recursal/Fanatic-Fandom huggingface dataset:
Guardian of Nature

*4th-Level Alteration*

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

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

***Primal Beast.*** Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

* Your walking speed increases by 10 feet.
* You gain darkvision with a range of 120 feet.
* You make Strength-based attack rolls with advantage.
* Your melee weapon attacks deal an extra 1d6 force damage on a hit.

***Great Tree.*** Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

* You gain 10 temporary hit points.
* You make Constitution saving throws with advantage.
* You make Dexterity and Wisdom-based attack rolls with advantage.
* While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

***Spell Lists.*** Druid, Ranger
Freeze Shock

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** V
* **Duration:** 1 Hour

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

***Spell Lists.*** Bard, Warlock
Mastermind

### Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

### Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

### Insightful Manipulator

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Intelligence score
* Wisdom score
* Charisma score
* Carried Gold
* Known Spells (if any)
* Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

### Misdirection

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

### Soul of Deceit

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Erupting Earth

*3rd-Level Alteration*

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

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

***Spell Lists.*** Druid, Sorcerer, Wizard
Flare of Soul Draining

*7th Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 180 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You throw a flare into the air that steals the souls of all creatures who look at it. All creatures within the range of the spell must make a Constitution saving throw against your spell save DC. On a failed save, the creatures take 8d8 Necrotic damage. This spell has no effect to creatures who cannot see it. At the beginning of your next turn, you gain health equal to the total damage dealt divided by 10.

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

***Spell Lists.*** Pyromancer
Imprisonment

*9th Level Abjuration*

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

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

When you cast the spell, you choose one of the following forms of imprisonment.

* ***Burial.*** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithril orb.
* ***Chaining.*** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.
* ***Hedged Prison.*** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.
* ***Minimus Containment.*** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
* ***Slumber.*** The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs.

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

*6th-Level Evocation*

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

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

***Spell Lists.*** Cleric, Druid
Friends

*Enchantment Cantrip*

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

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

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

*7th Level Evocation*

* **Casting Time:** 1 Minute
* **Range:** 1,000 Feet
* **Components:** V,S
* **Duration:** Special

To cast this spell, the caster MUST cast this spell at the highest level they possibly can cast it at.

A beam made of the darkest energy is thrown into a certain direction that the caster can see. The beam is a cyllinder that has a dyameter of 40 Feet. all creatures that touch the beam must make a Constitution saving throw against the casters spell save DC, on a failed save they take 12d10 Necrotic damage.

The spell lasts for as long as the caster does not take damage, cast another spell, move 5ft, or be forced to make a saving throw.

The spell deals x10 damage to structures.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Fast Friends

*3rd-Level Enchantment*

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

When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

When the spell ends, the creature knows it was charmed by you.

***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.*** Bard, Cleric, Wizard
Lucky Chant

*2nd-Level Divination (ritual)*

* **Casting Time:** 8 Hours
* **Range:** Self
* **Components:** V,S
* **Duration:** Until Dispelled

You chant a lucky chant to give yourself good luck. Until you roll a natural 1, or the spell *Dispel Magic* is casted on you, any natural 1 you roll may be ignored, and re-rolled.

*You may only cast this on yourself once. The spell lasts until you roll a natural 1, and once it is gone you may cast it on yourself again*

***Spell Lists.*** Bard, Druid
Juggernaut

## Juggernaught

### Thunderous Blows

Starting when you choose this path at 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.

### Stance of the Mountain

You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.

### Demolishing Might

Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.

### Overwhelming Cleave

Upon reaching 10th level, you wade into armies of foes, great swings of your weapon striking any who threaten you. When you make a weapon attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

### Unstoppable

Starting at 14th level, you can choose to become unstoppable when you enter a rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion.
Factions

* Cassidy's Caravan & Co
* Children of The Mountains
* Crimson Caravan's
* Ebony Maw
* Forge Maggots
* House Aerdrie
* Hurricane
* Keepers of The Cold
* Memento Mori
* Midnight Blades
* Pearl & Ports
* Scarlet Dawn
* Steel
* Sunforge
* The Black Hand
* The Black Horde
* The Bronze Hammers
* The Coal Field
* The Dragon Slayers
* The Emerald Enclave
* The Good Will
* The Iron Gods
* The Mage's Guild
* The Phantom Pillagers
* The Ragons
* The Reclaimers
* The Ruby Serpents
* The Sea Devils
* The Silver Sages
* The South Sea Sailors
* The Steel Shields
* The Tea Mongers
* Trinity
* Viper's Den
* West Sea Gunrunner's
Kobold

> The small, dragon worshippers known as Kobolds are not seen very often in civilized areas. So seeing one as an adventurer is even stranger. All Kobolds, being a part of dragon kind, suffer from immense greed, and will always hold gold over their other morals, thought, or anything else. This is what holds them back from being as powerful as they can be, but, some Kobolds are able to go through a rough Monk-hood to treat this greed, and some become Paladins of Greed to subside their curse and call it a blessing. All Kobolds also work very well with other Kobolds, and assume all other races are of lesser quality.
>
>

## Stats

* ***Ability Score Increase:*** Your Dexterity score increases by 2, and your Strength score is reduced by 2. In addition to this, you have an ability score improvement at level 1, and can assign the points in any way you like. Or pick a feat.
* ***Age:*** Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
* ***Alignment:*** Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.
* ***Size:*** Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small
* ***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
* ***Grovel, Cower, and Beg.*** As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
* ***Pack Tactics.*** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
* ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
* ***Languages:*** You can speak, read, and write Common and Draconic
Immovable Object

*2nd-Level Alteration*

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

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

***At Higher Levels.*** If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

***Spell Lists.*** Wizard
Fiend Butcherer (HB)

### Counter Summoning

When you begin this rite at 3rd level, you gain the ability to counter summon fiends. If a fiend is summoned within your sight, you are able to summon a fiend within 5' of it at 1/2 the CR (Minimum of 1) of your choice. That fiend is hostile towards the summoned fiends, and will only be unsummoned if it drops to 0hp, or its target dies.

### Removal of All Unholy

Starting at 7th level, all attacks that you deal to fiends is counted as magical for overcoming resistances. In addition to this, if you Critically damage a fiend, roll twice the amount of damage die's, and double the total damage.

### Granted Passage

At 11th level you gain the ability to gain passage into an area you would otherwise not be able to be allowed into. You may, once per day, sign a contract with a higher devil to pass into an area without repercussions. This can come in the form of a key, a document, or a title. Depending on the severity of the area you must pass onto will be the price for the contract.

### Blood Curse of the Horns

starting at 15th level, you gain the ability to curse all that may be unholy, you gain the ***Banishing Curse*** from the blood hunter curse table, and it does not count against the amount of blood curses known.

### Improved Counter Summoning

at 18th level you gain the ability to completely diminish summoning, and take its power for yourself. When a creature summons another creature by any means, you may deal 4d10 psychic damage to yourself, and summon a creature under your control for one minute of the same CR and the same type.
Globe of Invulnerability

*6th-Level Abjuration*

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

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

***Spell Lists.*** Sorcerer, Wizard
Judgement

*9th Level Alteration (ritual)*

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

You send a creature to Jeb, the allfather of all allfathers. This creature is judged, and whatever happens to the creature is displayed below:

* ***Lawful.*** The creature is judged if they followed all laws of their code/law. If they have, they are healed for 40 Hp, otherwise, they lose 40 Maximum HP, and take 40 necrotic damage.
* ***Neutral.*** The creature's effect for Moral judging (Good, Neutral, Evil) is doubled.
* ***Chaotic.*** The creature is judged on how they treated allies, friends, and family. For every abandoned or betrayed ally/family memeber, they lose 10 maximum HP and take 10 necrotic damage.
* ***Good.*** The creature gains 100 HP, and is cured of any ailment that bestowed them.
* ***Neutral.*** Nothing Happens.
* ***Evil.*** The creature loses 100 Maximum HP.

Creatures who are unaligned are unaffected by this spell. For the spell to work, the target must stay within the range of the spell for the entirety of it's casting, if the creature moves out of the range, no spell slot is consumed.

***Spell Lists.*** Cleric
Invention

### Arcanomechanical Armor

Innovation is a dangerous practice, at least as far as members of this school practice it. As a shield against this risk, you have developed a suit of arcane armor.

Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanomechanical armor—a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage.

The armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs 8 pounds.

You can create a new suit of it at the end of a long rest by touching a nonmagical suit of studded leather armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical studded leather.

### Reckless Casting

Starting at 2nd level, you can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options:

* Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.
* Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th-level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.

If the spell you cast isn’t a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature.

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### Alchemical Casting

At 6th level, you learn to channel magic through your arcanomechanical armor to augment spells in a variety of ways. When you cast a spell while wearing that armor and attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend.

