked, you may use your reaction to rip out the rest of the wound that was created. If you do this, you will take double damage for the next (1d6) turns. Every time you take damage during these turns, enemy creatures within 10ft. of you take double Psychic damage.

### Eat Your Heart Out

Starting at 6th level, if you are raging and kill a creature, you may use your bonus action to consume the heart of that creature. When doing this, you regain 1/8th of that creatures max HP in temperary hitpoints. You cannot use this feature again until you take a short/long rest.

### Blood Sacriment

Starting at 10th level, if attacking a creature that can bleed, you may use your bonus action to force them to make a Charisma saving throw (DC=10+Your Barbarian level). On a failed save, their blood ignites, dealing 8d6 fire damage that ignores resistances and immunities. You can only use this action once per day.

### Ignorant Flesh

Beginning at 14th level, If a creature is below half health, you may force a creature to make a Constitution saving throw. The DC for this saving throw is any Temporary HP that you have. On a failed save, that creature cannot see you, and to it you are treated to have the Invisible trait. They may repeat the saving throw at the end of each of its turns. You may not use this feature again until the end of your next long rest.
Acid Stream

*1st-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self (30-foot line)
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

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

## Alchemist

### Bonus Proficiencies

When you pick this archetype, you gain proficiency in Alchemist tools, The Alchemy skill, and one extra. language of your choice

### Poisoned Blood

At 3rd level, you succumb yourself to a powerful Elixir. This Elixir turns your blood into weak poison, and it can be used to boost any poison's potency by 25%. But only once per poison.

### Healing Digits

At 3rd level, while making healing potions, you can add an extra d8 to the healing pool per level in Rogue you have. This can only be used once per short/long rest.

*This Bonus increases to a D10 at level 13*

### Identification

Starting at 9th level, When looking at a potion, if you spend at least 1 minute investigating it, you are able to tell excactly what the potion does, and its effects. In addition to this, you also gain 1 extra language.

### Master Alchemist

At 17th level, you are able to make potions with such potency that they are able to kill elephants with the smallest dosage. All poisons that you make are not effected by Poison resistance or immunities. All poisons and potions that you make have an additional 50% potency. You find 100% more ingrediants whenever searching for them. And you are able to tell excactly what ingrediants will turn into what potion without having to make the potion first.
Alarm

*1st-Level Abjuration (ritual)*

* **Casting Time:** 1 Action
* **Range:** 30 feet
* **Components:** V,S
* **Duration:** 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

***Spell Lists.*** Artifier, Ranger, Wizard
Arcane (NG)

### Tenents of the Arcane

***Preserve Knowledge.*** I shall never let knowledge be kept a secret, all knowledge should be shared.

***Protect the Magi.*** No matter how evil, any mage could still teach the youth. I must give every spellcasting creature a second chance.

***Loyalty and Obediance.*** I must listen to my superiors, for they know what's best, even if it doesn't seem like it.

***Smite the Evil.*** No matter who or what it is, if it is evil, my job is to purge it. Unless this contradicts with ***Protect the Magi***, I must kill those who wish harm upon others.

### Channel Divinity:

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

* ***Arcane Scythe.*** you summon a weapon that you are proficient in to hold for 1 minute. This weapon has a reach of 15 Feet, deals 1d10 Bludgeoning, Slashing, or Piercing damage of your choice, and whenever you attack a creature that can cast spells, roll 1d4, you then steal a spell slot equal to the number you rolled if the creature has that kind of spell slot.
* ***Spirit Hound.*** you summon a companion to fight with you for 1 minute. It has the stats of a *Wolf*, except that it's health is equal to 1/8th of yours. It also has an initative count of yours, and moves on your turn. In addition to this, this hound has the spell *Detect Magic* to cast as if it was a cantrip, and may relay information to you at it's choice. It also has the spell *Dispel Magic* prepared, with one spell slot.

### Bloodhound

Starting at 7th level, your ***Spirit Hound*** may have the stat block of a *Dire Wolf* rather than a wolf. In addition to this, it can stay with you for 10 minutes rather than 1, and has another spell slot for *Dispel Magic*

### Arcane Smite

Beginning at 15th level, you may enchant your weapon temporarily. You apply sharp crystals to your weapon, causing it to be sharpened. The damage type of the weapon may be changed to Fire, Cold, or Lightning damage, the attacks count as magical, and you may double the damage dice used for said weapon. These effects may also be applied to your ***Arcane Scythe***. These effects last for 1 minute, and you may do it a number of times equal to your Charisma Modifier (minimum of 1).

### Overpowering Scholar

Starting at 20th level, you may give yourself a portion of the strength that a high mage would have.

* You are immune to any spell casted under 5th level of your choice.
* You may summon both your *Arcane Scythe* and *Spirit Hound* without expending a single Channel Divinity. Or, you may summon 2 *Spirit Hound*'s.
* You are able to detect all magic in a 1 mile radius
* You gain a flight speed of 60 Feet, and the ability to hover.

These effects last for 1 minute, and you may only do them once per day.
Elemental Weapon

*3rd-Level Alteration*

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

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

***Spell Lists.*** Artificer, Druid, Paladin, Ranger
Antipathy/Sympathy

*8th Level Enchantment*

* **Casting Time:** 1 hour
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** 10 Days

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect.

* ***Antipathy.*** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
* ***Sympathy.*** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet o fit, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
* ***Ending the Effect.*** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

***Spell Lists.*** Bard, Druid, Wizard
Assassin

## Assasin

### Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

### Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. Whenever you suprise attack a creature, they are unable to make an action until the end of your next turn.

### Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

### Impostor

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

### Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Bless

*1st-Level Enchantment*

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

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d6 and add the number rolled to the attack roll or saving throw.

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

***Spell Lists.*** Cleric, Paladin
Earthquake

*8th Level Evocation*

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

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

* ***Fissures.*** Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

* ***Structures.*** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

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

*5th-Level Conjuration*

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

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

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