recursal/Fanatic-Fandom huggingface dataset:
Gaseous Form

*3rd-Level Alteration*

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

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Mental Prison

*6th-Level Illusion*

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

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

***Spell Lists.*** Sorcerer, Warlock, Wizard
Horizon Walker

### Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

##### Conclave Spells

 5th
 9th
 13th
 17th

### Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

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

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

### Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

### Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

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

### Distant Strike

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

### Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Find Traps

*2nd-Level Divination*

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

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

***Spell Lists.*** Cleric, Druid, Ranger
Investiture of Ice

*6th-Level Alteration*

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

Until the spell ends, ice rimes your body, and you gain the following benefits:

* You are immune to cold damage and have resistance to fire damage.
* You can move across difficult terrain created by ice or snow without spending extra movement.
* The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
* You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

***Spell Lists.*** Druid, Sorcerer, Warlock, Wizard
Light

*Evocation Cantrip*

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

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

***Spell Lists.*** Artificer, Bard, Cleric, Sorcerer, Wizard
Giantkiller (HB)

### Rite of Mountains

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

Rite of Mountains. Your rite damage is cold

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

* Your weapon deals double damage to creatures above size large
* You have resistance to Cold damage
* You weapon deals one additional hemocraft die of rite damage when you hit a giant.

### Slayer of Giants

Also at 3rd level, whenever you kill a creature that is more than size large, you gain temporary Hp equal to your hemocraft die x2. These temporary hit points do not go away unless they are expended from damage.

### Titanic Might

At 11th level, your Strength score goes up by one (Maximum of 21), in addition to this, you gain the ability to make ***potion of titanic might*** once per long rest. To make this potion costs 200 gold pieces, and the limb or body part of a giant. You are only able to carry 5 of these in your inventory at once. Only you are able to drink this potion.

##### Potion of Titanic Might

For one hour, your Strength score is doubled, you are immune to cold damage, and your size is now huge.

**Side effect** Your size is permanently large, and if you are to take cold damage while you dont have resistance or immunity to it, you take double damage. These effects cannot be cured in any way.

### Blood Curse of the Slayer

starting at 15th level, you gain the ***Blood curse of the Slayer***, this does not count towards your total blood curses known.

### Unstoppable Force

At 18th level, If a creature of the type *Giant* is within sight, you are able to take the dash action as a free action, but only to move closer to it. In addition to this, any critical hits against the creature type *Giant* deal triple the damage, instead of double. Your Strength score also goes up by 1 (Maximum of 22).
Magic Mouth

*2nd-Level Illusion (ritual)*

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

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

***Spell Lists.*** Artificer, Bard, Wizard
Fortune's Favor

*2nd-Level Divination*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S,M (A white pearl worth at least 50gp, which the spell consumes)
* **Duration:** 1 Hour

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

***Spell Lists.*** Cleric, Wizard
Eloquence

### Soothing Words

Starting at 3rd level, you can now cast Calm Emotions without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest.

### Universal Speech

At 3rd level, you have gained the ability to speak and reason with any creature. As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, roll your Bardic Inspiration die, and choose a number of creatures within 60 feet of you that you can see equal to the roll. For 10 minutes, the chosen creatures can magically understand you, regardless of the language you speak, and you have advantage on Charisma checks made to influence them. This feature works even on a creature that doesn't speak any languages.

### Undeniable Logic

At 6th level, you can spin words laced with magic into a knot of reasoning that can be encouraging or impossible to follow.

As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, choose a creature you can see within 60 feet of you that can hear you, then roll your Bardic Inspiration die and choose one of the following.

* The creature takes psychic damage equal to the number you roll on the Bardic Inspiration die, and the creature must succeed on an Intelligence saving throw against your spell save DC or have disadvantage on the next saving throw it makes before the end of your next turn.
* The creature regains hit points equal to the number you roll on the Bardic Inspiration die, and the creature has advantage on the next saving throw it makes before the end of your next turn.

### Infectious Inspiration

At 14th level, when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

In addition, when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Meld into Stone

*3rd-Level Alteration (ritual)*

* **Casting Time:** 1 Action
* **Range:** Touch
* **Components:** V,S
* **Duration:** 8 Hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

***Spell Lists.*** Cleric, Druid, Ranger
Fiery Rush

*2nd-Level Pyromancy*

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

You and up to 2 other willing creatures movement speed's increase by half of their maximum hp. Wherever you move with this effect active creates a flame wall. This wall of fire goes 10' into the air and cannot burn wood. If a creature touches this wall of fire it will attack them. The creatures must make a Dexterity saving throw against your spellsave DC. on a failed save, they take 3d4 Fire damage. These walls of fire will dissapear after the spell ends.

***Spell Lists.*** Pyromancer
Illusory Dragon

*8th Level Illusion*

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

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space.

When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking '7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.

