recursal/Fanatic-Fandom huggingface dataset:
Guards and Wards

*6th-Level Abjuration*

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

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Guards and Wards creates the following effects within the warded area.

* ***Corridors.*** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
* ***Doors.*** All doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.
* ***Stairs.*** Webs fill all stairs in the warded area from top to bottom, as the Web spell. These strands regrow in 10 minutes if they are burned or torn away while Guards and Wards lasts.
* ***Other Spell Effect.*** You can place your choice of one of the following magical effects within the warded area of the stronghold.
	+ Place Dancing Lights in four corridors. You can designate a simple program that the lights repeat as long as Guards and Wards lasts.
	+ Place Magic Mouth in two locations.
	+ Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while Guards and Wards lasts.
	+ Place a constant Gust of Wind in one corridor or room.
	+ Place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the Suggestion mentally.

The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect. You can create a permanently Guarded and Warded structure by casting this spell there every day for one year.

***Spell Lists.*** Bard, Wizard
Foresight

*9th Level Divination*

* **Casting Time:** 1 Minute
* **Range:** Touch
* **Components:** V,S
* **Duration:** 8 hours

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.

***Spell Lists.*** Bard, Druid, Warlock, Wizard
Gate

*9th Level Conjuration*

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

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

***Spell Lists.*** Cleric, Sorcerer, Warlock, Wizard
Fairy

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## Stats

* **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
* **Creature Type.** You are a Fey.
* **Life Span.** Fairies have a life span of about a century.
* **Size.** You are Small.
* **Speed.** Your walking speed is 30 feet.
* **Fairy Magic.** You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
* **Flight.** Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Major Image

*3rd-Level Illusion*

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

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different spell, known as Permanent Image.

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

> The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams – spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, as they are haunted by the conflicts of their otherworldly spirits.
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## Stats

* ***Ability Score Increase:*** Your Wisdom and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1.
* ***Age:*** Kalashtar develop physically at the same rate as humans do and have similar lifespans.
* ***Alignment:*** The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all sentient beings, but some kalashtar resist the virtuous influence of their spirit.
* ***Size:*** Kalashtar are similar in build to humans, though they are typically a few inches taller. Your size is Medium.
* ***Speed:*** Your base walking speed is 30 feet.
* ***Dual Mind.*** When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.
* ***Mental Discipline.*** You have resistance to psychic damage
* ***Mind Link.*** You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.
* ***Psychic Glamour.*** Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.
* ***Severed from Dreams.*** Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.
* ***Languages:*** You can read and write Common, Quori, and one other language of your choice.
Hobgoblin

> The masterminds of the Goblin race, Hobgoblins stand taller than humans, and know how to fight better than most. If a Dwarf's proficiency is in Smithing, and an elves in magic, then a Hobgoblin is a mastermind and expert in combat and warfare. They are known for being the best tacticians, and if a goblin tribe somehow is blessed with one leading them, they will turn into a goblin town, before into a goblin city, then a goblin army, with Bugbears as shock troops, in a few weeks. Hobgoblins are master thinkers, and know what to do in almost any situation that involves combat. But that also serves as a main flaw, they aren't good diplomats, farmers, or even politicians. All they know is combat, so that's what they invest in.
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## Stats

* ***Ability Score Increase:*** Your Constitution score increases by 2, and your Intelligence score increases by 1.
* ***Age:*** Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs
* ***Alignment:*** Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil
* ***Size:*** Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium
* ***Speed:*** Your base walking speed is 30 feet
* ***Darkvision:*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray
* ***Martial Training.*** You are proficient with two martial weapons of your choice and with light armor.
* ***Saving Face.*** Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
* ***Languages:*** You can speak, read, and write Common and Goblin
Lightning Storm

*7th Level Conjuration*

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

You summon dark clouds that hover above you, charged magically with blue lightning. At the start of your turn, for as long as the spell is active, you may chose 2 creatures within the spell's range. Those creatures must make a Dexterity saving throw (With disadvantage if they are wearing or using anything metallic) against your spell save DC. On a failed save, they are struck by lightning, and take 14d4 lightning damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, you may chose an additional target for every spell slot used above 7th level.

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

*8th Level Conjuration*

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

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

***Spell Lists.*** Wizard
Enhance Ability

*2nd-Level Alteration*

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

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.

* ***Bear’s Endurance.*** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
* ***Bull’s Strength.*** The target has advantage on Strength checks, and their carrying capacity doubles.
* ***Cat’s Grace.*** The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
* ***Eagle’s Splendor.*** The target has advantage on Charisma checks.
* ***Fox’s Cunning.*** The target has advantage on Intelligence checks.
* ***Owl’s Wisdom.*** The target has advantage on Wisdom checks.

