recursal/Fanatic-Fandom huggingface dataset:
Shields

## Shield Abilities

* ***Parry.*** Shields with the Parry ability are able to deflect oncoming blows. If the wielder is attacked by a creature, they may spend a reaction and 1 shield point to impose disadvantage against the creature. If the creature fails to hit the wielder, then the next hit from the wielder is a guaranteed hit.
* ***Sleeve.*** The Hungarian shield is able to be worn without the need of a whole hand to hold it. Meaning that the wielder of a Hungarian Shield can still use both hands while using their shield, and two hand bows, swords, hammers, or anything else.
* ***Taunt.*** Shields with the Taunt ability are able to taunt creatures that are attacking them. Wielders of the shield may use a bonus action and a shield point to force a creature to make a Wisdom saving throw against the users Charisma score. Creatures that are immune to being charmed automatically succeed. Creatures that fail the save must spend their next turn attacking the wielder and moving as close as possible. On a success, nothing happens.
* ***Stab.*** Shields with the Stab ability are able to stab creatures in front of them. By using a shield point and a reaction, the wielder may make an attack role against a creature. The shield is treated as a simple weapon, and deals 1d6 piercing damage on a successful hit. This shield benefits from both the armor and weapon aspects of plating.
* ***Warcry.*** Wielders of shields that have the Warcry ability are able to invigorate their teammates. Spending an action, and a shield point, all allied creatures within 30 feet of the wielder are cured from being Frightened, Charmed, Asleep, or Petrified. If a creature in range is suffering from none of those effects, they gain 1 temp HP instead.
* ***Bash.*** The Bash ability gives shields the ability to hurt when hitting creatures. By expending a bonus action and a shield point, the wielder may make an attack role against a creature. The shield is treated as a martial weapon, and deals 1d10 bludgeoning damage on a successful hit. This shield benefits from both the armor and weapon aspects of plating.
* ***Plant.*** Planting a shield allows creatures to hide anywhere within a 10ft. cone behind the shield and still gain the AC bonus. It costs a bonus action to plant a shield, and an action to pick it back up. Shields may remain planted until they are picked up again, or damage equal to or more than the amount of points the shield has hit it.
Tabaxi

> These cat-like creatures are best known for their amazing stealth, pickpocketing, and climbing skill. Each of these come from their original homes in Rederium, they lived in the large jungle, and would constantly compete for territory with the Aaricokra. Their climbing comes from the fact that they would sometimes climb into Aaricokra nests to steal their eggs.
>
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## Stats

* ***Ability Score Increase:*** Your Dexterity score increases by 2, and your Charisma score increases by 1.
* ***Age:*** Tabaxi have lifespans equivalent to humans.
* ***Alignment:*** Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
* ***Size:*** Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
* ***Speed:*** Your base walking speed is 30 feet.
* ***Darkvision:*** You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* ***Feline Agility.*** Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
* ***Cat's Claws.*** Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* ***Cat's Talent*** You have proficiency in the Perception and Stealth skills.
* ***Languages:*** You can speak, read, and write Common and one other language of your choice.
Sillelagh

*Alteration Cantrip*

* **Casting Time:** 1 Bonus Action
* **Range:** Touch
* **Components:** V,S,M (A weapon that deals Bludgeoning Damage)
* **Duration:** Instantaneous

The wood of the blunt weapon you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon

***Spell Lists.*** Druid
Nature

### Acolyte of Nature

At 1st level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

### Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

### Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

### Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

### 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 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

### Master of Nature

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Muddy Water

*2nd-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Line (30 Feet long, 5 Feet Wide)
* **Components:** V,S
* **Duration:** Instantaneous

A stream of water erupts from yourself. Make a ranged spell attack against a creture that is not in water. On a hit, they take 2d8 bludgeoning damage and make a Constitution saving throw. On a failed save, they are blinded until the end of their next turn.

***Spell Lists.*** Pyromancer
Raise Dead

*5th-Level Necromancy*

* **Casting Time:** 1 hour
* **Range:** Touch
* **Components:** V,S,M (a diamond worth at least 500gp, which the spell consumes)
* **Duration:** Instantaneous

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.

This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

***Spell Lists.*** Bard, Cleric, Paladin
Mutant

### Formulas

You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.

Beginning at 3rd level, you choose to learn four Mutagen formulas. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.

Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula.

### Mutagencraft

At 3rd level, you can concoct a single mutagen when you finish a short or long rest. Starting at 7th level, the number of mutagens you can create when you finish a rest increases to two, and you can create three mutagens at 15th level.

As a bonus action you can consume a single mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens.

Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.