***Spell Lists.*** Wizard
Shape Water

*Alteration Cantrip*

* **Casting Time:** 1 Cantrip
* **Range:** 30 Feet
* **Components:** S
* **Duration:** Instantaneous or 1 hour

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
* You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
* You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

***Spell Lists.*** Druid, Sorcerer, Wizard
Grung

> The small frog folk of the world, the Grung are known for having a strange culture. Instead of rank being bestowed by honor, or what you did in your life, it depends on the skin color that the grung are born with. With the lowest ranking grung being foot-soldiers, while the golden grung is the leader of all grung, and grung operations. It is fabled that a legendary Chrome Grung used to walk the earth, and was able to rally all grung to an empire, but modern day researches assume it was a grung who learned illusion magic to make himself seem more powerful than others.
>
>

## Stats

* ***Ability Score Increase:*** Your Dexterity score increases by 2 and your Constitution score increases by 1.
* ***Age:*** Grungs reach maturity at only 1 year of age, growing from tadpoles into full-fledged frogs. They can live to be around 70 years old
* ***Alignment:*** Grungs tend to like bossing people around, even to the point of slavery, tending toward lawful, evil alignments
* ***Size:*** Around 3 feet tall, you are Small
* ***Speed:*** You have a walking speed of 25 feet. Your sticky finger and toe pads give you a climb speed of 25 feet
* ***Poison Immunity.*** You are immune to poison damage and the poisoned condition
* ***Poisonous Skin.*** Any creature that touches you with its bare skin for the first time on its turn or is touching you at the beginning of its turn must succeed on a Constitution saving throw. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature is poisoned until the start of its next turn
* ***Standing Leap.*** Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start
* ***Secrete Poison.*** As an action, you can apply your body’s poison to a melee weapon or up to 3 pieces of ammunition. The poison loses its potency after 1 minute. A creature struck by a weapon or piece of ammunition poisoned in this way must make a Constitution saving throw with the same DC equal to 8 + your proficiency bonus + your Constitution modifier or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of its turn
* ***Water Dependency.*** If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour
* ***Languages:*** You can speak, read, and write Common and Grung
Endeavor

*5th-Level Alteration*

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

You force a target to feal the pain that you have endured. Until the end of your next turn, you cannot be reduced to below 1 HP. In addition to this, pick one target. That target must make a Constitution saving throw, and on a failed save they take the amount of damage equal to the difference between your current and maximum HP. On a succesful save, they only take half as much.

***Spell Lists.*** Wizard
Id Insinuation

*1st-Level Enchantment*

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

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

***Spell Lists.*** Sorcerer, Warlock, WIzard
Hunt (HB)

### Chanell Divinity: Natures Wrath

At 2nd level, When you use your chanell divinity you may chose this instead of any other.

By using your chanell divinity, everything that is considered as a plant within 50ft. of you grows towards any hostiles. You may chose one of the effects that stays for one minute:

* Vine Growth. Vines will grow and grapple the feet of your targets. They must make a Strength Save against your Spell Save DC. On a failed save they cannot make any movement actions, and attacks against them are given advantage
* Thorn Whips. Thorns grow from the walls, which whips at the targets. On your initiative count you may use a bonus action to direct 2 vines to attack a target. They have a +7 to hit, and on a hit they deal 2d8 Piercing damage. Targetrs must make a Constitution saving throw (DC=Your Spells Save DC), and on a failed save they bleed for 1d6+1 turns for 1d4+4 damage.
* Wall of Plants. A wall that is 20ft tall, 5ft thick, and 30ft long grows in a place where you choose. The wall has 50 HP, is weak to fire, and has an AC of 17.

### Hunters Pursuit

At 8th level you gain the ability to never let a target leave your sight. Once per long rest, you may chose a creature to make a Wisdom saving throw against your Spell Save DC, on a failed save they are unable to move into a place that would cause them to leave your sight. This effect can last up to one hour, and at the end of the creatures turn they may repeat the save. On a failed saving throw they take 1d8 psychic damage.

### Animalistic Nature

At 17th level, you gain the ability to become bestial in shape. You may cast the Polymorph Spell on yourself as a bonus action without consuming a spell slot. Casting it in this way means your only able to polymorph into Beasts and Monstrocities.
Hexblade

### Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

* You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
* Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
* If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

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

### Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

### Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

### Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

### Master of Hexes

Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.
Grass Knot

*Conjuration Cantrip*

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

You chose one creature within the spells' range, that creature has green knots appear around their body. On the start of their next turn, they take 1d4 damage if they are size Medium, 1d6 if Large, 1d8 if Huge, and 1d10 if Gargantuan.

***At Higher Levels.*** This spell’s damage increases by 1 die when you reach 5th level, 11th level, and 17th level.

***Spell Lists.*** Druid, Sorcerer, Wizard
Law (NG)

### Voice of The Law

Starting at 1st level, you become knowledgable in all things related to the law. You gain advantage in any charisma based check in relation to any law obiding guard, diplomat, lord, or other political/governmental figure.