A 1st-level slot allows you to manipulate the spell’s energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list.

A 2nd-level slot increases the spell’s raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell’s targets (your choice) this turn.

### Prodigious Inspiration

At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a short or long rest.
Locate Animals or Plants

*2nd-Level Divination (ritual)*

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

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

***Spell Lists.*** Bard, Druid, Ranger
False Life

*1st-Level Necromancy*

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

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

***Spell Lists.*** Artificer, Sorcerer, Wizard
Kraken

### Grasp of the Kraken

Starting at 1st level, you gain the ability to call forth spectral tentacles that grab at your foes. As an action, pick a point you can see within 60 feet of you. A horde of grasping tendrils appears at that point. Creatures of your choice within 10 feet of that point must make a Strength saving throw against your warlock spell save DC. Creatures that fail their saving throws are grappled for 1 minute or until you use this ability again. The spectral tentacle's Strength (Athletics) bonus is 2 + your proficiency bonus and its reach is 10 feet.

### Inky Escape

At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast Darkness centered on a point within 5 feet of you. The spell lasts until the end of your next turn, and it has no effect on your vision. Once you use this ability, you cannot use it again until you complete a short or long rest.

### Scion of the Depths

Starting at 10th level, your patron accepts you into its inner court of servitors. You gain the ability to breathe water and a swim speed equal to your normal speed. You gain immunity to lightning damage. When your immunity reduces damage from an effect to 0, you can use your reaction to cause creatures of your choice that you can see within 30 feet of you to take lightning damage equal to your Charisma modifier + your proficiency bonus.

### Unleash the Kraken

At 14th level, you gain the ability to call upon your patron for aid. As an action, you open a portal at a point you can see within 30 feet of you and choose one of the following effects.

* Transport. You and up to 5 willing creatures of your choice that you can see are grasped by tentacles that emerge from the portal. A second portal opens at a point of your choice within 100 miles that you have visited within the past 24 hours. A second portal opens, depositing you and your chosen allies there.
* Fury. The tentacles slam onto your foes. Pick up to 5 creatures that you can see within 30 feet of the portal. Those creatures must make Dexterity saving throws against your warlock spell save DC. Creatures that fail their saving throw take 10d6 bludgeoning damage and are restrained for 1 minute. Those that succeed take half the bludgeoning damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end the restrained condition.

Once you use this ability, you cannot use it again until you complete a long rest.
Jaded Spirit (WHB)

### Jade Body

Starting at 1st level, your skin begins the process of jading, and turns a light, dark, or otherwise green color or tint. In addition to the change in color, this process also stops age and the need for food or water. However, air is still a requirement for creatures who undergo jading. Because of the skin acting as a hardened mineral, you gain a +2 to your AC.

### Mineral Aura

Beginning at 5th level, your aura becomes a 60 foot sphere around you. In this sphere, you are able to determine every type of mineral, metal, or element that is within range. In addition to this, if you have at least half the required amount of Jade in pounds to plate any weapon or armor, you may instantly plate said piece of armor or weapon once per day. By doing this, the material is consumed, at minimum it will take only half, but if you have more in your possession then it will also consume that amount.

Jade

*At 10th level, you are able to produce 1 pound of Jade per day in the radius of your aura.*

### Statue Making

Starting at 6th level, you are able to take control over constructs that are not animate. As a reaction, if you can see a statue made of Jade of any animal (and is the same size as the animal it is depicting), you are able to use your reaction to force it to make an attack against another creature within 5ft. of it. If the statue is size small or smaller, you can spend one long rest concentrating to animate it to move on it's own, and it will be your companion. You may only be attuned to one Jade Statue at a time. In addition to this, you gain proficiency in Stonecutter's Tools.

### Metallic Crush

Beginning at 14th level, you can force a creature's armor or weapons to turn against them. For an amount of times equal to your Wisdom Modifier per day, you can use a reaction to force a creature to make a Strength saving throw. If they fail, you may chose their armor or weapons. If you target their armor, they take damage equal to the amount of AC it provides plus your mystic level. If you target their weapons, you may roll to attack them with their own weapon, dealing damage as if the creature had attacked itself.