***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, Cleric, Druid, Ranger, Sorcerer, Wizard
Mighty Fortress

*8th Level Conjuration*

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

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys anycommand given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10—foot by 10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

***Spell Lists.*** Wizard
Half-Elf

> The Half Elves are known for not belonging to a specific group, and are able to be a part of any group that they chose to be. While Orcs are known for being soldiers, warlords, or combatants, and Elves are known for being mages, or enchanters, Half Elves can be anything. They are commonly politicians, or leaders of civilizations. Half-Elves are seen as "Impure" by the Frost-Elves, and mass genocides are led against the race when Frost Elves go on hunting parties.
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## Stats

* ***Ability Score Increase:*** Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.
* ***Age:*** Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.
* ***Alignment:*** Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents
* ***Size:*** Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
* ***Speed:*** Your base walking speed is 30 feet.
* ***Darkvision:*** Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray
* ***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can't put you to sleep
* ***Languages:*** You can read, speak, and write Common, Elven, and one language of your choice
* ***Half-Elf Versatility.*** Choose one of the following traits:
	+ Skill Versatility (General). You gain proficiency in two skills of your choice.
	+ Elf Weapon Training (High or Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow.
	+ Cantrip (High Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
	+ Fleet of Foot (Wood Elf Heritage). Your base walking speed increases to 35 feet.
	+ Mask of the Wild (Wood Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
	+ Drow Magic (Dark Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
	+ Swim Speed (Sea Elf Heritage). You have a swimming speed of 30 feet.
	+ Frozen Core (Frost Elf Heritage). You become resistant to cold damage.
Firbolg

> Firbolgs are known for being gentle giants. They are friendly to small, large, and medium sized creatures of all sorts, and are a friend to nature above all. Their small tribes do not cut down trees for resources, or eat animals for food, instead they use whatever nature gives them to build their tribes. Most firbolgs who live in their tribes are druids, or at the very least, rangers, but some will go against all codes and become a steel-clad fighter. Those of which are banished from their tribes, and are normally the only ones who wander away from home.
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## Stats

* ***Ability Score Increase:*** Your Wisdom score increases by 2, and your Strength score increases by 1.
* ***Age:*** As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years
* ***Alignment:*** As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind
* ***Size:*** Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium
* ***Speed:*** Your base walking speed is 30 feet.
* ***Firbolg Magic.*** You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
* ***Hidden Step.*** As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
* ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
* ***Speech of Beast and Leaf.*** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
* ***Languages:*** You can speak, read, and write Common, Elvish, and Giant.
Hold Monster

*5th-Level Enchantment*

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

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

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

*Enchantment Cantrip*

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

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

***At Higher Levels.*** This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). ***Spell Lists.*** Sorcerer, Warlock, Wizard
Healing Word

*1st-Level Evocation*

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

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

***Spell Lists.*** Bard, Cleric, Druid
Gith

> The alien folks of the world. The Gith where once enslaved by the most powerful Mind Flayer Empire, and where used as slaves and cattle. One day, the Gith rebelled against the mind flayers and was able to overthrow them. Then, the gith seperated into two different ideals/subraces. The Githzari and the Githyanki, one who was completely focused on freedom, and another focused on control. Together, these subraces make up the race of the Gith.
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## Stats

* ***Ability Score Increase:*** Your Intelligence score increases by 1.
* ***Age:*** Gith reach adulthood in their late teens and live for about a century
* ***Size:*** Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.
* ***Speed:*** Your base walking speed is 30 feet.
* ***Languages:*** You can speak, read, and write Common and Gith

### ***Subraces***

#### Githyanki

* ***Ability Score Increase:*** Your Strength score increases by 2.
* ***Alignment:*** Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.
* ***Decadent Mastery.*** You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.
* ***Martial Prodigy.*** You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
* ***Githyanki Psionics.*** You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

*When you reach 3rd level, you can cast the Jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait, and you regain the ability to do so when you finish a long rest.*

*Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.*

#### Githzari

* ***Ability Score Increase:*** Ability Score Increase. Your Wisdom score increases by 2.
* ***Alignment.*** Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.
* ***Mental Discipline.*** You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
* ***Githzerai Psionics.*** You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

*When you reach 3rd level, you can cast the Shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.*

*Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.*
Ember

*1st-Level Pyromancy*

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

Make a ranged spell attack against a creature within range. On a hit, this spell deals 1d4 fire damage. If the target has taken fire damage this turn, however, you deal 1d8 fire damage instead.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, add 1d4 or 1d8 more fire damage per spell slot above 1st.

