recursal/Fanatic-Fandom huggingface dataset:
Draconic Bloodline

### Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

##### Dragon Ancestor

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

### Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

### Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

### Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

### Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Arcane Lock

*2nd-Level Abjuration*

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

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.

You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

***Spell Lists.*** Artificer, Wizard
Conjure Hezrou

*7th Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,SM (food worth at least 100 gp, which the spell consumes)
* **Duration:** Concentration, up to 1 hour

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

The hezrou’s attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check.

If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss.

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 hezrou cannot cross the circle or target anyone in it while the spell lasts.

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

Many practically minded alchemists assume the role of the apothecary, for adventuring parties always need a healer, and clerics might be in short supply. During their downtime, such alchemists have a marketable skill to depend upon for income and can do an indisputable amount of good with their knowledge. Apothecaries are constantly at work studying potions and herbology, preferring to learn how to mend the body, rather than destroy it.

### Bonus Proficiencies

When you choose this field of study at 2nd level, you gain proficiency in the Medicine skill.

### Formula: Painkiller Bomb

At 2nd level, you can mix your bomb’s contents with a slurry of analgesic oil, changing it into a painkiller bomb. A painkiller bomb deals no damage, but instead grants each creature within its blast radius temporary hit points equal to 1d8 plus half your alchemist level, which last until the end of your next turn. This bomb has no effect on constructs and undead.

### Potion Toss

Starting at 6th level, you’ve developed a chemical mechanism to deliver potions more effectively to distant allies. You can use your action to hurl a potion at a willing or unconscious creature within 20 feet of you. The target gains the potion’s benefit as if it had consumed the potion normally.

### Self-Medication

By 10th level, you’ve tested out your own tolerances to painkillers such that you can take a small measure regularly without ill effect. Whenever you drink a potion that has the effect of restoring your hit points (even if you already have all of your hit points), you gain advantage on saving throws until the end of your next turn.

### Alchemical Ressurection

Starting at 18th level, your medicines are potent enough to rouse the dead. By using your action to mix 500 gp worth of diamond dust into a potion of superior healing or a potion of supreme healing, you create a potion of raise dead. If you use your action to pour this concoction on a humanoid corpse that has been dead no longer than 10 days, the target gains the effect of the raise dead spell.
Fire Spin

*2nd-Level Evocation*

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

You entrap a creature is a wheel of flames that wrap around the creature. You may chose one creature within the spells range that you can see, this creature must make a Dexterity saving throw or get chains of fire wrap around their body. For every 5 Feet that creature moves, they take 1d6 fire damage until the spell ends.

**\*Spell Lists.** Druid, Warlock, Wizard
Call Lightning

*3rd-Level Conjuration*

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

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

***Spell Lists.*** Druid
Crabfolk

> "Crabs are pretty delicious" ~Human Taverngoer, shortly before being decapitated by a crabfolk.
>
>

***Ability Score Increase.*** Your dexterity score increases by 2.

***Age.*** Crabfolk typically mature at age 6. They live up to 26 years, with short lives, Crabfolk are well known to be very adventurous and experience all that they can in the short amount of time that they have.

***Alignment.*** Crabfolk typically have an adventurous spirit, putting them at a chaotic alignment, in addition to this, due to their short lives, they don't try to get into trouble much, and are typically Good or Neutral.

***Languages.*** You speak read and write Aquan, and Common.

***Amphibious.*** You are able to breath both air and water.

### Subraces

#### Buff Crab

***Ability Score Increase.*** Your Strength score increases by 1

***Size.*** Buff crabs typically stand anywhere from 6-8 feet tall. Your size is medium.

***Speed.*** Your base movement speed is 30 feet, you also have a swimming speed of 20 feet.

***Heavy Punch.*** Your chitinous carapace has evolved with a spiky exterior around your fists. Whenever you make a melee attack, you use Strength to damage and to hit. On a hit, you deal 1d8 bludgeoning damage. Punching with this ability deals some damage to yourself, and you take 1d3 piercing damage.

***Natural Armor.*** Being a crab gives you natural armor. When not wearing armor, your AC is equal to 8 + Your Strength Modifier + Your Proficiency Bonus.

#### Magical Crab

***Ability Score Increase.*** Your Wisdom score increases by 1

***Size.*** Magical crabs typically stand at about 2-5 inches tall. Your size is tiny.

***Speed.*** Your base movement speed is 20 feet, in addition you have a swimming speed of 40 feet.

***Pincers.*** Whenever making a melee attack, you may chose to use your pincers. You are proficient in them, and they use Strength or Dexterity (your choice). On a hit, pincers deal 1d6 piercing damage.

