recursal/Fanatic-Fandom huggingface dataset:
Command

*1st-Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V
* **Duration:** 1 Round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

* ***Approach.*** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
* ***Drop.*** The target drops whatever it is holding and then ends its turn.
* ***Flee.*** The target spends its turn moving away from you by the fastest available means.
* ***Grovel.*** The target falls prone and then ends its turn.
* ***Halt.*** The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

***Spell Lists.*** Bard, Cleric, Paladin
Arcanokinesis

### Arcane Warrior

Beginning at 1st Level whenever you cast an attacking spell, you may add 1d6 psychic damage to the final damage rolls.

*at 14th level the damage increases to 2d10*

### Aura of The Weave

Starting at 5th level, your Aura starts to mix with the weave. Whenever a friendly creature casts a spell within 20ft. of you, you may use your reaction to add 1d4 to either:

* The Saving Throw
* The Attack Roll
* The Ability Check

### Mystic Shield

Beginning at 6th Level you gain partial resistance to spell attacks. Roll 1d8 at the end of a long rest. On the number you roll, you have advantage on saving throws or resistance to damage caused by spells of that level. You may also, instead of rolling 1d8, use a 2nd level spell slot to chose what level of spells you gain partial resistance to.

### Improved Aura of the Weave

Starting at 10th Level, in addition to helping friendly spells, you may detriment hostile spellcasters. Whenever a hostile creature casts a spell within 20ft. of you, you may use your reaction to subtract 1d4 from either:

* The Saving Throw
* The Attack Roll
* The Ability Check

### Arcane Berserker

Starting at 18th Level if you are attacked by a magical spell, you go into a rage. The next attack you make against a spellcaster will always be a critical hit, in addition to this, you may remove 1d4+1 spell slots of any level from the spellcaster if you hit a melee attack.
Draconic Pulse

*6th-Level Evocation*

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

You let fourth a beam of all 5 elements at once in a giant beam. Chose one creature within the spell's range, make a ranged spell attack. On a hit, the creature takes 3d6 Fire, 3d6 Cold, 3d6 Poison, 3d6 Lightning, and 3d6 Acid damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you may add 1d6 to each damage type for every spell slot used above 6th level.

***Spell Lists.*** Sorcerer, Wizard
Draco Meteor

*7th Level Evocation*

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

You call upon the most powerful draconic beings, and throw a meteor of pure draconic energy towards a creature within the range of the spell. Chose one creature, they must make a Dexterity saving throw against your spell save DC, on a failed save they are hit with a meteor. This meteor deals 14d8 damage of your choice (Fire, Cold, Lightning, Poison, or Acid). For the next hour, you take double damage of all other types of damage that you did not chose. (Meaning, if you chose Fire damage to deal to the creature, you are weak to Cold, Lightning, Poison, and Acid damage)

***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.*** Sorcerer
Blink

*3rd-Level Transmutation*

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

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane).

At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything more than 60 feet away.You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

***Spell Lists.*** Artificer, Sorcerer, Wizard
Contact Other Plane

*5th-Level Divination (ritual)*

* **Casting Time:** 1 Minute
* **Range:** Self
* **Components:** V
* **Duration:** 1 Minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A Greater Restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes", "no", "maybe", "never", "irrelevant", or "unclear" (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

***Spell Lists.*** Warlock, Wizard
Autognome

## Stats

* **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
* **Creature Type.** You are a Construct.
* **Size.** You are Small.
* **Speed.** Your walking speed is 30 feet
* **Armored Casing.** You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.
* **Built for Success.** You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* **Mechanical Nature.** You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe.
* **Sentry’s Rest.** When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you aren’t unconscious.
* **Specialized Design.** You gain two tool proficiencies of your choice.
* **True Life.** If the Mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from common spells that preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, and Spare the Dying.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Eldritchborn(Link)

**History/What-** Eldritchborn are living nightmares, they are the embodiment of humanoid fears. When the first age came along the Eldritch gods were banished and locked away in a different realm for the gods to easily do their own bidding, once locked away the Eldritch gods looked upon their jailers' creations and were disgusted by the sight of such things living on the material plane. The Eldritch gods used their small amount of power to make beings that would kill and terrify the humanoid races as a vengeance tool to the gods that were now in control. Eldritchborn are the legendary/mythical monsters that roam the lands, they are the thing under your bed, in your closet, or in the darkness watching and waiting for you to walk into their deadly grasp when you walk at night.