***Spell Lists.*** Druid, Pyromancer, Sorcerer
Mass Healing Word

*3rd-Level Evocation*

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

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

***Spell Lists.*** Bard, Cleric
Feign Death

*3rd-Level Necromancy (ritual)*

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

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

***Spell Lists.*** Bard, Cleric, Druid, Wizard
Enemies Abound

*3rd-Level Enchantment*

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

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

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

* Actor
* Alchemist (UA)
* Alert
* Athlete
* Barbed Hide
* Blade Mastery (UA)
* Bountiful Luck
* Burglar (UA)
* Charger
* Critter Friend
* Crossbow Expert
* Defensive Duelist
* Dragon Fear
* Dragon Hide
* Dragon Wings
* Drow High Magic
* Dual Wielder
* Dungeon Delver
* Durable
* Dwarf Resilience
* Dwarven Fortitude
* Elemental Adept
* Elven Accuracy
* Everybody’s Friend
* Fade Away
* Fell Handed (UA)
* Fey Teleportation
* Flail Mastery (UA)
* Flames of Phlegethos
* Grappler
* Great Weapon Master
* Grudge-Bearer
* Healer
* Heavily Armored
* Heavy Armor Master
* Human Determination
* Infernal Constitution
* Inspiring Leader
* Keen Mind
* Lightly Armored
* Linguist
* Lucky
* Mage Slayer
* Magic Initiate
* Martial Adept
* Master of Disguise (UA)
* Medium Armor Master
* Mobile
* Moderately Armored
* Mounted Combatant
* Observant
* Orcish Aggression
* Orcish Fury
* Polearm Master
* Prodigy
* Resilient
* Revenant Blade
* Ritual Caster
* Savage Attacker
* Second Chance
* Sentinel
* Sharpshooter
* Shield Master
* Skilled
* Skulker
* Spear Mastery (UA)
* Spell Sniper
* Squat Nimbleness
* Svirfneblin Magic
* Tavern Brawler
* Tough
* Vampiric Exultation
* War Caster
* Weapon Master
* Wonder Maker
* Wood Elf Magic
Legend Lore

*5th-Level Divination*

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

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

***Spell Lists.*** Bard, Cleric, Wizard
Far Step

*5th-Level Conjuration*

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

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Medicine (HB)

You studied under a strange school of magic. Instead of traditional arcane magics, or even using the weave, you use... Science? This unheard of technology is used to heal people with... Handbags? People never take you seriously...

### Doctor's Pledge

At 2nd level, when you pick this school of magic, if anyone ever comes into your care, you are not allowed to harm them, no matter who they are. If you fail this pledge, you must may 1,000gp and write a very long "Sorry" note to the members of that creatures family (even if they cannot understand it) to get your medical license re-instated. Without a medical license, you are unable to use any features given to you by this sub-class above 2nd level.

### Don't Die, Fools!

Starting at 2nd level, you learn the spare the dying cantrip. this cantrip does not count towards your wizard cantrips, and can be casted as a bonus action whenever you have at least 2 free hands and are within 5ft. of another creature. Whenever casted in this way, the cantrip has no components.

### Healing, not *magic!*

Starting at 6th level, you become proficient in the Medicine skill. In addition to this, you also can cast any healing spell that you have prepared as if it was one spell slot lower than it already is. If you are to do this to a 1st level spell, it counts as if you where casting a cantrip.

n addition to this, you may learn your choice of: *Cure Wounds*, *Healing Word*, or *Goodberry*.

### I am a Doctor, not a Wizard!

Starting at 10th level, you gain the ability to cast any healing spell with no components, as long as you know it, and have it prepared.

In addition to this, you learn *Aid*, *Healing Word*, or *Prayer of Healing*.

### The Ubermench

Starting at 14th level, you gain the ability to cause another creature to become temporarily invincible from all harm. During every long rest, you gain the ability to spend 500 gold in materials, and you mix it all into a syringe. Roll an Intelligence check against a random D20 roll. On a successful save, you may give someone this concoction from blood. As a bonus action, they are invulnerable to all damage for 1 minute. After this feature, they take double damage from all attacks for 1 minute. You may only carry up to 2 of these in your inventory at any time.

