recursal/Fanatic-Fandom huggingface dataset:
Aganazzar's Scorcher

*2nd-Level Evocation*

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

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

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

***Spell Lists.*** Sorcerer, Wizard
Barrier of Burning Embers

*6th-Level Pyromancy*

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

You summon a wall of burning embers. The wall is 20 Feet tall, 5 Feet Thick, and 30 Feet Long. If any creature touches the wall, the creature must make a Dexterity saving throw. On a failed save, the creature takes 12d6 Fire damage, or half as much on a succesful save.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you may add 1d6 per spell slot used above 6th.

***Spell Lists.*** Pyromancer
Control Weather

*8th Level Alteration*

* **Casting Time:** 10 Minutes
* **Range:** Self (5-Mile Radius)
* **Components:** V,S
* **Duration:** Concentration, Up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

 Stage 2
 Stage 3
 Stage 4
 Stage 5

 Stage 2
 Stage 3
 Stage 4
 Stage 5
 Stage 6

 Stage 2
 Stage 3
 Stage 4
 Stage 5

***Spell Lists.*** Cleric, Druid, Wizard
Elemental Disguise

*1st-Level Pyromancy (ritual)*

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

Chose a biome or type of landscape (Tundra, Swamp, Forest, etc.). Once the spell is complete, all things that are visible on the outside of you are colored or camoflagued to look like the biome. You have advantage on all stealth checks whilst you are in the matching biome, and all creatures have disadvantage on perception checks against you.

***Spell Lists.*** Druid, Pyromancer
Distort Value

*1st-Level Illusion*

* **Casting Time:** 1 Minute
* **Range:** Touch
* **Components:** V
* **Duration:** 8 Hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

***At Higher Levels.*** When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Conjure Fey

*6th-Level Conjuration*

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

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, 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 fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics.

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

***Spell Lists.*** Druid, Warlock
Create Bonfire

*Conjuration Cantrip*

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

You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

***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.*** Druid, Sorcerer, Warlock, Wizard
Agility

*1st-Level Alteration*

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

You are able to increse your bodies movement capabilities with magical qualities. You gain your choice of:

* +30 Feet Movement Speed
* +20 Feet Climbing Speed
* +20 Feet Swimming Speed
* +10 Feet To Long/High Jump
* +3 To All Dexterity Checks

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you may extend the spell's time by an hour per spell slot above 1st, or you may chose another attribute.

***Spell Lists.*** Bard, Druid, Wizard
Conjure Elemental

*5th-Level Conjuration*

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

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

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

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics.

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

***Spell Lists.*** Druid, Wizard
Arcane Weapon

*1st-Level Alteration*

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

You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.

As a bonus action, you can change the damage type, choosing from the options above.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

***Spell Lists.*** Artificer
Alchemy Rules

## Basics/Healing and Poisons

Alchemy works on a mixing based system. The more you mix stuff, the more potent it is. Many different ingredients boost many different things. For example, if you mix two Red Mushrooms together, you gain a potion that heals for 1d4 health. If you mix 4 Red Mushrooms, you get a potion that heals 1d6 Health. This continued to increase the die for every double you go, with a maximum of 64. With 64 Red Mushrooms, you get 1d20 HP from it. In addition to this, if you are proficient in the Alchemy skill, or are using alchemist supplies, you can add your Intelligence Modifier to every potion you make. This also doubles, like the ingredient -> effect. So if you have a +1 to your intelligence, when you mix 64 red mushrooms, you get 3d20+32 HP. But, that is only for numbered potions, like potions of Healing or Poison Damage.

## Potions That Have Effects

Not all ingredients have to do with healing and poisoning. A great example of this are the Berries. A Red Berry boosts your Fire Defense, so what happens when you combine them? Instead of stacking and doubling, the more you add for effects like that gives it more time, or more potency. If you put 2 Red Berries together, you gain 6 seconds of Fire resist. If you put 4 berries together, you get 12, and 8 you get 24, and so on so fourth. Your intelligence score effects this, too. If you have a +2 in your intelligence, and are proficient in Alchemy at level 1, (Meaning you have a +4 in all alchemy), you add the number onto your seconds, and those double WITH the base number. For example, if you combine 2 red berries, and have your +4, instead of getting 6 seconds, you get 10. And when you combine 4 berries, instead of getting 12, you get 20 seconds.