### Crystal Scion

Starting at 18th level, you may enter a state of mind that shows every artistic detail at once. Once per long rest, you may turn into a *"Crystal Scion",* as a crystal Scion you gain the following benefits:

* You have a flying and hovering speed of 30 feet
* You have a natural AC of 18, instead of 8
* Your Jade Statue companion (if you have one) turns into a size large creature (You may use any Beast statblock of CR:8 or below)
* You gain complete psychic control over anything made out of Jade. You can throw, push, or crush any object made of Jade by 30 feet.
* You gain 1 Temporary Hp at the start of your turn on every turn for every individual object made of jade in a 60ft. radius of you. The effects last for 1 minute, after of which all effects are dismissed. If you have any remaining temporary HP at the end of the ability, you may keep it until you lose it or take a long rest.
Jim's Magic Missile

*1st-Level Evocation*

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

You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage.

If the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

***Spell Lists.*** Wizard
Ghostslayer

### Rite of the Dawn

When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite.

Rite of the Dawn. Your rite damage is radiant damage.

While the rite is active, you gain the following benefits:

* Your weapon sheds bright light out to a radius of 20 feet.
* You have resistance to necrotic damage.
* Your weapon deals one additional hemocraft die of rite damage when you hit an undead.

### Curse Specialist

Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

### Ethereal Step

Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically step into the veil between the planes. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, 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 moved. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).

You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests. You regain all expended uses when you finish a short or long rest.

### Brand of Sundering

Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature can’t move through creatures or objects.

### Blood Curse of the Exorcist

At 15th level, you’ve honed your hemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the ***Blood Curse of the Exorcist*** for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

### Rite Revival

Upon reaching 18th level, you learn to protect your fading life by absorbing your blood rite. When you are reduced to 0 hit points while you have an active Crimson Rite, but don’t die outright, the rite ends and you drop to 1 hit point instead. If you have rites active on multiple weapons, you choose which one ends.
Floral Healing

*3rd-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** Self (Sphere-60 Feet)
* **Components:** V,S
* **Duration:** 5 Minutes

You summon 8 Flowers with small cups in their bulbs. In these cups is 1 Cups worth of sap that will heal any creature that drinks it for 6d4+Your Spellcasting Modifier. Creatures can only drink one cups worth of sap, as any more will make them sick, and it will poison them instead of heal them. The flowers and the sap dissaperes after the spell's duration.

***Spell Lists.*** Druid
Greater Ward

*4th-Level Abjuration*

* **Casting Time:** 1 Minute
* **Range:** Self
* **Components:** V,S
* **Duration:** 2 Hours

You cast a ward on yourself to protect yourself from magical spells and qualities. You gain three of the following attributes:

* You are resistant to your choice of Bludgeoning, Piercing, or Slashing damage from non-magical weapons
* You are immune to the effects of 3rd level spells and below.
* You are resistant to Fire, Cold, and Lightning damage
* You are immune to Necrotic Damage
* You are immune to being Charmed or Frightened
* You are immune to being Counterspelled (Takes up 2 of the effects rather than 1)

These effects last for the spell's duration, and end when the spell does.

***Spell Lists.*** Artificer, Bard, Wizard
Lightning Lure

*Evocation Cantrip*

* **Casting Time:** 1 Action
* **Range:** Self (15-Foot Radius)
* **Components:** V
* **Duration:** Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

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

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

*2nd-Level Enchantment*

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

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

***Spell Lists.*** Bard, Warlock
Guardian of Faith

*4th-Level Conjuration*

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

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

***Spell Lists.*** Cleric
Infernal Explosion

*1st-Level Pyromancy*

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

You may chose one spot within the spells range that you can see. A cube that is 10ft. of fire will explode in that area, dealing 2d6+Your spellcasting modifier fire damage to all creatures within the radius that fail a Dexterity saving throw against your spellsaving DC. Those creatures take half as much damage on a succesful save.

***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, you may add 1d6 fire damage for every spell slot used above 2nd level.

***Spell Lists.*** Pyromancer
Maddening Darkness

*8th Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 150 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 60—foot—radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

***Spell Lists.*** Warlock, Wizard
Mass Polymorph

*9th Level Alteration*

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

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.

The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form.

The target can’t activate, use, wield, or otherwise benefit from any of its equipment.

***Spell Lists.*** Bard, Sorcerer, Wizard
Ice Beam

*5th-Level Evocation*

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

You throw a beam of pure ice at one target. Make a ranged spell attack against a creature, if the creature is flying, you have advantage. On a hit, deal 12d6 cold damage. In addition to this, if the creature is flying and airborn, the creature must make a Constitution saving throw. On a failed save, the creature looses all flying speed for 10 minutes and is grounded. If the creature is currently in the air, they fall to the ground.