### Strange Metabolism

Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.

In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As a bonus action, you can choose to ignore the side effect of a mutagen affecting you for 1 minute.

Once you use this feature to resist side effects, you can’t do so again until you finish a long rest.

### Brand of Axiom

At 11th level, your hemocraft has altered your Brand of Castigation to enforce a foe’s true nature. Any illusions disguising or making a creature invisible when you brand them end, and they can’t benefit from such illusions while branded. If a creature branded by you is polymorphed or has changed shape, they must succeed on a Wisdom saving throw or revert to their true form and be stunned until the end of your next turn. Whenever a branded creature attempts to polymorph or change shape, they must succeed on a Wisdom saving throw or the attempt fails, and they are stunned until the end of your next turn.

### Blood Curse of Corrosion

Starting at 15th level, your blood curse can wrack a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This does not count against your number of blood curses known.

### Exalted Mutation

At 18th level, your body has adapted to produce your toxins naturally in a moment of need. As a bonus action, you can choose one mutagen currently affecting you to flush from your system and end, then immediately have a mutagen you know the formula for take effect in its place.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.
Ranger Spell List

## 1st Level

Absorb Elements

Alarm

Animal Friendship

Beast Bond

Cure Wounds

Detect Magic

Detect Poison and Disease

Ensnaring Strike

Entangle

Fog Cloud

Goodberry

Hail of Thorns

Hunter's Mark

Jump

Longstrider

Searing Smite

Snare

Speak with Animals

Sudden Awakening

Wild Cunning

Zephyr Strike

## 2nd Level

Aid

Animal Messenger

Barkskin

Beast Sense

Cordon of Arrows

Darkvision

Enhance Ability

Find Traps

Gust of Wind

Healing Spirit

Lesser Restoration

Locate Animals or Plants

Locate Object

Magic Weapon

Pass Without Trace

Poisoned Munitions

Protection from Poison

Silence

Spike Growth

Summon Beast

## 3rd Level

Conjure Animals

Conjure Barrage

Daylight

Elemental Weapon

Flame Arrows

Lightning Arrow

Meld into Stone

Nondetection

Plant Growth

Protection from Energy

Revivify

Speak with Plants

Summon Fey

Water Breathing

Water Walk

Wind Wall

## 4th Level

Conjure Woodland Beings

Dominate Beast

Flower Shield

Freedom of Movement

Grasping Vine

Guardian of Nature

Locate Creature

Stoneskin

Summon Elemental

## 5th Level

Commune with Nature

Conjure Volley

Greater Restoration

Steel Wind Strike

Swift Quiver

Tree Stride

Wrath Of Nature
Spirit Shroud

*3rd-Level Necromancy*

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

You call forth spirits of the dead, which lit around you for the spell’s duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

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

***Spell Lists.*** Cleric, Paladin, Warlock, Wizard
Samurai

### Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

### Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

### Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence of Charisma saving throws (your choice).

### Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

### Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

### Strength Before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

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

*3rd-Level Conjuration*

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

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

***Spell Lists.*** Druid, Sorcerer, Wizard
Soul Trap

*2nd-Level Necromancy*

* **Casting Time:** 1 Reaction, which you take when you see a creature die within the spell's range
* **Range:** 60 Feet
* **Components:** V,S,M (A Jar or similar sealable device)
* **Duration:** Instantaneous

You may attempt to steal the soul of another creature. The creature makes a Intelligence saving throw against your spell save DC, and on a failed save their soul is trapped inside of a container of your choice. On a succesful save nothing happens.

***Spell Lists.*** Artificer, Sorcerer, Warlock, Wizard
Mordenkainen's Sword

*7th Level Evocation*

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

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

***Spell Lists.*** Bard, Wizard
Dread Zombie

*6th-Level Necromancy (ritual)*

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

You awaken a zombie of pure fear and terror. Chose one body that is of a creature size Large or Huge. At the end of the spell, you create a *Dread Zombie* that is permanently under your control.

You may use your bonus action to assert complete control over the Dread Zombie, but otherwise it will act on it's own accord, and attack creatures who are hostile towards you.

The Undead does not need to eat, sleep, or drink to sustain itself, it can live completely without air and does need any rest. During a long rest, it will automatically heal itself.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you may add the amount of things whenever it says to.

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

## Dread Zombie

*Large undead,*

* **Armor Class** 15 (+2 for each spell slot used above 6th)
* **Hit Points** 50 + (20 for each spell slot used above 6th)
* **Speed** 40 ft.

