recursal/Fanatic-Fandom huggingface dataset:
Magic Circle

*3rd-Level Abjuration*

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

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

* The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
* The creature has disadvantage on attack rolls against targets within the cylinder.
* Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

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

***Spell Lists.*** Cleric, Paladin, Warlock, Wizard
Health (NG)

### Tenents of Health

***Heal the Sick.*** I must heal those who are sick or dying, no matter my standing with them.

***Help Those in Need.*** The poor, homeless, sick, and tired always can have more help, as long as their heart is pure.

***Protect the Helpless.*** I must save those who cannot protect themselves, no matter the cost.

### Channel Divinity:

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

* ***Guardian.*** As a reaction, you may take any damage that a single creature is about to take. This damage is not applied immediately, instead, at the start of your next turn.
* ***Angel.*** Your weapon glitters and gleams with holy energy. All attacks you make for the next minute deal double damage as long as you have over 3/4's of your max HP.

### Amplify Health

Starting at 7th level, whenever you cast a spell that will heal another creature, you may add your hit die to the health added.

### Purify

Beginning at 15th level you can purify all things with just the touch. Any creature afflicted with a minor affliction, (such as a disease) any polluted water or food, or any poisoned object/food can be removed from just a touch of your skin to it.

### Undying Hero

Starting at 20th level, you may never die. If you have a mission, then age will not take you until that mission is done. In addition to this, if you drop below 0 Hp, once per month you may come back with half of your maximum HP.
Minor Illusion

*Illusion Cantrip*

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

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Pyro Burn

*2nd-Level Pyromancy*

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

Your hands become ingulfed in your Pyromancers' flame. Whenever you make an unarmed strike, you may double the unarmed strike's damage then add 2d8 Fire Damage extra. If you are to hit a wooden object (Armor, shield, weapon) it will start a fire, causing creatures in contact with the object to take 1d6 fire damage at the start and end of their turn's.

***Spell Lists.*** Pyromancer
Lizardfolk

> The Tribesman of the great swamps of both Felle and Rederium, they have maws of teeth sharper than a sword, and an almost alien view of society. They live in tribes, like the goblins, but instead of actually caring about others, they see everything on how it effects them, and if it can be used by them. While a corpse of a loved one may be handled very carefully buried by a group of humans, to a lizard folk tribe, they would eat him, take the bones, and use any insides they can as armor, clothing, or warm blankets made of scales. They have no scale of emotion, and it confuses them on why they would need it, and why others feel it. Only scholars of the subject are even able to grasp the subject, but are unable to actually feel it.
>
>

## Stats

* ***Ability Score Increase:*** Your Constitution score increase by 2, and your Wisdom score increases by 1.
* ***Age:*** Lizardfolk reach maturity around age 14 and rarely live longer than 60 years
* ***Aligment:*** Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
* ***Size:*** Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium
* ***Speed:*** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
* ***Bite.*** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* ***Cunning Artisan.*** As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
* ***Hold Breath.*** You can hold your breath for up to 15 minutes at a time.
* ***Hunter's Lore.*** You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
* ***Natural Armor.*** You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
* ***Hungry Jaws.*** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
* ***Languages:*** You can speak, read, and write Common and Draconic.
Graviturgy

### Adjust Density

At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

### Gravity Well

When you reach 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

### Violent Attraction

At 10th level, When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra ldlO damage of the weapon's type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2dl0.

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

### Event Horizon

Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Hunter

### Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

### Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

### Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Defensive Tactics

At 7th level, you gain one of the following features of your choice.

* Escape the Horde Opportunity attacks against you are made with disadvantage.
* Multiattack Defense When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
* Steel Will You have advantage on saving throws against being frightened.

### Multiattack

At 11th level, you gain one of the following features of your choice.

* Volley You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target
* Whirlwind Attack You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

### Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

* Evasion When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail
* Stand Against the Tide When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
* Uncanny Dodge When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Life Transference

*3rd-Level Evocation*

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

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

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

***Spell Lists.*** Cleric, Wizard
Leomund's Tiny Hut

*3rd-Level Evocation (ritual)*

* **Casting Time:** 1 Minute
* **Range:** Self (10-foot-radius hemisphere)
* **Components:** V,S
* **Duration:** 8 Hours

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

***Spell Lists.*** Bard, Wizard
Identify

*1st-Level Divination (ritual)*

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

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

***Spell Lists.*** Artificer, Bard, Wizard
Half-Orc

> The tribal folk of the Half-Orcs. They are cross between creative humans and rage-fueled orcs, both greatly demonstrated in this race. They have ashen skin, filled with scars, not unlike their orc ancestors. But most know a trade, they learned how to make something, and chose to pursue that as well as fighting. While an Orc would become a barbarian for sheer power, an Orc would become a Battle Master for the art of combat. Half-Orcs are punished greatly in their afterlife because of this, the God/Creator of Orcs feels like they are weaker than most, and unless another god is there to save them, they are sent into an eternal Gladiator ring. They must fight other half-orcs until they win 100 times, to prove that they are not weaker than their orc cousins. This is one main reason that all Half-Orcs are intensely religious, but not towards their creator gods. All half-orcs are told about this fatal flaw at birth, so every half-orc walks through most battles praying to their god, asking for forgiveness, repentance, or even power.
>
>