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

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

> Cold, harsh, mountains. That is all that most Goliaths know. They are a large rage, with stone grey skin, and light blue eyes. They rarely grow hair on top of their heads, and lived in the mountains because it offered them seclusion from other races. The most important part of Goliath history, only second to their god making them, was their ability to win against the dwarves during the war of the mountains. This war was one of the first wars between two races, and for the reason of territory. The Goliaths wanted the mountains so they would have seclusion from all other races, the Dwarves wanted the mountains so they could have minerals and gems. A war broke out, where Goliaths where on the loosing tide until the very end. During the beginning and middle parts of the war, the Dwarves where able to crush Goliath civilizations with supreme ease, until the 90th year of the war, where the goliaths learned of stone magic. They where able to make sorcerers by letting the stones bless them, and they quickly overtook the dwarves. However, most historians think that this was not the best way this war could have ended, for the Dwarves, just before the end of the war, had learned the secret of Transmutation, and the soul. Just before they where able to share (or sell) this secret, their capital city was taken, and they where slaughtered, with the secrets forgotten.
>
>

## Stats

* ***Ability Score Increase:*** Your Strength score increases by 2, and your Constitution score increases by 1.
* ***Age:*** Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
* ***Alignment:*** Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.
* ***Size:*** Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
* ***Speed:*** Your base walking speed is 30 feet.
* ***Natural Athlete.*** You have proficiency in the Athletics skill.
* ***Stone's Endurance.*** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
* ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* ***Mountain Born.*** You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates. In addition to this, you are resistant to cold damage
* ***Languages:*** You can speak, read, and write Common and Giant.
Fishmen

> Creatures born out of hatred. They have no remorse for any of their actions, and they strive to only slaughter everything that they can see. Their strength is godly, their illusion is unmatched, and their divine power is close to that of the gods. It is almost unrememberable how the Tortles barely escaped the Fishmen. The Fishmen reside in the great lakes of Felle, and are known for being the most dangerous race that could ever walk the earth... well, swim the earth. Even ancient dragons avoid the great lakes, because they too fear what lurks beneath those waters.
>
>

## Stats

* ***Ability Score Increase:*** Your Strength Score goes up by 2
* ***Age:*** Fishmen mature at the age of 1, and live up to 20 years
* ***Alignment:*** Fishmen have an inbuilt rage and hatred for all other races. Their alignment is almost always Chaotic Evil, but rarely, there is a lawful Fishman, and sometimes a neutral one
* ***Size:*** Fishmen are in between being 2-3 feet tall, and weigh 50-60 pounds, your size is small
* ***Speed:*** Your walking speed is 20ft., you also have a swim speed of 40ft.
* ***Darkvision:*** Thanks to swimming in deep waters, you have darkvision of 60ft., you can only see shades of grey in the dark, unless it is underwater, where you can see shades of blue
* ***Rage:*** Once per day, you may enter a rage-like state, where you become immune to all damage for a single attack. In addition to this, your next attack will be a critical hit.
* ***Water Dependent:*** You need water to survive. Every week, if you have not spent at least 2 hours submerged in water, you will die
* ***Amphibious:*** You can breath air and water
* ***Languages:*** You can speak Aquan, and one extra language

### ***Subraces***

#### Sharkmen

* ***Ability Score Increase:*** Your Intelligence goes up by 1
* ***Increased Size:*** Sharkmen grow to the size of 6-8 feet tall, and weigh about 300+ pounds. Your size is medium.
* ***Innate Illusionist:*** You are able to cast Minor Illusion at level 1, and at level 5 you are able to cast Invisibility, and at level 7 you are able to cast Major Image. You can cast all of these innately, without using spell slots, Material components, or Verbal components. Intelligence is your spellcasting ability for this.

#### Pirahnaman

* ***Ability Score Increase:*** Your Dexterity goes up by 1
* ***Pack Tactics:*** Whenever you are within 5ft. of an ally that is not incapacitated, you have advantage to hit targets.

#### Troutman

* ***Ability Score Increase:*** Your Constitution goes up by 1
* ***Fishmen Weapon Training:*** You have proficiency in Special Weapons, and one weapon of your choice
Frost Fingers

*1st-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self (15-Foot Cone)
* **Components:** V,S
* **Duration:** Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

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

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