* **Saving Throws** Str +9, Con +8
* **Damage Vulnerabilities** radiant
* **Damage Resistances** necrotic
* **Damage Immunities** poison
* **Condition Immunities** charmed, frightened, poisoned
* **Senses** darkvision 180 ft., passive Perception 11
* **Languages** understands The languages you speak but cannot speak
* **Challenge** -

### Actions

***Multiattack.*** The creature can attack a number of times equal to 2+(The amount of spell slots used above 6th to cast this spell)

***Slam.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 21 (4d8 + 3) bludgeoning damage.

***Frighten.*** The Dread Zombie choses one creature within 60ft., that creature must make a Wisdom saving throw DC:16, on a failed save, they are frightened of the Dread Zombie for 1 minute.
Prayer of Healing

*2nd-Level Evocation*

* **Casting Time:** 10 minutes
* **Range:** 30 Feet
* **Components:** V
* **Duration:** Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

***Spell Lists.*** Cleric, Paladin
Thought Shield

*2nd-Level Abjuration*

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

You weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.

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

### Steady Aim

Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

• The attacks ignore half and three-quarters cover.

• On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.

You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

### Careful Eyes

Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.

You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

### Close-Quarters Shooting

At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.

In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.

### Rapid Strike

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

### Snap Shot

Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.
Precipice Blades

*8th Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** Self (180 Foot Line)
* **Components:** V
* **Duration:** Instantaneous

You shout towards the earth, and it heeds your call. Blades of rock, iron, and clay spring up from the ground in a line. All creatures within the range of the line must make a Dexterity saving throw, or be impailed by the blades. Impailed creatures take 10d10 Piercing damage at the start of each of their turns, and they are lifted 50 Feet into the air until they can make a Strength saving throw. They may make 2 on each of their turns, one at the start, and one at the end of their turns. They may also ignore this save if they have a flying speed, or can cast a spell that would teleport them.

***Spell Lists.*** Cleric, Druid
Psychic Crush

*6th-Level Enchantment*

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

You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned.

The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Soul Knife

## Way of The Soul Knife

### Soul Knives

Starting when you choose this tradition at 3rd level, you can use your psionic energy to manifest blades that disrupt your foes’ minds.

Your unarmed strikes deal your choice of psychic, piercing, slashing, or bludgeoning damage each time you hit.

In addition, you can use a bonus action to increase the reach of your unarmed strikes by 30 feet until the end of your turn.

### Psychic Slash

At 3rd level, when you channel ki into your attacks you augment your soul knives to inflict devastating psionic blows.

Whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that attack inflicts psychic damage, you can impose one of the following effects on the target:

* Life Drain. You gain temporary hit points equal to half the damage your attack deals.
* Invoke Terror. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
* Invoke Wrath. The target suffers disadvantage on all attack rolls against targets other than you until the end of your next turn.
* Astral Slide. You teleport the target up to 10 feet to a destination you can see.
* Synaptic Overload. The target gains vulnerability to psychic damage until the end of your next turn.

### Aura Sight

At 6th level, you gain the ability to perceive the auras of other creatures.

As an action, select a creature that you can see. That creature makes a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you learn if the creature shares any aspects of its alignment with you, its current hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature’s distance and direction from you.

If a creature succeeds on its saving throw against this ability, you cannot use this ability against that creature again until you complete a long rest.

### Spectral Blades

At 11th level, you can cause your blades to phase through physical objects and defenses.

Once during your turn, you can choose to forego one unarmed strike in place of forcing a creature within the reach of that attack to make a Dexterity saving throw against your ki save DC. On a failed saving throw, the creature takes psychic damage equal to that of your unarmed strike, or half that damage if it succeeds.

### Psychic Form

At 17th level, you can transform your physical body into the same psychic energy that comprises your soul knives. As a bonus action, you assume a psychic form, which grants the following benefits:

* You have resistance to all damage.
* You have a fly speed of 30 feet.
* You can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

This benefit lasts for 1 minute. You cannot use it again until you complete a long rest.
Shade

*8th Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (Sphere 120 Feet)
* **Components:** V,S
* **Duration:** Concentration, up to 1 hour

You create what is known as a "Shade". Shade's move on their own time, and everything outside of the spells range is counted as "stopped time". The area inside the shade is pitch black with magical darkenss, and you may chose up to 8 creatures who can see in this shade. All spells that deal Necrotic damage are doubled while in the shade.

