recursal/Fanatic-Fandom huggingface dataset:
Creation

*5th-Level Illusion*

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

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

##### Durations

 Stone, crystal
 Precious metals
 Gems
 Adamantine, Mithral

Using any material created by this spell as another spell’s material component causes that spell to fail.

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

***Spell Lists.*** Artificer, Sorcerer, Wizard
Detect Thoughts

*2nd-Level Divination*

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

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

***Spell Lists.*** Bard, Sorcerer, Wizard
6th Level Spells

* Acidic Munitions
* Arcane Gate
* Baneful Bunker
* Barrier of Burning Embers
* Blade Barrier
* Blue Flare
* Bones of the Earth
* Chain Lightning
* Circle of Death
* Conjure Fey
* Contingency
* Create Homunculus
* Create Undead
* Dark Void
* Disintegrate
* Draconic Pulse
* Drawmij's Instant Summons
* Dread Zombie
* Druid Grove
* Eyebite
* Find the Path
* Flesh to Stone
* Forbiddance
* Glacial Lance
* Globe of Invulnerability
* Gravity Fissure
* Guards and Wards
* Harm
* Heal
* Heroes' Feast
* Hydro Pump
* Infernal Nova
* Investiture of Flame
* Investiture of Ice
* Investiture of Stone
* Investiture of Wind
* Lava Volley
* Magic Jar
* Mass Suggestion
* Mental Prison
* Molten Hail
* Move Earth
* Otherworldy Form
* Otluke's Freezing Sphere
* Otto's Irresistible Dance
* Planar Ally
* Poison Shackles
* Poltergeist
* Primordial Ward
* Programmed Illusion
* Psychic Crush
* Sandstorm
* Scatter
* Solar Beam
* Solar Bomb
* Solar Missiles
* Soul Cage
* Soul Flare
* Summon Fiend
* Sunbeam
* Tenser's Transformation
* Thunder Cage
* Tome of Shadow
* Transport Via Plants
* True Seeing
* Void Arrow
* Wall of Ice
* Wall of Thorns
* Wave of Lava
* Widogast's Transmogrification
* Wind Walk
* Word of Recall
Dark Void

*6th-Level Enchantment*

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

You force a creature to feel the force of the void. You chose one creature within the spell's range, they must make a Wisdom saving throw against your spell save DC. On a failed save, the creature's mind enters the dark edges of the Astral Plane for as long as you hold concentration. The creature snaps back to reality if they take damage, and the spell instantly fails. If the creature is in the void for 1 minute, they take 14d10 Psychic damage, and they are your choice of Frightened, Charmed, Paralyzed, or Unconscious.

***Spell Lists.*** Warlock
Aid

*2nd-Level Abjuration*

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

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

***Spell Lists.*** Artificer, Bard, Cleric, Paladin, Ranger
Dragon (Warlock)

Some dragons have ascended beyond standard dragons. They are not quite gods, like Reout, but they are still able to challenge and sometimes kill the divines. They give power to those who would be against them.

##### Patron Spells

 2nd
 3rd
 4th
 5th

### Draconic Patronage

As one who swears loyalty to the dragons, you can either randomly roll or chose what color of dragon you swear loyalty to. Each dragon has specific wants, and if you collect an item of that type, you instantly lose it, as it is transported to the Dragon.

### Draconic Patronage Improvement

Starting at 6th level, you gain the ability o become completely null to whatever your dragon reprisents. You are resistant to the damage type of the same color as your dragon, and you are resistant to Slashing, Piercing, and Bludgeoning damage from all non-magical weapons.

*At 10th level you become immune to the damage type*

##### Damage Resistances

 Blue
 Green
 White/Frost
 Black
 Brown
 Purple

### Draconic Power

At 14th level you gain the ability to harness a great part of your dragons power for a small amount of time. As an action, you gain immunity to Slashing, Piercing, and Bludgeoning damage for 1 hour. In addition to this, every spell that you cast has a +10 to hit, or a +5 to its DC for 1 minute. At the end of this power, you become weak to Piercing, Slashing, and Bludgeoning damage for 1 hour, and all spells that you cast have a -4 to hit, and have a -3 to its DC.
3rd Level Spells