## Stats

* ***Ability Score Increase:*** Your Strength score increases by 2, and your Constitution score increases by 1.
* ***Age:*** Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
* ***Alignment:*** Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
* ***Size:*** Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium
* ***Speed:*** Your base walking speed is 30 feet
* ***Darkvision:*** Thanks to your orc blood, you have superior vision in dark and dim conditions. 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
* ***Menacing.*** You gain proficiency in the Intimidation skill.
* ***Relentless Endurance.*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
* ***Savage Attacks.*** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
* ***Languages:*** You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script
Metallurgy (NG)

### Metallic Savant

Starting at 2nd level, you gain proficiency in Heavy Armor, Martial & Special Weapons, and one skill of your choice.

*Starting at 6th level, you may have any weapon that you are proficient in become your spellcasting focus*

### Metallic Control

Starting at 2nd level, when you pick this school of magic, you are able to gain partial control over metallic objects. Using a bonus action, you are able to move metallic objects that are size small or smaller as long as you are able to see them, and they are not being worn or carried.

You may move them as bonus actions, and they have 30 feet of flying speed, and hover when their turns end. You may also chose for these metallic objects to attack creatures, if they do, they deal 1d4 bludgeoning damage unless they are a weapon. If they are a weapon, they deal an amount of damage equal to the amount they do if used normally if they were used with two hands. You may only this this with Shortswords, Longswords, Maces, or Daggers.

*At 10th level, the restriction is removed from everything except Ultra Greatswords.*

### Arrow Catcher

Starting at 6th level, if an arrow is fired at you and you casted a spell of 1st level or higher this turn, you may use a reaction to force the arrow to stop mid-air. This will negate all damage, and can be done to any standard arrow as long as it was not a critical hit.

### Extra Attack

Starting at 10th level, you may attack twice instead of once whenever you take the attack action.

### Iron Skin

Starting at 14th level, you are able to temporarily draw all of the iron out of your blood and infuse it into your skin. Doing this is costly to your health, and you take 3d6 damage from doing so. As a reaction, you may make it so that you are resistant to all non magical damage types except for Necrotic and Lightning.
Ice Ball

*2nd-Level Evocation*

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

You throw forwards a ball of freezing ice. Chose one creature within the range of the spell, that creature must make a Constitution saving throw against your spellsave DC, on a failed save they take 4d8 cold damage and their movement speed is decreased by 30 Feet. On a succesful save the creature takes half damage and their movement speed is unnafected.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you may add 1d8 for every spell slot consumed above 2nd.

***Spell Lists.*** Sorcerer, Wizard
Encode Thoughts

*Enchantment Cantrip*

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** S
* **Duration:** 8 Hours

You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting Detect Thoughts on the strand has the same effect.)

***Spell Lists.*** Wizard
Frostbite

*Evocation Cantrip*

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

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

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

***Spell Lists.*** Druid, Sorcerer, Warlock, Wizard, Artificer
Locate Creature

*4th-Level Divination*

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

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.

This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

***Spell Lists.*** Bard, Cleric, Druid, Paladin, Ranger, Wizard
Magic Stone

*Alteration Cantrip*

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

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

***Spell Lists.*** Druid, Warlock, Artificer
Gust of Wind

*2nd-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self (60-Foot line)
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

***Spell Lists.*** Druid, Ranger, Sorcerer, Wizard
Fly

*3rd-Level Alteration*

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

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

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

*4th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 20 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You let forth a short ranged burst of pure fire. Chose one creature within the spell's range, that creature must make a Dexterity saving throw. On a failed save, they take 6d6 Fire damage and at the beginning of their turn they take damage equal to your total level.

***Spell Lists.*** Pyromancer, Sorcerer, Wizard
Magic Weapon

*2nd-Level Alteration*

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

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

***Spell Lists.*** Artificer, Paladin, Ranger, Sorcerer, Wizard
Flame Blade

*2nd-Level Evocation*

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

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

***Spell Lists.*** Druid, Sorcerer
Illusion

### Illusion Savant

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

### Improved Minor Illusion

When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

### Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

### Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

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

### Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.
Phantasmal Force

*2nd-Level Illusion*

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

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fallit was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

***Spell Lists.*** Bard, Sorcerer, Wizard
Moonlight Flare

*4th-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 100 Feet
* **Components:** V,S
* **Duration:** 2 Rounds

Can only be casted at night. Chose a target area of a 50 Foot radius. This spell has two turns. Turn one is when the moon starts to glow, the light level for everywhere around a 500 foot radius of the target area becomes bright light. On the second turn the moon shoots out a flare of concentrated sunlight as a beam, every creature in the target area makes a Dexterity saving throw. On a failed save they take 14d4+(Your Spellcasting Bonus) Radiant damage, or half as much on a successful one.