**Age:** Eldritchborn have no known age limit, they live until they die, they *CAN* be killed but not by aging.

**Alignment:** Usually Chaotic Evil but once Eldritchborn are released into the world they may do whatever they wish. However most follow their purpose to become living nightmares, some may instead lead their own lives and use their own moral image which puts their Alignment anywhere on the spectrum

**Ability Score Increase:** +2 Charisma,  +1 to Strength or Dexterity (NOT BOTH)

**Size:** Tiny-Large, Their height also may range anywhere from 1ft to 10ft

**Speed:** 30ft

**Languages:** Abyssal

**Dark vision:** 90ft

**Custom Nightmare:** You must talk to your GM about this ability, you are able to make a race feature with your dm for your character. It is recommended that you match this ability to fit your character because you will not be able to change this at will, you are stuck with this feature once the game begins.**(A VERY KEY THING THAT YOU CHECK WITH YOUR GM FIRST)**

**Flick:** When in darkness or at night time, Eldritchborn gain the ability to have unnatural speeds in order to instill fear into their victims. Eldritchborn get +10ft  of total speed when in darkness

**Nightmarish Darkvision:** Since they were born to be living nightmares, they might as well be able to see their victim in the dark right? They have 90ft of darkvision and they can see dark as if it were day.

**(Optional) Shapeshift:** Eldritchborn can shapeshift into different appearances as long as it is within their limits of appearance, however this does not affect their stats, their appearance is just appearance, it does not depict their ability.(Unless it has something to do with the Custom Nightmare feature)
Electrify

*2nd-Level Alteration*

* **Casting Time:** 1 Minute
* **Range:** Touch
* **Components:** V,S,M (A weapon of over 1gp)
* **Duration:** 8 Hours

You touch a weapon and bless it with electricity. The weapon is considered magical for the purposes of overcoming resistances, and every attack it hits it deals an additional 2d6 Lightning damage.

***Spell Lists.*** Artificer, Cleric
Ebonyflesh

*7th Level Abjuration (ritual)*

* **Casting Time:** 1 Hour
* **Range:** Self
* **Components:** V,S,M (An ebony bar)
* **Duration:** 8 Hours

Flesh made of ebony wraps around your body. You gain the following effects:

* Resistance to Slashing, Bludgeoning, or Piercing damage from non-magical weapons
* Resistance to your choice of Fire, Cold, or Lightning damage
* Resistance to your choice of Necrotic or Radiant damage
* Your AC Increases to 18
* Your Movement speed decreases by 10 Feet
* You cannot take the Dash Action
* Advantage on all Strength Checks

***Spell Lists.*** Cleric, Wizard
Divination (5e Subclass)

### Divination Savant

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

### Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

### Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

### The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

* Darkvision. You gain darkvision out to a range of 60 feet.
* Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
* Greater Comprehension. You can read any language.
* See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

### Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
Blinding Smite

*3rd-Level Evocation*

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

The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

***Spell Lists.*** Paladin
Beacon of Hope

*3rd-Level Abjuration*

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

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

***Spell Lists.*** Cleric
Defog

*1st-Level Conjuration*

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

You are able to cease all non-violent weather/fog/mist within a one mile radius of yourself. If the weather is magical, you must make a saving throw using your spellcasting ability against the casters spell save DC.

***Spell Lists.*** Druid, Wizard
Combustion

*1st-Level Pyromancy*

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

You bring forth a burst of fiery energy. Make a melee spell attack against a target, and on a hit deal 1d10+Your Spellcasting modifier fire damage. If the target is a building, the spell deals double damage. In addition to this, if the creature was hit with poison damage on the same round or the round before, the creature takes half of the original damage in addition to the fire damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, add 1d10 to the fire damage per spell slot used above 1st.

***Spell Lists.*** Pyromancer
Aberrant Mind

### Warped Being

Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren’t wearing armor.

### Psionic Sorcery

Beginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no components.