* Acid Armor
* Aeroblast
* Animate Dead
* Aura of Vitality
* Beacon of Hope
* Bestow Curse
* Blinding Smite
* Blink
* Bug Buzz
* Call Lightning
* Catnap
* Charge
* Clairvoyance
* Confusion
* Conjure Animals
* Conjure Barrage
* Conjure Lesser Demon
* Counterspell
* Create Food and Water
* Crimson Dart
* Crusader's Mantle
* Daylight
* Disease
* Dispel Magic
* Elemental Weapon
* Enemies Abound
* Ensnare
* Erupting Earth
* Fast Friends
* Fear
* Feign Death
* Fireball
* Flame Arrows
* Flame Flash
* Floral Healing
* Fly
* Fury
* Galder's Tower
* Gaseous Form
* Guilt Trip
* Haste
* Hunger of Hadar
* Hypnosis
* Hypnotic Pattern
* Incite Greed
* Intellect Fortress
* Leomund's Tiny Hut
* Life Transference
* Lightning Arrow
* Lightning Bolt
* Magic Circle
* Magma Strike
* Magnetic Flux
* Major Image
* Mass Healing Word
* Meld into Stone
* Melf's Minute Meteors
* Motivational Speech
* Nondetection
* Phantom Steed
* Plant Growth
* Protection from Energy
* Psionic Blast
* Psybeam
* Pulse Wave
* Pyro Missiles
* Relic Song
* Remove Curse
* Revivify
* Rock Blast
* Sending
* Shadow Force
* Sleet Storm
* Slow
* Speak with Dead
* Speak with Plants
* Spirit Guardians
* Spirit Shroud
* Stinking Cloud
* Summon Fey
* Summon Lesser Demons
* Summon Shadowspawn
* Summon Undead
* Thorns
* Thunder Step
* Thunderbolt
* Tidal Wave
* Tiny Servant
* Tongues
* Vampiric Touch
* Vines
* Wall of Sand
* Wall of Water
* Water Breathing
* Water Walk
* Wind Wall
Amnesia

*4th-Level Enchantment*

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

Chose one creature that you can touch. That creature must make a Wisdom saving throw against your spell save DC. Creatures that are immune to being charmed automatically succeed this save. On a failed save, up to three of the following things happen:

* They cannot remember their name, or their identity
* They forget everything that happened within the past 8 Hours
* They forget where they are, and lose all geographical knowledge of the area within 10 miles of the creature's current location
* They forget all spells that are above the cantrip level
* They forget how to use weapons
* (Only works if previously hostile) The creature is not hostile towards you or your party

The creature may repeat the save if it gets hurt in any way. This spell only works on creatures with an intelligence of over 5.

***Spell Lists.*** Warlock
Antilife Shell

*5th-Level Abjuration*

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

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.

The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

***Spell Lists.*** Druid
Bane

*1st-Level ehcnantment*

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

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

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

***Spell Lists.*** Bard, Cleric
Diedrich Bader

**Karl Diedrich Bader** (born December 24, 1966) is an American actor.

## Early Life

Karl Diedrich Bader was born in Alexandria, Virginia to parents William B. and Gretta Bader. His patrilineal great-grandfather was Edward Lawrence Bader, who was mayor of Atlantic City, New Jersey.

When Bader was two years old, his family moved to Paris but he returned to the U.S. to attend Groveton High School. He graduated from T.C. Williams High School in Alexandria, Virginia and attended college at the University of North Carolina School of the Arts.

## Career

After a few guest roles on popular television series such as The Fresh Prince of Bel-Air, Star Trek: The Next Generation, Quantum Leap, Diagnosis: Murder and Cheers, Bader's first major role was in the 1993 series Danger Theatre, playing The Searcher. He moved into cinema acting for the 1993 film version of The Beverly Hillbillies, but returned to TV, playing Oswald on The Drew Carey Show starting in 1995. He appeared in the 1999 film Office Space as Peter's neighbor Lawrence, and in the 2004 film Napoleon Dynamite as Rex, the owner of a Taekwondo dojang. He performs in the 2004 film Eurotrip as a thief. In 2010, Bader took the role of Charlie on the television series Outsourced.

As a voice actor, he has voiced various characters in animated features, television series and video games, such as Ice Age, The Simpsons, Buzz Lightyear of Star Command, The Grim Adventures of Billy and Mandy, South Park and The Penguins of Madagascar. In 2012, he reprised his role as Rex in the animated TV series Napoleon Dynamite. He played the Russian Cosmonaut Yuri in Disney's Space Buddies. Bader has lent his voice to several different Batman cartoons, portraying both heroes and villains: Batman Beyond, The Zeta Project, The Batman, and starring as the title character in Batman: The Brave and the Bold. Bader also voices Guy Gardner in Green Lantern: The Animated Series.