***Spell Lists.*** Pyromancer
Scout

### Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

### Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

### Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. If you don't have a climbing to swiming speed, you gain 20ft of each.

### Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

### Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
Searing Smite

*1st-Level Evocation*

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

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

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

***Spell Lists.*** Paladin, Ranger
Solar Blade

*4th-Level Conjuration*

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

You summon a blade made of pure sunlight. You are proficient in this blade, and all attacks made with the blade have a +2 to hit and to damage. Whenever you hit an attack with this blade, you deal 4d8 Radiant damage. In addition, if you hit an attack, you may use your bonus action to make another attack.

***Spell Lists.*** Paladin
Sending

*3rd-Level Evocation*

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

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

***Spell Lists.*** Bard, Cleric, Wizard
Mirror Image

*2nd-Level Illusion*

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

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Storm Throw

*4th-Level Alteration*

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

You grapple a target creature that is size medium or smaller within range. By throwing them into the sky, and uttering the words of your god, they are smited. The creature makes a Strength saving throw against your spell save DC, on a failed save, they take 8d10 Lightning damage, before descending to the earth without taking fall damage.

***Spell Lists.*** Paladin
Phoenix

### Ignite

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

### Mantle of Flame

Starting at 1st level, you can unleash the phoenix fire that blazes within you.

As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

* You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
* Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
* Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.

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

### Phoenix Spark

Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.

If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.

If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.

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

### Nourishing Fire

Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.

### Form of the Phoenix

At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:

* You have a flying speed of 40 feet and can hover.
* You have resistance to all damage.
* If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
Teleportation Circle

*5th-Level Conjuration*

* **Casting Time:** 1 Minute
* **Range:** 10 Feet
* **Components:** V,M (Rare chalks with inks infused with precious gems worth 50gp, which the spell consumes)
* **Duration:** 1 Round

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.

A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Seeker

### Shielding Aurora

Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier.

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

### Pact Boon: Pact of the Star Chain

At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options.

The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.

If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die.

The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.

### Astral Refuge

At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.

### Far Wanderer

At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.

### Astral Sequestration

Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane.

By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.

During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester.

Once you use this ability, you cannot use it again until you complete a long rest.
Power Word: Stun

*8th Level Enchantment*

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

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Pirate (PoD)

## Pirate

You are a pirate. Not like those flimsy rogues who call themselves swashbuckelers, you use guns, and longswords, and shields. You are the biggest crewmate, or the largest in the party (Save that for the Barbarian).

#### Sailor

You gain proficiency in Black Powder Weapons and Water Vehicles at level 3.

#### Privateer

At level 7 you gain the ability to add your Strength Modifier to Weapon attacks made with Black Powder Weapons. In addition to this, you gain a climbing or swiming speed of 10'.

#### Additional Fighting Style

At level 10 you can chose one more fighting style from the fighter fighting style list.

#### Deckman

At level 15 You gain expertise in Black Powder Weapons and Water Vehicles, you also gain expertise in one weapon of your choice.

#### Captain

At 18th level once long rest you can use your action to attempt to frighten a creature. The creature makes a Wisdom save DC= (10+STR Score+Proficency Bonus) or be frightened for 1 minute. A Creature frightened in this way must use their turn to get as far away from you as possible. Whenever the frightened creature passes a wall, ally, or you, you can make a melee weapon attack against them as a critical hit.
Revived

### Tokens of Past Lives

Starting at 3rd level, you remember talents you had in your previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest.

### Revived Nature

When you choose this archetype at 3rd level, your newfound connection to death gives you the following benefits:

* You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
* You don't need to eat, drink, or breathe
* You don't need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.

### Bolts from the Grave

Starting at 3rd level, you have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn.

### Connect with the Dead

At 9th level, you can create a link with a spirit through their corpse. When you do so, you cast the Speak with Dead spell, without using a spell slot or material components. Intelligence is your spellcasting ability for this spell.

Speaking with the dead in this way temporarily gives you a capability from a past life-you're unsure whether its from your past life or the spirit's. When the spell ends, you gain one random benefit from the Revived Capabilities table. These benefits last until you finish a short or long rest.

##### Connect With The Dead

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### Audience with Death

By 13th level, when at death's door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with "yes," "no," or "unknown." The entity answers truthfully, using the knowledge of all those who have died.

In addition, whenever you have 0 hit points and are healed or stabilized, you can change any of your personal characteristics: personality trait, ideal, bond, or flaw.

### Ethereal Jaunt

When you reach 17th level, like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don't need to see that space to teleport to it, but your teleportation fails, wasting your bonus action, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted.