recursal/Fanatic-Fandom huggingface dataset:
Sea

### Soul of the Sea

At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.

### Curse of the Sea

When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.

When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.

Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):

* Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.
* Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
* Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.

### Watery Defense

At 6th level, you gain resistance to fire damage.

You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.

### Shifting Form

Starting at 14th level, you gain the ability to enter a liquid state while moving.

When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.

On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

### Water Soul

Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:

* You no longer need to eat, drink, or sleep.
* A critical hit against you becomes a normal hit.
* You have resistance to bludgeoning, piercing, and slashing damage.
Sun (HB)

### Tenents of the Sun

***Long May the Sun Shine!*** You are to kill any creature who will put shame to the sunlight

***Preserve Thy Sunlight*** All sunlight must be kept, and given to all except those who would seek to destroy it

***Suns Oath*** I am to keep every oath and promise I give

***Friendly Face*** I am to be friendly to every creature that I stumble across, you never know what is going on in the inside.

##### Oath Spells

 5th
 9th
 13th
 17th

### Chanell Divinity

At 3rd level, you gain the following chanell divinity options:

***Sunlight*** You blast forth a magnificent beam of bright light. This only works in dark areas, or during the night. Everywhere in a 300ft. radius from you shines in bright light, and you blast forth a beam of daylight in a 100ft. long 10ft. wide line. All creatures in that line must make a Dex save Vs your spell save DC. on a faileed save they take Xd6 radiant damage, where X is your paladin level. Or half as much on a succesful save.

***Co-Operation*** All friendly creatures that you can see within 30ft. of you gain advantage on their next 3 rolls, if a creature fails a save, you may use your reaction to suffer the consequences instead.

### Aura of Dawn

At 7th level, you gain the ability to shine bright. You may chose as a bonus action to activate this ability or not. While this ability is active, you gain the following bennefits:

* The area 15ft. around you shines bright light, and an additional 30ft. shines dim light
* Undead CR:5 and below that touch the light are afraid to engage you. If they enter combat with you, they are frightened

### Team Player

at level 15, Whenever you are healed, you chose to take any number of HP you gain and give it to creatures that you can see within 60ft. of you. This feature has no effect on constructs or undead.

### Unwavering Promise

at 20th level, you gain the ability to embody sunlight, you gain the following bennefits for one hour:

* You shed bright light within 100ft. of you
* Creatures within 20ft. of you must make a Con save vs your DC or become blinded
* All radiant damage you do is doubles

\*This feature ends early if you die, drop to 0hp, or are unconcious. Once you use this feature, you cannot use it again until you finish your next long rest.
Solidarity

### Solidarity's Action

Also at 1st level, when you take the Help action to aid an ally’s attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.

### Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

### Channel Divinity: Oketra's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

### Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Signal Beam

*2nd-Level Evocation*

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

You send a beam of concentrated energy towards a target within the range of the spell. Make a ranged spell attack against a creature, and on a hit you deal 2d6 Psychic damage, in addition to this, if the creature has an intelligence over 4, they must make an Intelligence saving throw. On a failed save, their intelligence is lowered by 3 points for the next 24 hours. If the creature's intelligence goes under 1, they instantly die.

***Spell Lists.*** Warlock, Wizard
Solar Bomb

*6th-Level Pyromancy*

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

You conjure up a fireball with your flame. You can throw this fireball up to 30 feet in any direction. The fireball sticks to surfaces. Everything in a 5 foot radius of this fireball must make a Dexterity saving throw against your spell save DC, or take 8d6 fire damage. On initiative count 40, this fireball explodes into a 60' Sphere of fire. Every creature in this radius must make a Constitution saving throw against your spell save DC, and on a failed save they take 6d8 fire damage and be knocked prone. Or half as much on a succesful save, and they aren't knocked prone.

***Spell Lists.*** Pyromancer
Theurgy

### Divine Inspiration

When you choose this tradition at 2nd level, choose a cleric domain from your chosen deity’s list of eligible domains. The Knowledge and Light domains are especially appropriate choices for a theurgist.

### Arcane Initiate

Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots.

If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots.

Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.

### Channel Arcana

At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability.

When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.

Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.

Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.

### Channel Arcana: Divine Arcana

As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.

### Arcane Acolyte

At 6th level, you gain your chosen domain’s 1st-level benefits. However, you do not gain any weapon or armor proficiencies from the domain.

### Arcane Priest

At 10th level, you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets.

### Arcane High Priest

At 14th level, you gain your chosen domain’s 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.
Resurrection

*7th Level Necromancy*

* **Casting Time:** 1 Hour
* **Range:** Touch
* **Components:** V,S,M (a diamond worth at least 1,000 gp, which the spell consumes)
* **Duration:** Instantaneous

You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such affects aren’t removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

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

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

***Spell Lists.*** Bard, Cleric
Sacred Flame

*Evocation Cantrip*

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

Flame-like radiance descends on a creature or object that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. If this attack hits a metal object that is not being worn or carried, instead roll 1d10. On a roll of 5 or above, a 3ft. Diameter and 5ft. deep hole appears on the metal object.

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

***Spell Lists.*** Paladin, Cleric
Open Hand

## Way of the Open Hand

### Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

* It must succeed on a Dexterity saving throw or be knocked prone.
* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
* It can't take reactions until the end of your next turn.

### Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

### Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

### Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Races

## Origin

### Rederium

* Aarakocra
* Bugbear
* Dwarf
* Goblin
* Goliath
* Hobgoblin
* Kor
* Minotaur
* Naga
* Orc
* Siren
* Snow Ape (HB)
* Verdan
* Warforged

### Lethea

* Firbolg
* Fishmen (HB)
* Gnome
* Grung
* Lizardfolk
* Locathah
* Merfolk
* Tortle
* Triton
* Vedalken

### Felle

* Aven
* Changeling
* Elf
* Human
* Loxodon
* Tabaxi

### Emesh

* Aetherborn
* Autognome
* Centaur
* Giff
* Kender
* Leonin
* Owlin
* Satyr

### Cethye

* Fesu (Rini)
* Insecta (Link)
* Halfling
* Harengon
* Kenku
* Lotor (Rini)
* Thri-Kreen

### Tuflos

* Dragonborn
* Hadozee
* Kalashtar
* Khenra
* Kobold
* Plasmoid
* Viashino
* Yuan-Ti Pureblood

### Misc.

* Aasimar
* Eldritchborn(Link)
* Fairy
* Genasi
* Gith
* Half-Elf
* Half-Orc
* Shifter
* Simic Hybrid
* Skeleton (HB)
* Slime (Link)
* Tiefling

### Lineages

* Dhampir
* Hexblood
* Reborn
* Revenant
* Vampire
* Half-Dragon

## A-Z

* Aarakocra
* Aasimar
* Aetherborn
* Autognome
* Aven
* Bugbear
* Centaur
* Changeling
* Dhampir
* Dragonborn
* Dwarf
* Elf
* Eldrtichborn(Link)
* Fairy
* Firbolg
* Fishmen (HB)
* Genasi
* Giff
* Gith
* Gnome
* Goblin
* Goliath
* Grung
* Hadozee
* Half-Elf
* Half-Orc
* Halfling
* Harengon
* Hexblood
* Hobgoblin
* Human
* Insecta (Link)
* Kalashtar
* Kender
* Kenku
* Khenra
* Kobold
* Kor
* Leonin
* Lizardfolk
* Locathah
* Loxodon
* Merfolk
* Minotaur
* Naga
* Orc
* Owlin
* Plasmoid
* Reborn
* Revenant
* Satyr
* Shifter
* Simic Hybrid
* Siren
* Skeleton (HB)
* Slime (Link)
* Snow Ape (HB)
* Tabaxi
* Thri-Kreen
* Tiefling
* Tortle
* Triton
* Vampire
* Vedalken
* Verdan
* Viashino (UA)
* Warforged
* Yuan-Ti Pureblood

## **Please Ask The Dm First**

* Actually a Pig
* Crabfolk
Steel Wind Strike

*5th-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** S,M (A melee weapon worth at least 1sp)
* **Duration:** Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

***Spell Lists.*** Ranger, Wizard
Telekinesis

*5th-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

***Creature.***

* You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
* On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

***Object.***

* You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
* If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
* You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

***Spell Lists.*** Sorcerer, Wizard
Tether Essence

*7th Level Necromancy*

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

Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.