In 2016, Bader starred in the "It's the Obvious Choice" series of Time Warner Cable television commercials and starred as Greg Otto in ABC sitcom American Housewife from 2016 to 2021. From 2014 to 2019, Bader had a recurring role on HBO sitcom Veep. Since 2016, Bader has had a recurring role as best friend, Rich, on Better Things.

## Personal Life

### Marriages and Children

Bader has been married to actress Dulcy Rogers since 1997. Together they have two children, Ondine and Sebastian.
Cleric Spell List

## Cantrips (0 Level)

Decompose

Guidance

Hand of Radiance

Light

Mending

Resistance

Sacred Flame

Spare the Dying

Thaumaturgy

Toll the Dead

Word of Radiance

## 1st Level

Bane

Bless

Ceremony

Command

Compelled Duel

Create or Destroy Water

Cure Wounds

Curse

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Guiding Bolt

Guiding Hand

Healing Word

Inflict Wounds

Orb of Light

Protection From Evil and Good

Purify Food and Drink

Sanctuary

Wrathful Smite

## 2nd Level

Aid

Augury

Blindness/Deafness

Calm Emotions

Continual Flame

Electrify

Enhance Ability

Find Traps

Fortune's Favor

Gentle Repose

Hold Person

Lesser Restoration

Locate Object

Perceived Justice

Prayer of Healing

Protection from Poison

Restore Vitals

Silence

Spiritual Weapon

Warding Bond

Withdraw

Zone of Truth

## 3rd Level

Animate Dead

Aura of Vitality

Beacon of Hope

Bestow Curse

Clairvoyance

Create Food and Water

Daylight

Dispel Magic

Fast Friends

Feign Death

Glyph of Warding

Incite Greed

Life Transference

Magic Circle

Magnetic Flux

Mass Healing Word

Meld into Stone

Motivational Speech

Protection from Energy

Remove Curse

Revivify

Sending

Speak with Dead

Spirit Guardians

Spirit Shroud

Tongues

Water Walk

## 4th Level

Aura of Life

Aura of Purity

Banishment

Control Water

Death Ward

Diviniation

Freedom of Movement

Guardian of Faith

Locate Creature

Stone Shape

## 5th Level

Commune

Contagion

Dawn

Dispel Evil and Good

Flame Strike

Geas

Greater Restoration

Hallow

Holy Weapon

Insect Plague

Legend Lore

Magnitude

Mass Cure Wounds

Planar Binding

Raise Dead

Revenge

Scrying

Summon Celestial

## 6th Level

Blade Barrier

Blue Flare

Create Undead

Ebonyflesh

Find the Path

Forbiddance

Harm

Heal

Heroes' Feast

Otherworldy Form

Planar Ally

Sunbeam

Thunder Cage

True Seeing

Word of Recall

## 7th Level

Conjure Celestial

Divine Word

Etherealness

Fire Storm

Lightning Storm

Plane Shift

Regenerate

Resurrection

Symbol

Temple of the Gods

## 8th Level

Antimagic Field

Control Weather

Dragonhide

Earthquake

Holy Aura

Precipise Blades

Sunburst

## 9th Level

Astral Projection

Gate

Genesis Supernova

Judgement

Mass Heal

Power Word: Heal

True Resurrection
Battle Master

### Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

* Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
* 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.
* Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

### Student of War

At 3rd level, you gain proficiency with one extra type of artisan's tools of your choice.

### Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Strength score
* Dexterity score
* Constitution score
* Armor Class
* Current hit points
* Total class levels, if any
* Class Type levels, if any

### 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 1 superiority die.
Cataclysm

*8th Level Pyromancy*

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

You chose one point on which you can see. This point is a 60 foot Sphere. Every creature in this area must make a Dexterity saving throw against your spell save DC, or be knocked prone. On the start of your next turn, fissures open up in the ground, and lava spews up from them. Every creature that starts their turn in the radius of this spell must make a Consitution saving throw, or take 16d8 Fire damage until the spell ends.