***Inept Magical Power.*** You have advantage on Wisdom and Charisma saving throws against magic and spells.
Blindness/Deafness

*2nd-Level Necromancy*

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

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

***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.*** Bard, Cleric, Sorcerer, Wizard
Control Winds

*5th-Level Alteration*

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

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

* ***Gusts.*** A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
* ***Downdraft.*** You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
* ***Updraft.*** You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

***Spell Lists.*** Druid, Sorcerer, Wizard
Bug Buzz

*3rd-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self (Sphere-60 Feet)
* **Components:** V,S,M (A small insect, such as a cricket or flea)
* **Duration:** Concentration, up to 1 Minute

Your bug starts to emmit a terrible screetching sound combined with sounds of every animal at once in distress. Any number of creatures within the spell's range of your choice must make a Wisdom saving throw. On a failed save, they are your choice of Enraged, Frightened, or Paralyzed for the duration of the spell. They may repeat their saves at the beginning and end of their turns.

***Spell Lists.*** Druid, Warlock
Cloud of Daggers

*2nd-Level Conjuration*

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

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

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

*3rd-Level Necromancy*

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

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

* Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
* While cursed, the target has disadvantage on attack rolls against you.
* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A Remove Curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.

***At Higher Levels.*** If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

***Spell Lists.*** Bard, Cleric, Wizard
Magic Jar

*6th-Level Necromancy*

* **Casting Time:** 1 Minute
* **Range:** Self
* **Components:** V,S,M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
* **Duration:** Until Dispelled

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.

Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisom, and Charisma scores. You retain the benefit of your own class feature. If the target has any class levels, you can’t use any of its class features.

Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends, the container is destroyed.

***Spell Lists.*** Wizard
Aeroblast

*3rd-Level Evocation*

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

You create an extremely pressurized beam of air. This beam extends onto one creature of your choice, and you make a ranged spell attack. On a hit, you deal 12d4 Force damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th or higher level, you may add 2d4 damage per spell slot used above 3rd. If this spell is casted as a 5th level or higher spell, it instead deals 12d6 Force damage.

***Spell Lists.*** Druid, Sorcerer
Disease

*3rd-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 40 Feet
* **Components:** V,S
* **Duration:** 24 Hours

Chose one creature that you can see. That creature must make a Constitution Saveing throw against your spellsave DC, or be contracted with one disease of your chosing.

* ***Maggots.*** The target creature is plagued by maggots. At the start of their turn, they take 1d8 poison damage
* ***Joints.*** The target's joints are infested with poison, and cannot move as well. They have disadvantage on Strength and Dexterity saveing throws, and have 1/2 movement speed.
* ***Decay.*** The target creature can not make critical attacks, opportunity attacks, or ranged attacks that aren't spells. As the target's eyes start to decay in their skull.

At the end of the 24 hours, the disease ends, along with any effects it brought.

***Spell Lists.*** Pyromancer, Warlock
Blazing Ray

*5th-Level Pyromancy*

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

You summon forth a beam of arcane and pyromantic energy. Make a ranged spell attack against a creature within the spell's range, on a hit you may deal 16d4 fire damage. You may keep concentration on this spell, and cast it again without expanding any extra spell slots.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you may add 2d4 for each spell slot used above 5th.

***Spell Lists.*** Pyromancer
Dissonant Whispers

*1st-Level Enchantment*

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

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

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

***Spell Lists.*** Bard
Commune

*5th-Level Divination (ritual)*

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

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

***Spell Lists.*** Cleric
Card Number Six

## Description

An average sized Tarot Card, Card Number 6 is an artifact that bent the rules of the universe to guarantee a soul mate once attuned by a creature.

The artifact was created as a gift, supposedly from one lover to another. This gift began to be passed down from child to child in the large family that those two lovers had created. As this was passed down, it guided a creature towards their soul-mate, and was then passed down. It is said that all creatures that are a part of this family line have not once left their partner since acquiring this card.

## Powers

The card, once attuned to by a creature, will subconsciously guide the attuned creature towards another that they are most compatible with. This can be done by slowly influencing the universe around them to make them want to move to or go to a different place, or it may bend luck and cause this compatible creature to somehow appear closer to the attuned creature.