**Down below will be tables to showcase the effect of different types of potions**

### Numbered Potions (Healing/Poison/Etc.)

 4
 8
 16
 32
 64

### Effect Potions (Fire Resist/Cold Damage x2/Etc.)

 4
 8
 16
 32
 64

### Stat Buff Potions (Strength Up/Deception Up/Etc.)

 4
 8
 16
 32
 64

### Speed Potions

 4
 8
 16
 32
 64
Aarakocra

> The bird like folk of the mountainous region of Rederium. They are more secluded than others, and work in clan based families and cultures. Aarakocra society works on clans, typically 3-6, and in those clans are the Aarakocra who where the most like that animal before they matured. For example, a lion clan would contain Aarakocra of the most prideful and loyal members, while a pig clan has the fastest and strongest. Aarakocra are very loyal to their clans, and it would be rare to see one outside of its home, so an adventurer is rare.
>
>

## Stats

* ***Ability Score Increase:*** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
* ***Age:*** Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
* ***Alignment:*** Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
* ***Size:*** Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium
* ***Speed:*** Your base walking speed is 25 feet
* ***Flight.*** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor
* ***Talons.*** You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
* ***Languages:*** You can speak, read, and write Common, Aarakocra, and Auran
Create or Destroy Water

*1st-Level Alteration*

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

You either create or destroy water.

* ***Create Water.*** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
* ***Destroy Water.*** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

***Spell Lists.*** Cleric, Druid
Thunderkittens (Lost Pilot of cancelled show)

Thunderkitten is a pilot of a show that never seen the light of day in which was not connected nor related to the Thunderkitten A.K.A Cosmocats series from 2011. The pilot was made in 2013.

## **Updates:**

Someone interviewed Michael McKean and here is what he had to say below:

''Uhh well the plot was about wild or willytwins I think were separated from the group so they end up on well actually our earth but with wolves anyways. The names were Thomas he was a bit cheeky,but he was playful like willykat and willykit and umm Emily uhhhhh she was in her own words perfect,beautiful and graceful. She always scolded Thomas even though she was younger than him.''

Michael McKean told the person that it was made in California were the studio was. 13 episodes were in production and only 4 were finished. Some concept art were found.
Conjure Volley

*5th-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 150 Feet
* **Components:** V,S,M (one piece of ammunition or one thrown weapon)
* **Duration:** Instantaneous

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

***Spell Lists.*** Ranger
2nd Level Spells

* Acid
* Aganazzar's Scorcher
* Aid
* Alter Self
* Animal Messenger
* Aqua Ring
* Arcane Lock
* Augury
* Bark
* Barkskin
* Beast Sense
* Blindness/Deafness
* Blur
* Branding Smite
* Bug Bite
* Calm Emotions
* Cloud of Daggers
* Continual Flame
* Cordon of Arrows
* Crown of Madness
* Darkness
* Darkvision
* Detect Thoughts
* Dragon's Breath
* Dust Devil
* Earthbind
* Electrify
* Enhance Ability
* Enlarge/Reduce
* Enthrall
* Fiery Lash
* Fiery Rush
* Find Steed
* Find Traps
* Fire Spin
* Flame Blade
* Flaming Sphere
* Flock of Familiars
* Fortune's Favor
* Gentle Repose
* Gift of Gab
* Gust of Wind
* Healing Spirit
* Heat Metal
* Hold Person
* Ice Ball
* Immovable Object
* Invisibility
* Jim's Glowing Coin
* Knock
* Lesser Restoration
* Levitate
* Leyline of Gas
* Locate Animals or Plants
* Locate Object
* Lucky Chant
* Magic Mouth
* Magic Weapon
* Maximillan's Earthen Grasp
* Melf's Acid Arrow
* Mind Spike
* Mind Thrust
* Mirror Image
* Misty Step
* Moonbeam
* Muddy Water
* Muffle
* Nystul's Magic Aura
* Pass Without Trace
* Perceived Justice
* Phantasmal Force
* Poisoned Munitions
* Prayer of Healing
* Protection from Poison
* Pyro Burn
* Ray of Enfeeblement
* Restore Vitals
* Rope Trick
* Scorching Ray
* See Invisibility
* Shadow Blade
* Shatter
* Signal Beam
* Silence
* Silver Wind
* Skyrwrite
* Snilloc's Snowball Storm
* Soul Trap
* Spider Climb
* Spike Growth
* Spiritual Weapon
* Static Burn
* Suggestion
* Summon Beast
* Tasha's Mind Whip
* Thought Shield
* Toxic
* Warding Bond
* Warding Wind
* Web
* Withdraw
* Wristpocket
* Zone of Truth
Detect Evil and Good