***Spell Lists.*** Pyromancer
Conquest

### Tenents of Conquest

***Douse the Flame of Hope***. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

***Rule with an Iron Fist***. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

***Strength Above All***. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

##### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

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

* Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
* Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

*At 18th level, the range of this aura increases to 30 feet.*

### Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

### Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

* You have resistance to all damage.
* When you take the Attack action on your turn, you can make one additional attack as part of that action.
* Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

*Once you use this feature, you can’t use it again until you finish a long rest.*
Cure Wounds

*1st-Level Evocation*

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

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

***Spell Lists.*** Artificer, Bard, Cleric, Paladin, Ranger
1st Level Spells

* Absorb Elements
* Acid Stream
* Agility
* Alarm
* Animal Friendship
* Arcane Weapon
* Armor of Agathys
* Arms of Hadar
* Bane
* Beast Bond
* Blazing Arrow
* Bless
* Burning Hands
* Catapult
* Cause Fear
* Ceremony
* Chaos Bolt
* Charm Person
* Chromatic Orb
* Color Spray
* Combustion
* Command
* Compelled Duel
* Comprehend Languages
* Confuse Ray
* Create or Destroy Water
* Cure Wounds
* Curse
* Defog
* Detect Evil and Good
* Detect Magic
* Detect Poison and Disease
* Disguise Self
* Dissonant Whispers
* Distort Value
* Divine Favor
* Earth Tremor
* Elemental Disguise
* Ember
* Ensnaring Strike
* Entangle
* Expeditious Retreat
* Faerie Fire
* False Life
* Feather Fall
* Find Familiar
* Flame Rush
* Flare
* Flashburn
* Fog Cloud
* Frost Fingers
* Gift of Alacrity
* Gills
* Goodberry
* Grease
* Guiding Bolt
* Guiding Hand
* Hail of Thorns
* Healing Word
* Hellish Rebuke
* Heroism
* Hex
* Hunter's Mark
* Ice Knife
* Id Insinuation
* Identify
* Illusory Script
* Infernal Explosion
* Inflict Wounds
* Jim's Magic Missile
* Jump
* Lesser Ward
* Longstrider
* Mage Armor
* Magnify Gravity
* Mist
* Moss
* Night Shade
* Orb of Light
* Poisoned Web
* Protection from Evil and Good
* Puppet
* Purify Food and Drink
* Ray of Sickness
* Sanctuary
* Sand Tomb
* Searing Smite
* Sense Emotion
* Shadow Arrow
* Shield
* Shield of Faith
* Silent Image
* Sleep
* Smog
* Snare
* Sparks
* Speak with Animals
* Sudden Awakening
* Tasha's Caustic Brew
* Tasha's Hideous Laughter
* Tenser's Floating Disc
* Thunderous Smite
* Thunderwave
* Unearthly Chorus
* Unseen Servant
* Wild Cunning
* Witch Bolt
* Wrathful Smite
* Zephyr Strike
Create Magen

*7th Level Alteration*

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

While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell.

When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a Wish spell can undo this reduction to your hit point maximum.

Any magen you create with this spell obeys your commands without question.

***Spell Lists.*** Wizard
Create Homunculus

*6th-Level Alteration*

* **Casting Time:** 1 Hour
* **Range:** Touch
* **Components:** V,S,M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp)
* **Duration:** Instantaneous

While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus. The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point. and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus‘s death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.

***Spell Lists.*** Wizard
Antimagic Field

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

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

* ***Targeted Effects.*** Spells and other magical effects, such as Magic Missile and Charm Person, that target a creature or an object in the sphere have no effect on that target.
* ***Areas of Magic.*** The area of another spell or magical effect, such as Fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a Wall of Fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
* ***Spells.*** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
* ***Magic Items.*** The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere – for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere – the magic of the item ceases to be suppressed as soon as it exits.
* ***Magical Travel.*** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere.
* ***Creatures and Objects.*** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
* ***Dispel Magic.*** Spells and magical effects such as Dispel Magic have no effect on the sphere. Likewise, the spheres created by different Antimagic Field spells don’t nullify each other.

***Spell Lists.*** Cleric, Wizard
Brute (PoD)

## Brute

#### Savage Blows

At level 3 When attacking with a one handed weapon, your criticals do x3 the damage.

#### Frightening Rage

At level 6 when attacking creatures during the turn you have started your rage, they must make Wisdom saving throws against the attack rolls to hit else be frightened of you for 1 minute.

#### Instigator

Beginning at 10th level Creatures within 60' of you whenever raging must make a Wisdom saving throw (DC= 10+Your level/2) or start raging as well, they gain the effects of the lowest level barbarian Raging, and start to riot.

