recursal/Fanatic-Fandom huggingface dataset:
Sanctuary

*1st-Level Abjuration*

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

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

***Spell Lists.*** Artificer, Cleric
Shadow Ball

*5th-Level Conjuration*

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

You summon a ball made of shadows. You may use a bonus action to throw it at any target, dealing 4d8 Necrotic damage if the creature fails a Constitution saving throw. This shadow ball also creates magical darkness within 30 Feet of it, that you and up to 8 other creatures can see through.

***Spell Lists.*** Druid, Wizard
Nondetection

*3rd-Level Abjuration*

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

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.

***Spell Lists.*** Bard, Ranger, Wizard
Phantom Steed

*3rd-Level Illusion (ritual)*

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

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

***Spell Lists.*** Wizard
Poison Shackles

*6th-Level Pyromancy*

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

You may chose one creature. That creature must make a Strength Saveing throw against your Spell Save DC. On a failed save, they are bound by their arms or legs. At the start and end of each of their turns, they take 6d12 poison damage.

* ***Arms.*** The creature has disadvantage to hit creatures with melee attacks
* ***Legs.*** The creature has no movement speed The creature may repeat the save at the end of each of its turns.

***Spell Lists.*** Pyromancer
Nystul's Magic Aura

*2nd-Level Illusion*

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

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

* ***False Aura.*** You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
* ***Mask.*** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a sym bol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

***Spell Lists.*** Wizard
Simulacrum

*7th Level Illusion*

* **Casting Time:** 12 Hours
* **Range:** Touch
* **Components:** V,S
* **Duration:** Until Dispelled

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

***Spell Lists.*** Wizard
Scatter

*6th-Level Conjuration*

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

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Witch Bolt

*1st-Level Evocation*

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

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

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

*1st-Level Evocation*

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

You let forth sparks of electrical quality from your fingertips. Chose one creature within the spells range that you can see, and they must make a Dexterity saving throw. On a failed save, they take 2d8 Lightning damage and (if they have spellslots) they lose 1d4 spell slots of 1d4 level. On a succesful save, they take half as much damage and they lose no spell slots.

***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, you may add 1d8 damage for every spell slot used above 1st level.

***Spell Lists.*** Druid, Sorcerer, Wizard
Pass Without Trace

*2nd-Level Abjuration*

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

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

***Spell Lists.*** Druid, Ranger
Primordial Ward

*6th-Level Abjuration*

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

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

***Spell Lists.*** Druid
Satire

### Bonus Proficiencies

When you join the College of Satire at 3rd level, you gain proficiency with thieves’ tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves’ tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.

### Tumbling Fool

At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:

* You gain the benefits of taking the Dash and Disengage actions.
* You gain a climbing speed equal to your current speed.
* You take half damage from falling.

### Fool's Insight

At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast Detect Thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.

If a creature resists your attempt to probe deeper and succeeds at its saving throw against your Detect Thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.

### Fool's Luck

Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.

At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.

If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.

##### On the Idea of College of Fools

I only now know that the College of Satire is based on Jesters and Fools, and that making the College of Fools did nothing to add to bard, because apparently I need it spelled out to me that a sub-class means something. I will not deleate college of Fools though, because besides the idea, they are objectively different sub-clases
Moongeist Beam

*5th-Level Necromancy*

* **Casting Time:** 1 Action
* **Range:** 300 Feet
* **Components:** V,S,M (it to be night, and for the target of the spell to be outside)
* **Duration:** Instantaneous

You call forth a beam of sunlight from the moon itself, not the light that it reflects. Chose one creature within the spell's range. That creature must make a Dexterity saving throw against your spellsave DC, as a beam of dark energy blasts from the moon. On a failed save, the target takes 9d10 Necrotic damage. On a succesful one, they take half.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you may add 1d10 to the damage of the spell for every spellslot used above 5th level.

***Spell Lists.*** Druid
Ray of Sickness

*1st-Level Necromancy*

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

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

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

***Spell Lists.*** Sorcerer, Wizard
Monster Hunter

### Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.

### Combat Superiority

When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:

* Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
* Sharpened Attack. When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
* Sharpened Senses. When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
* Superior Willpower. When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.