***Spell Lists.*** Pyromancer, Warlock
Simic Hybrid

> The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians.
>
>

## Stats

* ***Ability Score Increase:*** Your Constitution score increases by 2, and another ability score of your choice increases by 1.
* ***Age:*** Simic Hybrids are created at adulthood as either humans, vedalkens, or elves. Their maximum life expectancy is probably reduced.
* ***Alignment:*** Simic Hybrid's alignments vary from group to group.
* ***Size:*** Simic Hybrids are the same size of they race that they were created from. Your size is Medium.
* ***Speed:*** Your base walking speed is 30 feet.
* ***Darkvision:*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray
* ***Animal Enhancements.*** Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level.
	+ **Manta Glide (1st level).** You have ray-like fins that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
	+ **Nimble Climber (1st level).** You have a climb speed equal to your walk speed.
	+ **Underwater Adaptation (1st level).** You can breathe air and water, and you gain a swim speed equal to your walking speed.
	+ **Grappling Appendages (5th level).** You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1D6 + your strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.
	+ **Carapace (5th level).** Your skin in places is covered by a thick shell. You gain a +1 to your AC when not wearing heavy armor.
	+ **Acid Spit (5th level).** As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + you proficiency bonus + your Constitution modifier. The target takes 2D10 acid damage if they fail. The damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this up to your Constitution modifier's worth of times per long rest.
* ***Languages:*** You can speak, read, and write Common and your choice of either Elven or Vedalken.
Silence

*2nd-Level Illusion (Ritual)*

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

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

***Spell Lists.*** Bard, Cleric, Ranger
Prestidigation

* **Casting Time:** 1 Action
* **Range:** 10 Feet
* **Components:** V,S
* **Duration:** Up to 1 Hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
* You instantaneously clean or soil an object no larger than 1 cubic foot.
* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to five of its non-instantaneous effects active at a time, and you can dismiss such an effect as a bonus action.

***Spell Lists.*** Artificer, Bard, Sorcerer, Warlock, Wizard
Speak with Dead

*3rd-Level Necromancy*

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

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

***Spell Lists.*** Bard, Cleric, Wizard
Thunder

*5th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Sight
* **Components:** V,S
* **Duration:** 2 Rounds

You conjure a lightning bolt in your arms, which you throw into the air. On your next turn, you may chose any target that you can see. The thunderbolt then strikes the target, dealing 12d10 if the creature fails a Dexterity Saving throw. If this spell hits a building made of wood, it deals double damage and ignites the wood aflame.

***Spell Lists.*** Druid, Paladin
Orb of Light

*1st-Level Pyromancy*

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

You let fourth a small orb that produces heavenly light. Chose one spot in the range of this spell, and the orb floats to that location. As a bonus action, you may move the orb within range. If the orb is within 5ft. of a creature, they must make a Constitution saveing throw or be blinded until the orb is moved. The orb sheds 60ft. of bright light, and an additional 60ft. of dim light.

***Spell Lists.*** Cleric, Pyromancer
Power Word: Heal

*9th Level Evocation*

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

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

***Spell Lists.*** Bard, Cleric
Plasmoid

## Stats

* **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
* **Creature Type.** You are an Ooze.
* **Size.** You are Medium or Small. You choose the size when you gain this race.
* **Speed.** Your walking speed is 30 feet.
* **Amorphous.** You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
* **Hold Breath.** You can hold your breath for 1 hour.
* **Natural Resilience.** You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.
* **Shape Self.** If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob (no action required). As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The pseudopod can’t attack, activate magic items, or carry more than 10 pounds.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Ray of Frost

*Evocation Cantrip*

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

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

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

***Spell Lists.*** Artificer, Sorcerer, Wizard
Rary's Telepathic Bond

*5th-Level Divination (ritual)*

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

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

Until the spell ends, the targets can communicated telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

***Spell Lists.*** Bard, Wizard
Otluke's Freezing Sphere

* **Casting Time:** 1 Action
* **Range:** 300 Feet
* **Components:** V,S,M (a small crystal sphere)
* **Duration:** Instantaneous

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

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

> The big, hulking creatures who lurk in the northern parts of the planet. These creatures live in tribe-like cultures, and support their creator god. When they where being put into the material plane, the other gods criticized how big and strong he was making his race, so he then made them stronger and put them closer to the other races locations. All of his orcs are cursed with rage untold, and are bound to fury. As a sacrifice for this, their intelligence is so low to the point where they sometimes forget who they are attacking. Orcs are supremely religious, and will always swear loyalty to their creator god, unless they where exiled.
>
>

## Stats

* ***Ability Score Increase:*** Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2.
* ***Age:*** Orcs reach adulthood at age 12 and live up to 50 years.
* ***Alignment:*** Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.
* ***Size:*** Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium
* ***Speed:*** Your base walking speed is 30 feet
* ***Darkvision:*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray
* ***Aggressive.*** As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
* ***Menacing.*** You are proficient in the Intimidation skill
* ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* ***Languages:*** You can speak, read, and write Common and Orc.
Siren