#### Reflexes

Beginning at 14th level, if you can see a enemy attempting to attack you, you may use a reaction to increase your AC by 2 until the end of your turn. If the attack misses, and is under your normal AC, nothing happens. If the attack misses, and missed because of the bonus, you gain a +5 to hit them next turn. If the attack still hits, you instantly rage (If not raging already) and can make a melee attack against the creature.
Divine Soul

### Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

##### Divine Magic

 Evil
 Neutral
 Law
 Chaos

### Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

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

### Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

### Angelic Form

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

### Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

*8th Level Conjuration*

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

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

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

*2nd-Level Pyromancy*

* **Casting Time:** Bonus Action
* **Range:** Self
* **Components:** V,S
* **Duration:** 1 Round

You layer yourself with a shield of bark. Your AC increases by +4, but your movement speed is 0 and you cannot make actions until the end of your next turn, where the bark will fade.

***Spell Lists.*** Druid, Pyromancer
9th Level Spells

* Astral Projection
* Black Hole Eclipse
* Blade of Disaster
* Dark Phoenix
* Foresight
* Gate
* Genesis Supernova
* Imprisonment
* Invulnerability
* Judgement
* Mass Heal
* Mass Polymorph
* Meteor Swarm
* Power Word: Heal
* Power Word: Kill
* Prismatic Laser
* Prismatic Wall
* Psychic Scream
* Ravenous Void
* Shapechange
* Storm of Vengeance
* Sunfire Storm
* Supernova
* Swamp
* Time Ravage
* Time Stop
* True Polymorph
* True Resurrection
* Vortex
* Weird
* Wish
Dream

*5th-Level Illusion*

* **Casting Time:** 1 Minute
* **Range:** Special
* **Components:** V,S
* **Duration:** 8 Hours

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of their surroundings, but can’t take actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

***Spell Lists.*** Bard, Warlock, Wizard
Barkskin

*2nd-Level Alteration*

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

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

***Spell Lists.*** Druid, Ranger
Boneification

*7th Level Pyromancy*

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

You may chose one humanoid creature. This creature needs to make a Constitution saveing throw with advantage against your spell save DC. On a failed save, the humanoid takes 10d8 necrotic damage. If the creature is to die from this necrotic damage, they instead turn into a Skeleton under your command.

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, you may add 1d8 to the damage per spell slot used above 7th level.

***Spell Lists.*** Pyromancer
Clone

*8th Level Necromancy*

* **Casting Time:** 1 hour
* **Range:** Touch
* **Components:** V,S,M (a diamond worth at least 1000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes. A vessel worth at least 2000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
* **Duration:** Instantaneous

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.

***Spell Lists.*** Wizard
Animal Friendship

*1st-Level Enchantment*

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

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.

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

***Spell Lists.*** Bard, Druid, Ranger
Conjure Celestial

*7th Level Conjuration*

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

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics.

***At Higher Levels.*** When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

***Spell Lists.*** Cleric
Aurora Beam

*5th-Level Evocation*

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

You let fourth a beam of pure cold energy. The beam glows a beautiful array of blinding light. Chose one creature within range, that creature makes a Constitution saving throw. On a failed save, the creature takes 12d6 cold damage, and is blinded for 1 minute. If the creature succeeds, they only take half damage, and are not blinded.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you may add 1d6 per spell slot used above 5th.

***Spell Lists.*** Druid, Sorcerer, Wizard
Alteration (HB)

### Alteration Savant

Starting at 2nd level, you may halve the cost and time to write alteration spells into your spellbook.

### Alteration Adept

Starting at 6th level, you gain the ability to cast alteration spells with an ability that is unrivaled to most others. Whenever casting an alteration spell of 3rd level or lower, you may roll 1d4. On a 4, you may cast the spell with no components or spell slots.

### Alteration Caster

Starting at 10th level, you are able to maximize the potency of your alteration casting. Whenever you cast an alteration spell of 7th level or lower, you may cast it as if it was 1 spell slot higher than it is without consuming any extra spell slots.