You are the only creature able to apply this concoction, and if any other creature attempts to do so, the result will be the receiving creature taking 10d12 Psychic damage.
Feather Fall

*1st-Level Alteration*

* **Casting Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls
* **Range:** 60 Feet
* **Components:** V
* **Duration:** 1 Minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

***Spell Lists.*** Artificer, Bard, Sorcerer, Wizard
Haste

*3rd-Level Alteration*

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

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

***Spell Lists.*** Artificer, Sorcerer, Wizard
Leomund's Secret Chest

*4th-Level Conjuration*

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

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

***Spell Lists.*** Artificer, Wizard
Galder's Speedy Courier

*4th-Level Conjuration*

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

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.

As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.

The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.

***At Higher Levels.*** When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.

***Spell Lists.*** Warlock, Wizard
Lightning Arrow

*3rd-Level Alteration*

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

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

***Spell Lists.*** Ranger
Intellect Fortress

*3rd-Level Abjuration*

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

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

***Spell Lists.*** Artificer, Bard, Sorcerer, Warlock, Wizard
Mass Cure Wounds

*5th-Level Evocation*

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

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

***Spell Lists.*** Bard, Cleric, Druid
Fiend

### Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

### Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

### Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

### Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

*4th-Level Pyromancy*

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

You call forth the spirits of nature and summon a ball made of pure energy. 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 7d8 Fire, Cold, Acid, Lightning, or Poison damage. On a succesful save, they only take half as much.

***Spell Lists.*** Druid, Pyromancer
Mind Blank

*8th Level Abjuration*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S
* **Duration:** 24 hours

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils Wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

***Spell Lists.*** Bard, Wizard
Hunters (HB)

### Tenents of the Hunters

***Nobody Escapes Me.*** No creature is able to leave your sight, and your justice

***No Story Can Make Up For Crime.*** No matter what, justice will be served.

***Resistance will not be tolerated.*** Any creature who resists my justice must be punnished.

##### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

At 3rd level, you gain the following 2 channel divinity options:

* Immolation. You surround a target in a writhing inferno. Every 5' of movement they take 5 fire damage. This requires concentration, and can last for up to an hour. Whenever you take damage, or try to cast another spell, you must roll a Constitution saving throw against your spell save DC, on a failed save, you lose concentration.
* Requisition. Place a "Requisition" token on a target. Every time the target moves, you may use your reaction to move up to your movement speed towards the creature.

### Aura of Justice

Starting at 7th level, creatures that are within 10ft. of you are unable to lie, steal, or cheat in any way.

### Hunters Knowhow

At 15th level, Whenever you are chasing a target down, or something is blocking your way to a target, if you require an ability check to pass it, you gain advantage on the roll.

### Relentless Pursuer

At 20th level, you can use this feature. You become an icon of justice, and you gain the following bennefits as a bonus action for one hour:

* Any creature that is within 100ft. of you and you are aware of them, you are able to teleport up to 10ft. close to them as an action
* Any creature that is paralyzed or petrified automatically looses all saves having to do with resisting it if they are within 40ft. of you.
* Your movement speed is doubled

*The effect ends early if you drop to 0HP, or are incapacitated. You are unable to use this ability until the end of your next long rest.*
Genesis Supernova

*9th Level Necromancy*

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

Chose a century. This may be any current, past, or future centuries. Pick one creature type from that century. The most recent creature of that type is summoned to fight alongside you. In addition to this, if there are any creatures of the same type within 30 Feet of you, they take 15d12 necrotic damage, as the creature you summoned explodes in a fiery blaze.

***Spell Lists.*** Cleric, Druid
Investiture of Flame

*6th-Level Alteration*

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

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:

* You are immune to fire damage and have resistance to cold damage.
* Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
* You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

***Spell Lists.*** Druid, Sorcerer, Warlock, Wizard
King's Shield

*5th-Level Abjuration*

* **Casting Time:** 1 Reaction, where a you or another creature within the spell's range is about to take damage
* **Range:** Self or Your Movement Speed
* **Components:** V,S,M (A shield)
* **Duration:** Instantaneous

You imbue your shield with a magical force unrivaled by all. Your shield may absorb up to 100 points of damage, and if it takes any more than that then you take the remaining damage.

***Spell Lists.*** Paladin
Flag Pirate

* **Skill Proficiencies:** Intimidation, Survival
* **Tool Proficiencies:** Water Vehicles
* **Languages:** One of your choice
* **Equipment:** You start with 5gp in addition to a backpack, a warm blanket, 5 days worth of rations, 1 pound worth of black powder, a set of dark common clothes, a flask filled with water (or rum).

### Flag Allegiance

Chose one kind of pirate (Fences, Heisters, Ship Stealers, Travelers, Smugglers). Any other Flag Pirate who is aligned to that same type will recognize you, and can lend you room and board in a tavern for free, or help you with a heist. They are treated as allies to you and the party.

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