### Psychic Defenses

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

### Revelation in Flesh

Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

* You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing.
* You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus.
* Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
* Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you.

### Warp Reality

At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura.

As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported.

*Once you use this feature, you can’t use it again until you finish a long rest.*
Crusader's Mantle

*3rd-Level Evocation*

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

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

***Spell Lists.*** Paladin
Chef

## Chef (Fighter)

### Variable Attacks

Beginning at 3rd level, whenever you attack a creature that you have already attacked with a different weapon in the same turn, you gain expertise in the damage and to hit rolls.

### Weapon Switcher

Starting at 3rd level, you may switch weapons as a reaction.

### Uncanny Parry

Beginning at 7th level, if you have switched weapons on this turn, you may attempt to parry a creature that is attacking you. If a creature rolls a 5 (Forgetting bonuses) or under to hit you, you may immediately cut off their turn. In addition to this, you gain another reaction, and you may use that reaction to attack the creature with advantage.

*Once you use this feature, you may not again until you complete a short or long rest.*

### Mystery Meat

Beginning at 7th level, whenever you kill a creature that has meat, you may collect it and label it as "Mystery Meat". You may prepare 1 serving of mystery meat during a long rest (Requires 1 pound of monster meat). When eaten, roll on the table.

#### Mystery Meat

 2
 3
 4
 5
 6
 7
 8

#### *Mystery Meat Sickness*

At the end of every long rest, you take 2d8 necrotic damage. This damage increases by 1d8 per long rest taken without the effect cured. (Maximum of 10d8)

### Extra Attack

Starting at 10th level, you may take another attack action in the same turn.

### Weak Points

Starting at 15th level, your chef's intuition allows you to find the weak points to most creatures that you are attacking. If you are fighting certain creatures, you gain bonuses to hit them.

#### Weak Points

 Giant, Undead, Dragon
 Fey, Monstrosity, Elemental
 Ooze, Construct
 Abberation, Celestial, Fiend
Brute

### Brute Force

Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.

##### Brute Force

 10th
 16th
 20th

### Brutish Durability

Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

### Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

### Devastating Critical

Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class x2.

### Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
Dominate Monster

*8th Level Enchantment*

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

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

***At Higher Levels.*** When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Circle of Power

*5th-Level Abjuration*

* **Casting Time:** 1 Action
* **Range:** Self (30-foot radius)
* **Components:** V
* **Duration:** Concentration, up to 10 minutes

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.

Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.

***Spell Lists.*** Paladin
Conditions

## Explanation

A condition is what a player character, non-player character, and sometimes even objects can be afflicted with. However, what differenciates a Condition from a Resistance or Immunity is that they are able to be cured or stoped, through non-magical and magical means. Down below is a list of every condition.
Danse Macabre

*5th-Level Necromancy*

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

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

***At Higher Levels.*** When you cast this spell using a spell slot‘ of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

***Spell Lists.*** Warlock, Wizard
Daylight

*3rd-Level Evocation*

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

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

***Spell Lists.*** Bard, Cleric, Druid, Paladin, Ranger, Sorcerer
Dark Pulse

*5th-Level Necromancy*

* **Casting Time:** 2 Actions
* **Range:** Self (Sphere-30 Feet)
* **Components:** V,S
* **Duration:** Instantaneous

On the first action you use to cast this spell, a magical darkness blankets over the range of the spell. On the second action, a pulse of absolute darkness eminates from you. All creatures that are in the darkness must make a Constitution saving throw or take 8d8 Necrotic damage.

***Spell Lists.*** Warlock
Dawn

*5th-Level Evocation*

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

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius.40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

***Spell Lists.*** Cleric, Wizard
Aura Sphere

*4th-Level Evocation*

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

Chose one creature within the spell's range. You conjure a sphere that attacks the soul rather than the actual target. The creature within the spell's range that you chose takes 4d8 Force damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, You may summon an additional sphere, targeting the same or a different target for each spell slot used above 4th.

***Spell Lists.*** Druid, Artificer
Crusader (HB)

## Crusader

You are one of the holy warriors who was sent to battle the abyss. When you came back, your faith unshattered, you were awarded many metals of honor, and given an inchomprehensible amount of praise from the commoners to the nobles. Everyone in the same region knows your name, which is not always good, as word about your actions will spread fast.