*1st-Level Divination*

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

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

***Spell Lists.*** Cleric, Paladin
Bones of the Earth

*6th-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

***Spell Lists.*** Druid
Battlerager

> The Dwarves of South Rederium split off of north Rederium after the 1st age, claiming that their ideals did not cater to the ones of the desert sands. Civil war quickly broke out, and the art of spiked armor was quickly deployed by the ones of the south. First invented by the dwarves, their soldiers fought with Zeal unknown by many at the time, and their armor helped with both intimidation and their tactics. Instead of playing defensively, the armies of South Rederium spear headedly charged into the northlands, using breakthrough tactics and the advantage of having a higher population. The war later ended in stalemate as North Rederium was able to use the mountains to their advantage, but South Rederium made off with more than one third of the land that North Rederium originally took. The art, still being used today in modern armies, is still undefeated, as there is no unmovable object to stop the unstoppable force.
>
>
>

## Battlerager

### Battlerager Armor

When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.

While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d6 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes (1d8+Your Strength Score) piercing damage if your grapple check succeeds.

### Reckless Abandon

Beginning at 6th level, when you make a Reckless Attack while raging, you gain (1d12+Your Con Mod) of HP back.

### Battlerager Charge

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging. While dashing in this way, if any creature attempts to make an opportunity attack against you, and fails, they take (Your Barbarian Level + Your Con Modifier) of Piercing damage.

### Spiked Retribution

Beginning at 14th level, if a creature is to make an attack against you while raging, they take (1d12+Your Strength Score) of piercing damage. If they miss, the damage is doubled.
Bugbear

> The more monstrous and bulky side of the goblinoids. Bugbears are large and strong creatures. They do not need to go through battles with sheer numbers, like the goblins. And they don't need tactics, like the hobgoblins. Instead, the Bugbears use a special tactic that is little known bugbears posses. They use stealth. With their large, bulky 6' or larger stature, they are able to disappear into the shadows as if they where made of them. Pair this with their inexplicable stealth, and they are the ultimate killing machines. Bugbears rely of ferocity to overcome their challenges, which is fine, because that's all they need.
>
>

## Stats

* ***Ability Score Increase:*** Your Strength score increases by 2, and your Dexterity score increases by 1.
* ***Age:*** Bugbears reach adulthood at age 16 and live up to 80 years
* ***Alignment:*** Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil
* ***Size:*** Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 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.
* ***Long-Limbed.*** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
* Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* ***Sneaky.*** You are proficient in the Stealth skill.
* ***Surprise Attack.*** If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
* ***Languages:*** You can speak, read, and write Common and Goblin
Circle of Death

*6th-Level Necromancy*

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

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Animate Dead

*3rd-Level Necromancy*

* **Casting Time:** 1 Minute
* **Range:** 10 Feet
* **Components:** V,S
* **Duration:** Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