## Stats

* **Ability Score Increase.** Your Charisma or Dexterity score increases by 2, and the other score increases by 1.
* **Alignment.** Most sirens lean toward chaotic alignment, cherishing the freedom and independence that comes from joining a pirate crew.
* **Size.** Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium.
* **Speed.** Your base walking speed is 25 feet.
* **Flight.** You have a flying speed of 30 feet. You can’t use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can’t use your flying speed if you are encumbered.)
* **Siren’s Song.** You know the Friends cantrip and can cast it without material components.
* **Languages.** You can speak, read, and write Common (if it exists in your campaign) and Siren.
Molten Hail

*6th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (Sphere-30 Feet)
* **Components:** V,S
* **Duration:** 1 Minute

Everywhere in the spell's range becomes subject a rain of small magma droplets. If a creature starts its turn in the area, it takes 6d6 Fire damage and 3d8 Bludgeoning damage. If a creature ends its turn in there it takes 3d10 fire damage and 2d12 Bludgeoning damage. If a creature moves into the area on its turn it takes 2d6 Fire damage.

***Spell Lists.*** Pyromancer
Poltergeist

*6th-Level Conjuration*

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

You throw fourth your lifeforce. You may summon an amount of Poltergeists equal to your Maximum HP/25, while ignoring remainders. As an additional component to cast this spell, you must pay an amount of life equal to the amount of Poltergeists you summoned x25.

The Poltergeists are friendly to you and your allies, act on their own initiative, and you may use your bonus action to assume full control over a Poltergeist of your chosing.

The spell ends when either all Poltergeists have died, or the spell's duration has ended. If the spells duration ends, all Poltergeists are unsummoned.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher,

***Spell Lists.*** Warlock, Wizard
Protection from Poison

*2nd-Level Abjuration*

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

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

***Spell Lists.*** Artificer, Cleric, Druid, Paladin, Ranger
Revenge

*5th-Level Alteration*

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

When one humanoid creature that was friendly to you dies within this spell's range, you may force the creature that dealt the killing blow to suffer pain unimaginable. You blast the creature's body with pure energy, and force that creature to make a Constitution saving throw. If their allignment is opposite of yours, (Evil -> Good) they instantly fail. On a failed save, they take 20d4 Radiant Or Necrotic damage.

***Spell Lists.*** Cleric, Paladin, Warlock
Remove Curse

*3rd-Level Abjuration*

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

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

***Spell Lists.*** Cleric, Paladin, Warlock, Wizard
Tenser's Transformation

*6th-Level Alteration*

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

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:

* You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
* You have advantage on attack rolls that you make with simple and martial weapons.
* When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
* You have proficiency with all armor, shields, simple weapons, and martial weapons.
* You have proficiency in Strength and Constitution saving throws.
* You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

***Spell Lists.*** Wizard
Sun (NG)

### Envigoration

Starting at 1st level, you gain the energy of the sun. You are able to stay up for a full 24 hours without needing a long rest and not taking any exhaustion points. You may do this only once before you need to take another long rest.

### Channel Divinity: Enhance Fire

Starting at 2nd level, you gain the ability to use your channel divinity to add more to your flames. Every time you deal fire damage, you may use your reaction to throw another bolt of fire at another or the same target. You may use your spell attack bonus to attack, and on a hit you deal 2d8 fire damage.

### Channel Divinity: Duplicate Flames

Starting at 6th level, whenever you cast a fire spell of 3rd level or lower, you may use your reaction to cast a second one. You may also duplicate a 5th level spell or lower, however, if you do you must take an equal amount of damage dealt by the duplicated spell.

### Flame Body

Starting at 8th level, you gain a slight protection from flames. You are resistant to fire damage, in addition to this, if you take fire damage, you may use your reaction to throw an equal amount of damage before you know how much damage, back to the origin of the damage. If you do this, you are no longer resistant to fire damage until you take a short or long rest.

### Inspiration

Starting at 17th level, you gain the ability to inspire all of those around you. All creatures that are within 30 feet of you that are allies of you cannot roll below a 5 on any d20 roll. In addition to this, those creatures are immune to being Poisoned, Paralyzed, Frightened, and/or become Unconsious by means they wish not be from. This feature only blocks them from contracting said effects, it will not cure any effect that a creature had prior to being in the radius of the cleric.
Motivational Speech

*3rd-Level Enchantment*

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

Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

***Spell Lists.*** Bard, Cleric