### Hunter's Mysticism

At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast Detect Magic as a ritual. You can cast Protection from Evil and Good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells.

In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.

### Monster Slayer

At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.

### Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

### Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
Druid Grove

*6th-Level Abjuration*

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

You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30—foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

* ***Solid Fog.*** You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
* ***Grasping Undergrowth.*** You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
* ***Grove Guardians.*** You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can‘t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
* ***Additional Spell Effect.*** You can place your choice of one of the following magical effects within the warded area:
	+ A constant gust of Wind in two locations of your choice
	+ Spike growth in one location of your choice
	+ Wind wall in two locations of your choice

To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

***Spell Lists.*** Druid
Spider Climb

*2nd-Level Transmutation*

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

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

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

*5th-Level Alteration*

* **Casting Time:** 1 Hour
* **Range:** Touch
* **Components:** V,S,M (rare oils and unguents worth at least 1,000gp, which the spell consumes)
* **Duration:** Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

##### Reincarnation Table

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

***Spell Lists.*** Druid
Sword Burst

*Conjuration Cantrip*

* **Casting Time:** 1 Action
* **Range:** Self (5-Foot Radius)
* **Components:** V
* **Duration:** Instantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

***At Higher Levels.*** This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

***Spell Lists.*** Artificer, Bard, Sorcerer, Warlock, Wizard
Thunder Step

*3rd-Level Conjuration*

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

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

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

***Spell Lists.*** Sorcerer, Warlock, Wizard
Chain Lightning

*6th-Level Evocation*

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

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

***Spell Lists.*** Sorcerer, Wizard
Rope Trick

*2nd-Level Alteration*

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

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

***Spell Lists.*** Artifcer, Wizard
Perceived Justice

*2nd-Level Enchantment*

* **Casting Time:** 1 Bonus Action
* **Range:** 30'
* **Components:** V
* **Duration:** Concentration, up to 1 Minute

You may chose 2 creatures. If the creature is willing and aware of the spell being casted, they may automatically fail any saving throws or checks required by this spell. Both creatures make a Charisma saving throw against your spell save DC. On a failed save, both creatures either fully believe that they are enemies of each other, or allies of each other, and will act as appropriate. Creatures may repeat this save each time they are damaged.

***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 spell slot used above 2nd.

***Spell Lists.*** Paladin, Cleric
Nomad (HB)

## Nomad

### Fury of the Cold

When you pick this primal path at level 3, you become resistant to cold damage. In addition to this, you also are immune to all effects of cold weather/blizzards. You do not suffer from difficult terrian in the Snow or tundra, and you gain blindsight of 10ft. whenever in a cold climate.

### Sharp Pain

Beginning at 6th level, whenever you are raging and deal Slashing or Piercing damage, you may also deal the same amount of dice in cold damage.

### Chillbite

Beginning at 10th level, you become immune to Cold damage. Along with this, if you deal any cold damage, you may chose to make the victim make a Constitution Saving throw (DC=10+STR Bonus+Proficiency). On a failed save, that creature's movement is halved, they cannot make the Dash Action, and they have disadvantage on attack rolls. In addition to this, you know their excact location until you make a long rest. You cannot use this feature until you take a long rest.

### Red Snow

Beginning at 14th level, When attacking a creature in an enviroment that is cold, you may use your bonus action to cause the snow to move in your favor. Every inch of snow within 60ft. of you that has blood on it will assault a target creature. (To keep track of how much snow has blood on it, calculate the amount of slashing damage the creature has taken x2, and that is how much ft. of snow has blood on it.). For every 10ft of snow hits the creature, they take 3d8 Bludgeoning damage and 2d8 cold damage.
Shadow

## Way of The Shadow

### Shadow Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.

### Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

### Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

### Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Skyrwrite

* **Casting Time:** 1 Action
* **Range:** Sight
* **Components:** V,S
* **Duration:** Concentration, up to 1 day

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

***Spell Lists.*** Bard, Druid, Wizard, Artificer
Pyrokinisis (PoD)

### Pyro Savant

Begginning at 2nd level when you chose this tradition, the gold and time spent to copy a Conjuration, Evocation, or Necromancy spell is decreased by 25%.