***Spell Lists.*** Wizard
Shadow of Moil

*4th-Level Necromancy*

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

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

***Spell Lists.*** Warlock
Mordenkainen's Private Sanctum

*4th-Level Abjuration*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** 24 Hours

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

* Sound can’t pass through the barrier at the edge of the warded area.
* The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
* Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
* Creatures in the area can’t be targeted by divination spells.
* Nothing can teleport into or out of the warded area.
* Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this effect permanent.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

***Spell Lists.*** Artificer, Wizard
Speak with Animals

*1st-Level Divination (ritual)*

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

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

***Spell Lists.*** Bard, Druid, Ranger
Oathbreaker

## ***Oath Spells***

 5th
 9th
 13th
 17th

## Channel Divinity

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

* Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
* Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

## Aura of Hate

Starting at 7th level you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

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

## Supernatural Resistance

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

## Dread Lord

At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

*After activating the aura, you can't do so again until you finish a long rest.*
Spacial Rend

*7th Level Alteration*

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

Chose one area within the spell's range. That area is a 30 Foot Sphere, and the spell effects that area. Everything within the area that has been chosen is instantly teleported either 1,000 Feet in any direction or to another plane of existance. If there are creatures in this area, they must make a Charisma saving throw against your spell save DC. On a failed save, they are transported with the area, on a succesful one, they are not. In addition to you casting this spell, you also take 8d8 Psychic damage.

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

*7th Level Illusion*

* **Casting Time:** 10 Minutes
* **Range:** Sight
* **Components:** V,S
* **Duration:** 10 Days

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

***Spell Lists.*** Bard, Druid, Wizard
Mist

*1st-Level Conjuration*

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

You create a ball of mist that hazes over a 60 foot sphere centered on yourself. The area is heavily obscured, and all creatures have disadvantage on perception checks made while in or out of the mist. In addition to this, all cold damage is doubled while it is casted inside of the mist.

***Spell Lists.*** Sorcerer, Wizard
Paladin Spell List

## 1st Level

Bless

Ceremony

Command

Compelled Duel

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Divine Favor

Heroism

Protection from Evil and Good

Purify Food and Drink

Searing Smite

Shield of Faith

Thunderous Smite

Withdraw

Wrathful Smite

## 2nd Level

Aid

Branding Smite

Find Steed

Gentle Repose

Lesser Restoration

Locate Object

Magic Weapon

Perceived Justice

Prayer of Healing

Protection from Poison

Warding Bond

Zone of Truth

## 3rd Level

Aura of Vitality

Blinding Smite

Create Food and Water

Crusader's Mantle

Daylight

Dispel Magic

Elemental Weapon

Magic Circle

Remove Curse

Revivify

Spirit Shroud

## 4th Level

Aura of Life

Aura of Purity

Banishment

Death Ward

Find Greater Steed

Locate Creature

Solar Blade

Staggering Smite

Storm Throw

## 5th Level

Banishing Smite

Circle of Power

Destructive Wave

Dispel Evil and Good

Geas

Holy Weapon

King's Shield

Raise Dead

Revenge

Summon Celestial

Thunder
Soulmancy (HB)

### Soulmancy

Starting at 1st level, you are able to change the damage type of your Fire damaging spells to Psychic. You may do this during a long rest, and you cannot change it back until the end of another long rest.

### Healing of the Spirits

Starting at 6th level you may heal yourself by the corpse of a creature. Whenever you kill a creature, you may use your bonus action to take a piece of their soul. By doing this, you gain Temporary HP equal to their CR x2.

### Damming of the Spirits

Starting at 12th level, you gain the ability to send a burst of soul energy towards alive creatures. As a bonus action, you may deal force damage to a creature within 30ft. of you equal to your Temporary HP.

### Soul Snatcher

Starting at 18th level, you gain the ability to keep pieces of souls for a long time. These souls can be "Saved", and you are able to hold a maximum of 5 at a time. While you have these souls saved, you may (As a reaction) use them for their "Healing of the Spirits" at any time.