### Alteration Master

Starting at 14th level, you master your skills in Alteration, and gain the ability to duel cast them with other spells. Whenever you cast an Alteration spell, you may cast an additional spell of 5th level or lower that is not an alteration spell as a bonus action.
Blade Barrier

*6th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

***Spell Lists.*** Cleric
Changeling

> Folk who have no face, and whispy white hair and skin. They are able to mimic almost everything about you, and change their face as if it was clay. They are the closest doppelgangers are able to get to being more humanoid. Not all changelings have bad intentions, and some even use their racial traits for good, but because some use their powers to deceive, all known changelings are treated with suspicion and fear.
>
>

## Stats

* ***Ability Score Increase:*** Your Charisma score increases by 2. In addition, one ability score of your choice increases by 1.
* ***Age:*** Changelings mature slightly faster than humans but share a similar lifespan – typically a century or less. While a changeling can shapeshift to conceal their age, the effects of aging still catch up to them
* ***Alignment:*** Changelings hate to be bound in any way, and those who follow the path of the Traveler believe that chaos and change are important aspects of life. Most tend toward pragmatic neutrality as opposed to being concerned with lofty ideals. Despite common fears, few changelings embrace evil
* ***Size:*** In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.
* ***Speed:*** Your base walking speed is 30 feet
* ***Darkvision:***
* ***Change Appearance.*** As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
* ***Changeling Instincts.*** You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
* ***Languages:*** You can speak, read, and write Common and two other languages of your choice
Black Powder Weapons

## Black Powder Weapon Features

* ***Multiload.*** Multiload allows you to load multiple shots into the same gun, and fire them both at once when you fire the weapon once. The amount of shots deal the same amount of damage per shot, of which is the weapon damage. Both shots either hit or miss depending on the one to-hit roll.
* ***Concealed.*** Concealed weapons are weapons that cannot be seen with the naked eye. Whenever a creature has a Concealed weapon, creatures that wish to see it have to make a Perception check or have a perception check higher than the Dexterity of the wielder.
* ***Multishot.*** Multishot weapons allow you to shoot the gun multiple times in one attack action, taking an amount of attack rolls equal to the amount of Multishot the specific weapon has. The damage remains the same, you just fire more.
* ***Penetration.*** Weapons that have Penetration are able to breach resistances or immunities. If a creature is resistant or immune to the damage type that the weapon deals, instead the damage is counted as neutral damage.
* ***Range.*** Ranged weapons have a maximum range. That range is displayed in the Notes section, where weapons cannot fire past the specific range. In addition to this, weapons that have a "Range" rather than a "Thrown" cannot be used as melee weapons.
Armor of Agathys

*1st-Level Abjuration*

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

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.

***Spell Lists.*** Warlock
Bloodomancy (NG)

### Black Magic

Starting at 1st level, your flame becomes less of fire, and more of blood. Every time you cast a spell that is of 1st level and above, you may deal an amount of damage equal to your hit die to yourself and add it to your spell's damage.

*At 12th level, you may instead deal 6 of your hit die to yourself, and add the damage.*

### Blood Puppet

Beginning at 6th level, whenever you kill a creature, you may manifest all of the blood in it's body and use it as an ally. As a reaction, you may force one creature that is within 10 feet of the creature that you just killed to make a Constitution saving throw against your spell save DC. On a failed save, that creature takes an amount of damage equal to the challenge rating of the creature x3 (no less than 1).

### Heartstopper

Starting at 18th level, you gain the ability to impose temporary cardiac arrest against a creature (assuming that it does have a heart). Once per day, you may force a creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature goes into temporary Cardiac Arrest for 1 minute. While in this state, the creature cannot move more than 10 Feet, cannot attack more than twice per turn, cannot take legendary actions, cannot cast spells that require concentration. At the end of the creature's turns, they may make a Constitution saving throw against your spell save to attempt to relieve the affects. On a successful save, nothing happens.

### Marionette

Starting at 20th level, you gain your "Beast Within" ability, but instead of becoming a beast, you are able to use stored blood to create a controllable beast. For every creature that you kill (that can bleed), you may store 1/4 of it's challenge rating's worth of blood in Liters(this may be done before you reach 20th level), once per day, you may use all stored blood to create a creature that you are aware that exists. The requirement for the creature is that you must know it exists, and you must have an amount of liters equal to it's challenge rating to summon it. All creatures summoned this way start at 1/5th of their max HP, and have the same stat blocks.
Decemate

*5th-Level Pyromancy*

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

The Caster lets fourth a blow of pure rage and anger. Chose one Large or smaller creature within range that must make a Strength saving throw against the caster's spell save DC. On a succesful save, the creature takes 3d10 fire damage. On a failed save, the creature takes 8d10 Fire damage and is thrown back 20 Feet. If the creature can be knocked prone, then they are knocked prone.

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

***Spell Lists.*** Pyromancer