### Hurt More

Begginning at 2nd level whenever you cast a spell that has an area of effect or attacks multiple targets, you may chose to amplify the spells effects on one creature. Chose any amount of creatures who have failed a save/gotten hit to take half instead. Then, chose one creature to be targeted. This creature will take all damage that has halved from other creatures.

### Explosive Potency

Starting at 6th level Whenever casting a cantrip that deals damage, roll 1d6. on a 1 you deal the damage to yourself, then deal that damage to the creature x2.

### Monoscale Maniac

Starting at 10th level. You may chose Necromancy, Conjuration, or Evocation, When chosing whichever school, all spells that are in that school have their effects amplified by 1.5x, however, the other two schools are decreased to being only 50% effective.

### Atomic Magic

Beginning at 14th level Whenever casting a spell that is over 6th level, roll 1d4. The effect of that spell happens, plus whatever effect you roll.

##### Spell Roll

 2
 3
 4
Shackle

*4th-Level Pyromancer*

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

You touch a creature, and shackles made of shadow come from the ground to bind them. They must make a Strength saveing throw, or be bound in one way of your choice. On a failed save, they are bound. Chose one:

* ***Arms*** The Creature has disadvantage to make non-magical attacks. In addition, the creature has disadvantage on Strength saving throws.
* ***Legs*** The Creature has no movement speed. In addition, the creature has disadvantage on Dexterity saving throws.
* ***Neck*** The Creature cannot move and cannot breath. They cannot speak, and have disadvantage on Wisdom, Intelligence, or Charisma saving throws.

At the end of each of the creature's turns, they take 1d8 necrotic damage if they are still Shackled. The creature may repeat the save at the end of each of its turns.

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

### Traveler

Starting at 2nd level, when you pick this Circle, you gain extreme knowledge of planes, plane shifting, and all around traversing areas.

* You are not affected by difficult terrain
* During a long rest, you can chose to either have 30ft. of climbing or swimming speed
* You have expertise in all rolls that have to do with plane shifting and going from one plane to another

### Wanderer

Starting at 6th level, you gain the ability to never become lost.

* You can accurately recall any area you have been to within the past month
* You can tell whenever there is an illusion without a perception check if you have been to the area within the past month
* You are able to cast the spell *Dimension Door* once per day, but only to move up to 500ft. in any direction

### Nomad

Starting at 10th level, you gain the ability to make a house in any area that you have the ability to. Whenever your party is going to take a long rest, you can make a small house out of sticks and brush. The house has a stealth of 20, and is large enough to hold your entire party. You can also have a fire inside without any light coming out. The house will naturally decay into the ground in 3 days if unused during that time.

### Vagabond

Starting at 14th level, whenever you are to transform into a creature using wild shape, you are able to cast up to 3 spells instantly when in your wild shape. Once you use this feature, you are unable to until you finish a long rest.
Shield of Faith

*1st-Level Abjuration*

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

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

***Spell Lists.*** Cleric, Paladin
Moss

*1st-Level Pyromancy*

* **Casting Time:** 1 Bonus Action
* **Range:** 30 Feet
* **Components:** V,S
* **Duration:** 8 Hours

You summon a bunch of moss that fixes objects. Chose one broken object that has no more than 1 foot of space in between broken points within the spells range that you can see. Moss will grow in between the broken parts to temporarily fix the object. After 1 hour, the moss will fade away, and the object will be broken again. If the object was magical, and was broken within the past hour, the moss can preserve the magical effect, and the moss will not fade away.

***Spell Lists.*** Artificer, Pyromancer
Psybeam

*3rd-Level Evocation*

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

You summon a beam of psychic energy. Pick one creature within the spell's range. That creature makes an Intelligence saving throw against your spellsave DC. on a failed save, they take 3d8 Psychic damage. You may either end the spell, or hold your concentration, if you hold concentration, you may cast the spell for as long as your hold concentration without expending any more spell slots.