### Popularity

When you chose this archtype at 3rd level, your insignia is known by many people, and you gain advantage on charisma checks that have to do with creatures that are not hostile towards you. As a downfall, if you are caught commiting crimes or such, everyone will hear about it, and repeated offences can lead to this feature getting revoked until you clear your name.

### Flashy Strike

Starting at 7th level, When you make attacks against creatures that are hostile towards you, non-player-characters who are friendly to you will be compelled to assist you in any way they can, and will enter combat on your initiative.

### I am a Hero!

Beginning at 10th level, Whenever you enter cities or towns that have stores, you gain a -50% discount at all shops that know about you.

### I am a Protector!

Starting at 15th level, whenever you enter cities or towns, you will be showered in praise, given gifts, and allowed to stay in taverns for free.

### I am a God!

Starting at 18th level, you gain so many people who praise your name that you are given small amounts of divinity to use. This divinity allows you to cast Cleric or Paladin Spells for almost no cost.
Acid Armor

*3rd-Level Abjuration (ritual)*

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

You create a thin layer of an acidic membrane around your body. Your AC increses to 14, regardless of what armow you are wearing. In addition to this, if any creature attacks you with a melee attack, they take 1d6 acid damage.

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

## Cantrips (0 Level)

Blade Ward

Dancing Lights

Friends

Light

Mage Hand

Mending

Message

Minor Illusion

Prestidigitation

Sword Burst

Thunderclap

True Strike

Vicious Mockery

## 1st Level

Animal Friendship

Bane

Charm Person

Color Spray

Command

Comprehend Languages

Confuse Ray

Cure Wounds

Detect Magic

Disguise Self

Dissonant Whispers

Distort Value

Earth Tremor

Faerie Fire

Feather Fall

Gift of Alacrity

Guiding Hand

Healing Word

Heroism

Identify

Illusory Script

Lesser Ward

Longstrider

Puppet

Sense Emotion

Silent Image

Sleep

Speak with Animals

Sudden Awakening

Tasha's Hideous Laughter

Thunderwave

Unearthly Chorus

Unseen Servant

## 2nd Level

Aid

Animal Messenger

Blindness/Deafness

Calm Emotions

Cloud of Daggers

Crown of Madness

Detect Thoughts

Enhance Ability

Enlarge/Reduce

Enthrall

Gift of Gab

Heat Metal

Hold Person

Invisibility

Knock

Lesser Restoration

Locate Animals or Plants

Locate Object

Magic Mouth

Mirror Image

Phantasmal Force

See Invisibility

Shatter

Silence

Skywrite

Suggestion

Warding Wind

Zone of Truth

## 3rd Level

Bestow Curse

Catnap

Clairvoyance

Dispel Magic

Enemies Abound

Fast Friends

Fear

Feign Death

Fury

Glyph of Warding

Guilt Trip

Hypnosis

Hypnotic Pattern

Intellect Fortress

Leomund's Tiny Hut

Major Image

Mass Healing Word

Motivational Speech

Nondetection

Plant Growth

Relic Song

Sending

Shadow Force

Slow

Speak with Dead

Speak with Plants

Stinking Cloud

Tongues

## 4th Level

Charm Monster

Compulsion

Detect

Dimension Door

Freedom of Movement

Greater Invisibility

Greater Ward

Hallucinatory Terrain

Locate Creature

Phantasmal Killer

Polymorph

## 5th Level

Animate Objects

Awaken

Dominate Person

Dream

Geas

Greater Restoration

Hold Monster

Legend Lore

Mass Cure Wounds

Mislead

Modify Memory

Planar Binding

Raise Dead

Rary's Telepathic Bond

Scrying

Seeming

Skill Empowerment

Synaptic Static

Teleportation Circle

## 6th Level

Eyebite

Find the Path

Guards and Wards

Heroes' Feast

Mass Suggestion

Otto's Irresistible Dance

Programmed Illusion

True Seeing

## 7th Level

Etherealness

Forcecage

Mass Hysteria

Mirage Arcane

Mordenkainen's Magnificent Mansion

Mordenkainen's Sword

Prismatic Spray

Project Image

Regenerate

Resurrection

Symbol

Teleport

Thousand Arrows

## 8th Level

Antipathy/Sympathy

Astral Barrage

Dominate Monster

Feeblemind

Glibness

Light of Ruin

Mind Blank

Power Word: Stun

## 9th Level

Foresight

Mass Polymorph

Power Word: Heal

Power Word: Kill

Prismatic Laser

Prismatic Wall

Psychic Scream

True Polymorph
Acid Splash

*Conjuration Cantrip*

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

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

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

***Spell Lists.*** Artificer, Sorcerer, Wizard
Art (NG)

### Bonus Proficiencies

When you chose this college at third level, you become proficient in Art Supplies, Cartographers Supplies, and one Artisans Tool of your choice.

### Work of Art

Starting at 3rd level, you may chose any creation that you make to be used as your spellcasting focus. In addition to this, if you make a thing that is assosiated with an Artisans tool that you are proficient in, you gain a +1 to both damage and to hit with spell attacks made with that focus.