***Spell Lists.*** Cleric, Wizard
Celestial

### Bonus Cantrips

At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

### Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

### Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

### Celestial Resistance

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

### Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.
4th Level Spells

* Amnesia
* Arcane Eye
* Aura Sphere
* Aura of Life
* Aura of Purity
* Banishment
* Blight
* Brine
* Charge Beam
* Charm Monster
* Compulsion
* Conjuration of Burning Embers
* Conjure Barlgura
* Conjure Minor Elementals
* Conjure Shadow Demon
* Conjure Woodland Beings
* Control Water
* Death Ward
* Decomposition
* Detect
* Dimension Door
* Divination
* Dominate Beast
* Draconic Rush
* Elemental Bane
* Energy Ball
* Evard's Black Tentacles
* Fabricate
* Find Greater Steed
* Fire Shield
* Fire Spike
* Flamethrower
* Fleur Cannon
* Flower Shield
* Freedom of Movement
* Galder's Speedy Courier
* Giant Insect
* Grasping Vine
* Gravity Sinkhole
* Greater Invisibility
* Greater Ward
* Guardian of Faith
* Guardian of Nature
* Hallucinatory Terrain
* Ice Storm
* Leomund's Secret Chest
* Locate Creature
* Magic Coat
* Magma Arrow
* Magma Flux
* Moonlight Flare
* Mordenkainen's Faithful Hound
* Mordenkainen's Private Sanctum
* Otiluke's Resilient Sphere
* Phantasmal Killer
* Pin Missile
* Polymorph
* Shackle
* Shadow Orb
* Shadow of Moil
* Sickening Radiance
* Solar Blade
* Spirit Arrow
* Staggering Smite
* Stone Shape
* Stoneskin
* Storm Sphere
* Storm Throw
* Summon Greater Demon
* Sweat
* Vitrolic Sphere
* Wall of Fire
* Water Pulse
* Watery Sphere
* Widogast's Vault of Amber
* Widogast's Web of Fire
Bug Bite

*2nd-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S,M (A small bug, like a Cricket or Flea)
* **Duration:** 1 Hour

You give your small bug fangs sharper than iron barbs. You may throw this bug on any creature, and until the spell ends the creature will take 1d6 Piercing damage at the end of its turn.

***Spell Lists.*** Druid, Wizard
Ancestral Guardian

>
> Rage is not always that of which is used for purposes of destruction. Many Barbarians, especially from the high north, will use their powers of rage to give name for their ancestors, avenge them, appease them, or otherwise make their will physical. Being tied to honor, these barbarians are shells of all wisdom passed down from the ages, even if it is not their own. The ones that helped cultivate this being protect them, and will typically shield them from harm as well as show them the true way.
>
>

## Ancestral Guardian

### Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.

### Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

### Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.

### Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents x2.
Beam of Heat

*Pyromancy Cantrip*

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

You press your hands forwards and summon a beam of extreme heat. Make a ranged spell attack on an amount of creatures equal to 1+Your Constitution Modifier. On a succesful hit, the targets take 1d4 Fire Damage.

***At Higher Levels.*** This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

***Spell Lists.*** Pyromancer
Compelled Duel

*1st-Level Enchantment*

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

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

***Spell Lists.*** Cleric, Paladin
Blizzard (Monk Sublcass)

### Way of the Blizzard

This Subclass is for monks, whom come from or reside within icy winter like environments. In a Distant Region of Ice and Snow, a Monastery exists to the furthest regions of the world, to the North poles, South Poles, or atop mountains, so large the air is thin, and the rocks are covered with heavy thick snow and ice. The Way of Frost in these monetarists are to adapt and master the very environment around you.

### Cold Presence

Beginning at 3rd Level, you learn to use your ki to freeze air around you. You can spend 1 ki point to generate the following effects.

* **Frozen Ground:** As an action, you can send a gust of frost air to a point within 60 feet, condensing the moisture in the air on that point. A portion of the ground freezes, generating the same effects of the *grease* spell, and the DC is equal to you ki save DC. You are not affected by the effects of this feature.
* **Freezing Touch:** You can chill something to the point of becoming frozen. As a bonus action, you can make a ranged spell attack against a creature you can see within 30 feet, using your Wisdom modifier as your spellcasting ability. If that target is a creature, it takes 1d8 cold damage per ki point spent. If it is an object, it becomes vulnerable to bludgeoning damage until the end of your next turn.
* **Frost Armor:** You freeze the air around your body, creating a armor of ice. For 1 minute, you gain immunity to cold damage, resistance to fire damage and a bonus of +2 to your AC.

In addition, you learn the *frostbite* cantrip. Wisdom is your spellcasting ability to cast this spell.

### Frost Step

Beginning at 6th level, you have learned to move swiftly within a single breath. As a bonus action, you become enveloped by cold fog, allowing you to instantly move up to 60 feet to a frozen place. You then have advantage on the first melee attack you make before the end of the turn. However the direction you move, you leave behind a 5-foot square of frozen ground, extinguishing fire in the area and make the ground difficult terrain. The frozen ground melts after 1 minute.