***Spell Lists.*** Wizard
Widogast's Web of Fire

*4th-Level Evocation*

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

Striking both palm down upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five enemies the caster can see within a range of 60 feet, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.

Alternatively, all five streaks of fire can instead converge toward a single target, dealing 12d6 fire damage on a failed save, or half as much damage on a successful one.

The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

***Spell Lists.*** Wizard
Thorn Whip

*Alteration Cantrip*

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

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

***At Higher Levels.*** This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

***Spell Lists.*** Artificer, Druid
Rock Blast

*3rd-Level Conjuration*

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

You summon three rocks of mud or stone. These hover around you for the duration of the spell. As a reaction, you may throw any number of these rocks at any creature. If attacking a creature, make a ranged spell attack, on a hit deal 4d4 bludgeoning damage.

***Spell Lists.*** Druid
Pulse Wave

*3rd-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** VSelf (30-foot cone)
* **Components:** V,S
* **Duration:** Instantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

***Spell Lists.*** Wizard
Swords

### Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

### Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

* Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### Blade Flourish

At 3rd level, you learn to conduct impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

* Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
* Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
* Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

### Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Master's Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
Summon Fiend

*6th-Level Conjuration*

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

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.

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

## Fiend Spirit

*Large fiend,*

* **Armor Class** 12 + (The level of the spell used)
* **Hit Points** 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th
* **Speed** 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)

* **Damage Resistances** fire
* **Damage Immunities** poison
* **Condition Immunities** poisoned
* **Senses** darkvision 60 ft., passive Perception 10
* **Languages** Abyssal, Infernal, telepathy 60 ft.
* **Challenge** -

***Death Throes (Demon Only)..*** When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + the spell’s level ire damage on a failed save, or half as much damage on a successful one.

***Devil’s Sight (Devil Only)..*** Magical darkness doesn’t impede the fiend’s darkvision.

***Magic Resistance..*** The fiend has advantage on saving throws against spells and other magical effects.

### Actions

***Multiattack..*** The fiend makes a number of attacks equal to half this spell’s level (rounded down).

***Bite (Demon Only).*** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage.

***Claws (Yugoloth Only)..*** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.

***Hurl Flame (Devil Only)..*** Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
Temporal Shunt

*5th-Level Alteration*

* **Casting Time:** 1 reaction, taken when a creature you see makes an attack roll or starts to cast a spell
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** 1 Round

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.

***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. All targets must be within 30 feet of each other.

***Spell Lists.*** Wizard
Move Earth

*6th-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

***Spell Lists.*** Druid, Sorcerer, Wizard
Stoneskin

*4th-Level Abjuration*

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

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has immunity to nonmagical bludgeoning, piercing, and slashing damage.

***Spell Lists.*** Artificer, Druid, Ranger, Sorcerer, Wizard
Pyro Strike

*Pyromancy Cantrip*

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

Your Pyromancers' flame grows brightly, causing your next unarmed strike to deal a burn. Until either you make an unarmed strike, or the spell's duration ends, your next unarmed strike deals 1d8 fire damage plus any extra damage.

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

***Spell Lists.*** Pyromancer
Regernate

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

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

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

*5th-Level Illusion*

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

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

***Spell Lists.*** Bard, Warlock, Wizard
Ring of Fiery Energy

*8th Level Pyromancy*

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

You may chose up to 5 targets. Each of these targets regain 10d4 HP, and gain 10 Temporary hitpoints. If something attacks these creatures with Temporary Hitpoints, they must take 4d6 fire damage per hit point lost.

***Spell Lists.*** Pyromancer
Tempest

### Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

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

### Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

### Thunderous Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

### Divine Strike

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

### Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Ray of Enfeeblement

*2nd-Level Necromancy*

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

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

***Spell Lists.*** Warlock, Wizard
Molten Rain

*8th Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 180 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

You call forth storms of lava. Chose 3 targets within the spell's range, each of these areas are a 40 Foot Cube. All creatures that start or end their turn in this radius takes 12d8 fire damage. In addition to this, the ground hardens, and all creatures currently on the ground must make a Strength saving throw, on a failed save, they lose all movement speed until they make a succesful save. They may repeat the save at the start of each of their turns.

***Spell Lists.*** Pyromancer