### Beast Within

Starting at 20th level, you unlock your Beast Within Ability. You assume the form of the last killed creature, and are able to use all of its statistics to their fullest. For one hour, you are able to shapeshift into a creature that was last killed within 60ft. of you.
Scribe

Writers, Documenters, and other Penwrites, Scribes are best known for their ability to write down vast amounts of information onto documents or other pieces of important text. This may involve copying down entire books, translating documents into other languages, or even working under a guild or noble family handling trade documents. These can be found all across the world and are usually employed by high organizations due to their immense use in any field that has regards to information and the sharing of.

* **Skill Proficiencies:** History, Investigation
* **Tool Proficiencies:** Cartographer’s tools
* **Languages:** 1 Exotic Language
* **Equipment:** A pouch containing 5gp, 1 Set of Hooded Robes, A Feather Pen, 2 Ink Tablets, 10 Sheets of Paper, Cartographer's Tools

### Incredible Memory

With your years of experience working and handling historical or religious documents, you are able to recall some aspects of information from these documents. You have advantage on History or Religion checks that have to do with Accounting, Monumental Battles/Struggles, and events that would be shared on a large scale (Think something that would appear in the news). You may work with your DM to clarify if a specific situation may fit into one of those categories.
The Chaotic (HB)

### Time Lord's Blessing

Starting at 1st level, when you pick this patron, you gain the ability to see into the future for small amounts of time. Once per day, as an action, you can predict one creatures Movement, Attacks, or Actions for the next 5 turns. For those 5 turns, you have advantage on all attacks against that creature, and they have disadvantage on attacks against you. You also have advantage on all saves made against the creature.

*At 10th level, you can use this twice before a long rest, and it is used as a bonus action instead of an action*

### The Dark World

Starting at 6th level, you are able to bring parts of your patrons dimension into this one. As an action, you bring up to:

* 3 Tentacles
* 60ft. Poisonous Mist
* 50ft. of Difficult Terrain

In select areas that you can see. Any creature that walks within 10ft. of the tentacles takes 3d6 Bludgeoning +1d8 cold damage. Any creature that is standing in the mist must make a CON save DC=(Your Spell Save DC) or become poisoned and take 3d4 poison damage.

### Chaos Knows no Bounds

Starting at 14th level, you gain the ability of your master to walk through walls as if they where air. Every time you finish a long rest you are able to walk 100ft. through solid material as if it was Air. You may move only up to your movement speed while inside of an object, and if you run out of all movement speed while in an object, you take half your health in damage and are teleported outside of the object, 5ft. away.
Thunder Cage

*6th-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** Self (50 Foot Cube)
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

You summon a cage made of crackling energy. All creatures that are within this cage are revealed as if True Sight had been given to the caster. All Illusion spells automatically fail while in the radius of this spell. While in the radius of this spell, you are immune to being Charmed, Blinded, Deafened, Muted, and Petrified. All creatures that try to leave or enter the cage take 5d8 Thunder damage and are thrown 10 Feet back towards the center of the cage.

***Spell Lists.*** Cleric, Druid, Wizard
The Outer Planes

The Abyss

Acheron

Arcadia

The Astral Plane

Concordant Opposition/Outlands

Elysium

Gehenna

Gladsheim/Ysgard

Hades/The Gray Waste

Happy Hunting Grounds/Beastlands

Limbo

The Nine Hells/Baator

Nirvana/Mechanus

Olympus/Arborea/Arvandor

Pandemonium

Seven Heavens/Mount Celestia

Tarterus/Carceri

Twin Paradises/Bytopia

The Void
Temple of the Gods

* **Casting Time:** 1 hour
* **Range:** 120 Feet
* **Components:** V,S,M (a holy symbol worth at least 5 gp)
* **Duration:** 24 Hours

You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.

You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.

The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.

Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent.

***Spell Lists.*** Cleric
Thief

### Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

### Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

### Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

### Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

### Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
Sunbeam

*6th-Level Evocation*

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

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.