### Frost Cloak

Starting at 11th level, you become one with ice. As as action while on top of a frozen surface or in an arctic environment, you can become completely invisible, and undetectable as you make no sound. You have advantage on the first attack you make while invisible, becoming visible after this attack. You spend up to 3 ki points, and add 2d6 to your attack damage per ki point spent. The damage is cold, and the creature must make a Constitution saving throw against your ki save DC, or will be paralyzed until the end of its next turn.

### Blizzard Fury

Beginning at 17th level you may spend 8 ki to cast *ice storm* at 7th level as an action. You use your Wisdom as your spellcasting ability. Along with its normal effects, if you cast it in an arctic terrain, the cold damage is doubled.

In addition whenever you use your Flurry of Blows, the unarmed strikes granted by this feature deal additional cold damage equal to your Wisdom modifier.
Blizzard

*7th Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (60 Foot Sphere)
* **Components:** V,S
* **Duration:** Concentration, up to 10 Minutes

You chill your flame to sub-zero levels. This starts to absorb all heat in the surounding area, causing the air to shift and move violently with a chill.

All creatures within the spells radius must make a Consitution saving throw, on a failed save they are prone to all listed effects until the end of their next turn, where they must repeat the save.

* All Movement Speeds Reduced by 1/2
* Disadvantage on Dexterity Saving Throws
* Weakness to Cold Damage
* Creatures have Advantage to hit them
* Cannot use Flying Speed
* Take 5d6 Cold Damage (Before any Weakness is applied to them)

***Spell Lists.*** Druid, Pyromancer, Sorcerer
Conjure Vrock

*5th-Level Conjuration*

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

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

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

If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss.

As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts.

***Spell Lists.*** Sorcerer, Wizard
Delayed Blast Fireball

*7th Level Evocation*

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

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

***Spell Lists.*** Sorcerer, Wizard
Dispel Evil and Good

*5th-Level Abjuration*

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

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.

* ***Break Enchantment.*** As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
* ***Dismissal.*** As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they are already on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

***Spell Lists.*** Cleric, Paladin
Druidic Guardian (HB)

### Circle Warrior

Starting at 3rd level, you fight for the druidic circles, and gain bonus's whenever in natural enviroments.

* You have advantage on Athletics checks to climb tree's/cliffs
* You can detect any beasts within 100ft. of you
* When hidden, you are considered invisible

### The Forest Obides My Rules

You are able to control nature and make it bend to your will. By doing this as a bonus action, you are able to:

* Make plant roots move and make small barrierrs, forcing an athletics check (DC:13) to jump over it or fall
* Force Spicky Thorn Whips to lash at targetrs, dealing 1d4 piercing damage to one target of your choice
* Make the tree cannopy block all sunlight, making the area within 100ft of your choice completely dark

### Tree Strider

At 7th level You are able to run from tree to tree while staying completely hidden. If you are hidden from a creature, you are able to move to another tree within 10ft. of your tree requiring no athletics check or stealth roll.

### Improved Forest Rules

Starting at 11th level, when you use your *The Forest Obides My Rules* feature, you gain the following bennefits:

* Plant roots DC increases to 17
* Thorn Whips deal 1d8 piercing damage + 1d4 poison damage
* The darkness created by tree canopy darkness is magical

### Circle Guardian

Starting at 15th level, you gain the ability to chose one type of damage type (Fire, Cold, Thunder, Electric, poison, or Acid). You become immmune to that type of damage, and whenever you deal that type of damage, you deal double damage.
Dark Phoenix

*9th Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** Self (Sphere 60 Feet)
* **Components:** V,S
* **Duration:** Instantaneous

You revive all creatures within the spells range as long as they have died within 24 hours of this spell being casted. You may chose for any of these creatures to start at half their maximum HP. Any creature (Including yourself) in the range of this spell that is currently alive must take 10d8 necrotic damage.

***Spell Lists.*** Pyromancer
Eclipse (NG)

### Blood Magic

Beginning at 2nd level, you gain the ability to use your own blood to amplify your spell's damage. Whenever you cast a damaging spell, you may deal up to 4d8 damage to yourself, and add that damage to your spell towards the targeted creature.