### Disenchantment

Once, there was a goblin named Pik. Pik was a part of the family tree that this card had been passed down through. On the day of Pik's final birthday as a child, he was gifted Card Number 6, as a way to help him find a lover, because he had troubles in the past. When he was gifted this card, however, it suddenly stopped working, due to the fact that Pik had no true soulmates on this, or any other plane of existence. The card became permanently disenchanted from that point.
Dreams

### Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

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

### Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

### Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

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

### Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

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

*4th-Level Enchantment*

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

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.

***Spell Lists.*** Bard
Abjuration

### Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.

### Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

### Projected Ward

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

### Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.

### Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.
Contagion

*5th-Level Necromancy*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S
* **Duration:** 7 Days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.

At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s duration.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

* ***Blinding Sickness.*** Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
* ***Filth Fever.*** A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
* ***Flesh Rot.*** The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
* ***Mindfire.*** The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
* ***Seizure.*** The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
* ***Slimy Doom.*** The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

***Spell Lists.*** Cleric, Druid
Catapult

*1st-Level Alteration*

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

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

***Spell Lists.*** Sorcerer, Wizard, Artificer
Continual Flame

*2nd-Level Evocation*

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

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

***Spell Lists.*** Artificer, Cleric, Druid, Wizard
Conjuration

### Conjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.

### Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

### Benign Transportation

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

### Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

### Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Flame Rush

*1st-Level Pyromancy*

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

For one minute you gain the speed of flame. Your movement speed increases by half of your maximum HP. Whereever you move while this spell is active has flames follow you, these flames deal 1d6 Fire damage on touch. If you move more than 30' into a creature you can create a fiery explosion, and immediately deal 2d8+(Your Spellcasting Bonus) Fire damage and knock back the target by 10'.

***Spell Lists.*** Pyromancer
Conjure Shadow Demon

*4th-Level Conjuration*

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

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

Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you.

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 shadow demon cannot cross the circle or target anyone in it while the spell lasts.

***Spell Lists.*** Sorcerer, Wizard
Disguise Self

*1st-Level Illusion*

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

You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

***Spell Lists.*** Artificer, Bard, Sorcerer, Wizard
Melf's Acid Arrow

*2nd-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V,S
* **Duration:** Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

***Spell Lists.*** Wizard
Alter Self

*nd-Level Transmutation*

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

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

* ***Aquatic Adaptation.*** You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
* ***Change Appearance.*** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
* ***Natural Weapons.*** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

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

### Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved.

### Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

### Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

On a successful save, you can't use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.

### Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

### Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
Disintegrate

*6th-Level Alteration*

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

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

***Spell Lists.*** Sorcerer, Wizard
Astral Projection

*9th Level Necromancy*

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

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut – something that can happen only when an effect specifically states that it does – your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

***Spell Lists.*** Cleric, Warlock, Wizard
Angel's Soul (NG)

### Embodiment of Good

Starting at 1st level, you are able to convince others with good intents better. Whenever you make a Persuasion, Deception or Intimidation check with a creature that has a Good alignment, and you are convincing them of something with good intent, you have advantage.

### Smite

Starting at 6th level, you gain the ability to punish those who lie, cheat, or steal. Once per day, a creature that you cast a spell against must make a Charisma saving throw against your spell save DC. On a failed save, the creature takes Radiant damage equal to your twice your Sorcerer Level, or half as much on a successful one.

*At 18th level, you can do this for an amount of times equal to your Charisma Modifier, in addition to the damage on a failed save being increased to x3 your sorcerer level instead of x2.*

### Saving Grace

Starting at 14th level, you can save those from the brink of death. If a creature is killed within 30 feet of you that you are aware of, you may spend 1/4 of your max HP to bring them back up to 1 hp. The damage you take is Necrotic.
Hydra (NG)

### Hydraic Blessing

Starting at 1st level, when you chose this patron, you gain abilities similair to an aquatic Hydra. You gain a swimming speed of 30 Feet, and you can breath underwater. In addition to this, if you don't have Darkvision already, you gain 60 Feet of Darkvision.

### Extra Attack

Starting at 6th level, you may attack twice instead of once whenever you take the attack action

### Alarm

Beginning at 10th level, you cannot be suprised, or suprise attacked. In addition to this, once per day if a creature critically hits you, you may chose to take no damage instead.

### Improved Hydraic Blessing

Starting at 14th level, you gain an additional 30 feet of swimming speed. In addition to this, you are also immune to your choice of Acid or Poison damage. Whenever you take damage of the same type that you chose to be immune to, you gain health instead of taking damage.
Maximillan's Earthen Grasp

*2nd-Level Alteration*

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

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

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