***Spell Lists.*** Cleric, Druid, Sorcerer, Wizard
Satyr

## Stats

* **Ability Score Increase.** Your Charisma score increases by 2, and your Dexterity score increases by 1.
* **Age.** Satyrs mature and age at about the same rate as humans.
* **Alignment.** Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.
* **Size.** Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is medium.
* **Speed.** Your base walking speed is 35 feet.
* **Fey.** Your creature type is fey, rather than humanoid.
* **Ram.** You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
* **Magic Resistance.** You have advantage on saving throws against spells and other magical effects.
* **Mirthful Leaps.** Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
* **Reveler.** You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
* **Languages.** You can speak, read, and write Common and Sylvan.
Summon Lesser Demons

*3rd-Level Conjuration*

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

You utter foul words, summoning one demon from the chaos of the Abyss. Roll on the following table to determine what appears.

##### Demons Summoned

 3-4
 5-6

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

## Shadow Spirit

*Medium monstrosity,*

* **Armor Class** 11 + the level of the spell (natural armor)
* **Hit Points** 35 + 15 for each level of the spell above 3rd
* **Speed** 40 ft.

* **Damage Resistances** necrotic
* **Condition Immunities** frightened
* **Senses** darkvision 120 ft., passive Perception 10
* **Languages** understands The languages you speak
* **Challenge**

***Terror Frenzy (Fury Only)..*** The spirit has advantage on attack rolls against frightened creatures.

***Weight of Sorrow (Despair Only).*** Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.

***Shadow Stealth (Fear Only)..*** While in dim light or darkness, the spirit takes the Hide action.

### Actions

***Multiattack.*** The spirit makes a number of attacks equal to half this spell’s level (rounded down).

***Chilling Hand..*** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.

***Dreadful Scream (1/Day)..*** The spirit screams. Each creature within 10 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***Spell Lists.*** Warlock, Wizard
See Invisibility

*2nd-Level Divination*

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

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

***Spell Lists.*** Artificer, Bard, Sorcer, Wizard
Relic Song

*3rd-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** Self (60 Foot Sphere)
* **Components:** V,M (An Instrument or other form of making musical sound)
* **Duration:** 1 Minute

You sing a song that affects all rock, stone, and clay within the spell's range. You may create a *Relic Spirit*, which obeys your orders and listens to you. It rolls its own initiative, and if uncommanded will protect itself. The caster may use a Reaction to tell the creature to attack a target, when it will do it's best to complete the command.

## Relic Spirit

*Medium construct, Unalligned*

* **Armor Class** 12 (natural armor)
* **Hit Points** 15+((Your total level)x4)
* **Speed** 30 ft.

* **Saving Throws** Str +6
* **Damage Vulnerabilities** bludgeoning
* **Damage Resistances** piercing
* **Damage Immunities** poison
* **Condition Immunities** blinded, charmed, frightened, poisoned
* **Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 11
* **Languages** understands Understands all languages you do but cannot speak
* **Challenge** N/A

***Immutable Form.*** The Relic Spirit is immune to any spell or effect that would alter its form.

### Actions

***Slam.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit:* 19 (3d10 + 3) bludgeoning damage.

***Spell Lists.*** Bard
Polymorph

*4th-Level Alteration*

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

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.

***Spell Lists.*** Bard, Druid, Sorcerer, Wizard
Synaptic Static

*5th-Level Enchantment*

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

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

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

### Tenents of the Watchers

***Vigilance*** The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

***Loyalty*** Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

***Discipline*** You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

##### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

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

* Adbjure the Extraplanar You can use your Channel Divinity to castigate unwordly beings. As an action, you present your holy symbol and each elemental, fey, fiend, or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

* Watcher's Will You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

### Aura of the Sentinel

You emit an aura of alertness while you aren't incapacitated. When you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Charisma modifier (minimum of +1).

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

### Vigilant Rebuke

At 15th level, you've learned how to magically chastise anyone who dares cast unwanted spells at you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against a spell, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the spellcaster.

### Mortal Bulwark

You manifest a spark of your diety's power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute:

* You gain truesight in a 120-foot radius.
* You have advantage on attack rolls against elementals, fey, fiends, and aberrations.
* When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.

*Once you use this bonus action, you can't use it again until you finish a long rest.*