### Thick Skin

Beginning at 2nd level, you also gain the ability to become resistant to all damage for one turn. You may use your reaction to become resistant to all damage until the start of your next turn. You can do this an amount of times equal to your Strength Modifier (minimum of 1) before needing a long rest.

### Bestial Grip

Starting at 6th level, you may use your *Wild Shape* feature to, instead of turning into an animal, increase your combat effectiveness. When using your Wild Shape in this way, you gain the bennefits for 1 minute. Whenever making melee attacks, you may use your bonus action to attempt to Grapple a creature that is within 5ft. of you. This creature must make a Strength saving throw against your Spell Save DC OR your Strength Score (Whichever you prefer), and on a failed save they are grappled by you. They may make the save at the end of each of their turns until they are relaesed or succeed the save.

### Cannibal

Starting at 10th level, in addition to your *Bestial Grip* ability, you also gain fangs. These fangs are sharp enough to cause bleeding, and as a reaction you may attempt to bite a creature within 5ft. of you. Make an attack roll, using Strength as a bonus. On a hit, you may deal 4d8 Magical Piercing damage to the creature. In addition to this, they must make a Constitution saving throw against your Spell Save DC, and on a failed save at the start of their turn they take 3d6 Magical Piercing damage for the next 1 minute. They may repeat the save at the end of each of their turns.

### Advanced Mobility

Beginning at 14th level, in addition to your *Bestial Grip* and *Cannibal* feature, you also gain stronger legs. For 1 minute, you have a climbing speed of 40 Feet, can scale sheer surfaces and ceilings, have a movement speed of 40 feet, and you cannot swim. If you come into contact with water that goes over your head, you cannot swim out of it, instead you will sink.
Abyssokinesis

### Abyssal Knight

Beginning at 1st Level your tunnage to the abyssal arts has gifted you with the ability to resist the lack of heat. You are now resistant to Cold damage.

### Aura of Dread

Starting at 5th level, you Aura turns cold and dark. Any hostile creature that starts their turn within 15ft. of you must make a Wisdom saving throw against your Spell save DC. On a failed save, that creature is blinded for 1 minute, and they may repeat the save at the end of their proceeding turns. Once a creature succeeds the save for your Aura ability, they are immune to it for the next 24 hours,

### Abyssal Chains

Beginning at 6th Level you learn how to influence the motor capabilities of other creatures. You gain the ability to cause chains to slow or stop the movement of any creature within your sight. As a bonus action you may chose to have a creature make a Constitution saving throw against your Spell save DC. On a failed save the creature cannot take any movement actions for up to one minute. On a successful save, the creatures movement speed is reduced by half. You may do this an amount of times equal to your Wisdom Modifier before needing a long rest.

### Fangs of Lethargy

Starting at 10th Level you gain the ability to harm a creatures spellcasting. Once per short rest, whenever you hit a target with a melee attack, you may use your reaction to brand them with a mystic symbol. This brand lasts for 1d10+Your Wisdom modifier minutes, and while the brand is on a creature, that creature cannot cast any spells above the Cantrip level, and they cannot activate any features that can cast spells. In addition to this, if the creature has a multiattack, they may not use it for as long as the brand exists. At the start of the creatures odd turns, they may make a Wisdom saving throw against your spell save DC, on a successful save, the brand is removed. Nothing changes on a failed save.

### Strengthened Aura of Dread

Beginning at 14th Level Your *Aura Of Dread* improves. In addition to the creature being blinded if they fail their save, they also cannot make any movement actions for as long as they are blinded.

### Abyssal Warden

Starting at 18th Level you gain the ability to make a creature reach partial comatose. When a creature fails any saving throw that is imposed by you, once per day you may force them to make an additional Wisdom Saving throw against your spell save DC. On a successful save, nothing happens. On a failed save, the creature is Unconscious, Blinded, and Paralyzed for the next minute. The creature may repeat the Wisdom Saving throw if they take damage.
Conjure Animals

*3rd-Level Conjuration*

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

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.

Choose one of the following options for what appears:

* One beast of challenge rating 2 or lower
* Two beasts of challenge rating 1 or lower
* Four beasts of challenge rating 1/2 or lower
* Eight beasts of challenge rating 1/4 or lower
* Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

***At Higher Levels.*** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

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