### *Details*

Starting at 6th level, you gain the ability to see small details in works of art and such. You gain proficiency in Perception, if you aren't already. You do not have disadvantage when fighting creature that you cannot see. And when looking for creatures or objects, you gain an advantage to all skill checks relating to said creature or object.

### I see All

Starting at 14th level, you may cause your objects to become alive and sentient. For an amount of objects that you created equal to your Charisma modifier, you gain the ability to see everything within a 60 Foot radius of the object as an action. The sight is counted as Truesight, and if you are currently long resting, you are able to see through the object at will. You may chose the objects that this feature applies to at the start of each of your long rests, and the effect lasts until dispelled. If the object travels to another plane of existance, your connection is immediately severed and you cannot see through it anymore.
Divine Word

*7th Level Evocation*

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

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

* 50 hit points or fewer: deafened for 1 minute
* 40 hit points or fewer: deafened and blinded for 10 minutes -30 hit points or fewer: blinded, deafened, and stunned for 1 hour
* 20 hit points or fewer: killed instantly

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.

***Spell Lists.*** Cleric
Aetherborn

## Stats

* **Ability Score Increase.** Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
* **Age.** Aetherborn come into being as adults and live no more than a few years.
* **Alignment.** As a rule, aetherborn are driven by hedonism and self-interest, making them neutral at best and thoroughly evil at worst. Neutral aetherborn might devote much of their time (and wealth) to parties and social activity, while evil aetherborn are usually involved in the criminal underworld.
* **Size.** Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** Accustomed to the night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* **Born of Aether.** You have resistance to necrotic damage.
* **Menacing.** You gain proficiency in the Intimidation skill.
* **Languages.** You can speak, read, and write Common and two other languages of your choice.
Crimson Dart

*3rd-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 60'
* **Components:** S
* **Duration:** Instantaneous

You conjure a dart made of pure crimson energy. This dart sails towards a single target within range. Make a ranged spell attack against this creature, on a hit, that creature takes 5d6 necrotic damage. If this creature is still on maximum health, then they take an additional 5d6 necrotic damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd.

***Spell Lists.*** Sorcerer, Wizard
Conjure Lesser Demon

*3rd-Level Conjuration*

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

You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends.

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

As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons.

***Spell Lists.*** Sorcerer, Wizard
Eldritch Blast

*Evocation Cantrip*

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

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

***At Higher Levels.*** The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

***Spell Lists.*** Warlock
Dominate Beast

*4th-Level Enchantment*

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

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

***At Higher Levels.*** When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours

***Spell Lists.*** Druid, Ranger, Sorcerer
Beast Sense

*2nd-Level Divination*

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

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

***Spell Lists.*** Druid, Ranger
Crown of Stars

*7th Level Conjuration*

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

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit. the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30—foot radius.

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Aura of Vitality

*3rd-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self (30-foot radius)
* **Components:** V
* **Duration:** Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

***Spell Lists.*** Cleric, Druid, Paladin
Catnap

*3rd-Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** S
* **Duration:** 10 Minutes

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.

***Spell Lists.*** Artificer, Bard, Sorcerer, Wizard
Archfey

### Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

### Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

### Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

### Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.