### Channgel Divinity: Lawful Charge

Starting at 2nd level, you gain the ability to imbue might into your fellow lawful allies.

As a bonus action, you let out a yell, causing all friendly creatures who are of Lawful allignment who are within 30 feet of you to gain advantage on attacks made against creatures that are not of lawful allignment for 1 minute.

### Remove Thee of Chaos

Starting at 6th level, you gain the ability to deal extra damage to Chaotic creatures. When attacking another creature, and if the creature is not of Lawful allignment, you may add your highest hit die to the damage, no matter if you hit or miss. You can do this an amount of times equal to your Charisma Modifier.

### Channgel Divinity: Righteous Smite

Starting at 8th level, you may use your channel divinity in a way to smite targets.

When attacking a creature, you may use your reaction to make another attack.

### Arbiter Of Law

Starting at 17th level, you gain the ability to stow fear into the hearts of lawbreakers. Once per day, as an action, you may chose one creature that you can see. This creature must make a Charisma saving throw against your spell save DC. On a failed save, the creature is Blinded, Deafened, Frightened, Paralyzed, and Muted for 1 minute.
Fear (NG)

### Frighten

Starting at 3rd level, you gain the ability to scare those of which can see you. For an amount of times equal to your Charisma modifier, you may chose one creature that can see you to make a Charisma saving throw against your spell save DC. On a failed save, they are frightened of you for 1 minute. They may repeat the save every time they take damage.

### Terrify

Starting at 6th level, no creatures can be immune to the *Frightened* condition that you produce. In addition to this, if you attack a creature that is frightened, you have advantage to hit them, and they have disadvantage to make saves against you.

### Horrify

Starting at 14th level, you gain the ability to impose a permanent scar on a creature who has been frightened of you before. If you make a creature frightened of you, for the remainder of it's lifetime, it has disadvantage on making saves against you to not be frightened, charmed, or paralyzed. In addition to this, for an amount of times equal to your Charisma modifier, as a reaction, you may force a creature to lose all movement speed until the end of it's next turn.
Find Familiar

*1st-Level Conjuration (ritual)*

* **Casting Time:** 1 Hour
* **Range:** 10 Feet
* **Components:** V,S,M (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
* **Duration:** Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

***Spell Lists.*** Druid, Wizard
Gunk Shot

*7th Level Evocation*

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

You throw poisonous gunk at up to 2 creatures that you can see within the spell's range. Those creatures must make a Constitution saving throw, on a failed save, they take 10d10 acid damage. In addition to this, if they are using non-magical metal armor or weapons, roll 1d4. On a 3-4, they disintigrate into nothing.

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, you may add 1d10 per spell slot used above 7th level.

***Spell Lists.*** Druid, Sorcerer
Infestation

*Conjuration Cantrip*

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

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

***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.*** Druid, Sorcerer, Warlock, Wizard
Glibness

*8th Level Alteration*

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

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

***Spell Lists.*** Bard, Warlock
Magma Strike

*3rd-Level Pyromancy*

* **Casting Time:** 1 Bonus Action
* **Range:** Self
* **Components:** V,S
* **Duration:** 3 Rounds

Improvement of Pyro Burn. You turn your hand from sparks to flame, and from flame to magma. You can chose to either harden it or keep it burning, both deal seperate types of damage. As a liquid form this magma deals 2d8 Fire damage and burns the target for 3 turns dealing 2d6 Fire damage each turn. As a hardened form this magma deals 4d10 Bludgeoning damage.

***Spell Lists.*** Pyromancer
Flower Shield

*4th-Level Abjuration*

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

You summon 4 runes that resemble flower petals. Chose one of the following for the spell's duration:

* ***Rose.*** Your AC increases by 2. In addition to this, all creatures that miss an attack against you for the spell's duration take 4d4 Piercing damage.
* ***Lily.*** You gain the ability to breath water. In addition to this, you gain a swim speed of 30 Feet and are resistant to Poison and Cold damage.
* ***Lavender.*** You gain a blindsight of 30 Feet. In addition to this, your passive perception is increased by 5, and you cannot be surprised.
* ***Sunflower.*** Your AC increases by 1. In addition to this, you gain a darkvision of 180 Feet, can see through magical darkness, and you gain advantage on all attacks that deal fire damage.

***Spell Lists.*** Druid, Ranger
Gloom Stalker

**Average Cost** 500-600gp

### Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

### Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

### Extra Attack

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

### Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

### Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

### Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Gust

*Alteration Cantrip*

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

You seize the air and compel it to create one of the following effects at a point you can see within range:

* One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
* You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

***Spell Lists.*** Druid, Sorcerer, Wizard
Maelstrom

*5th-Level Evocation*

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

A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

***Spell Lists.*** Druid
Incinerate

*Pyromancy Cantrip*

* **Casting Time:** 1 Action
* **Range:** 5 Feet
* **Components:** V,S
* **Duration:** Instantaneous

Chose one creature or object within the spells range. If it is a creature, they must make a Dexterity Saving throw against you spell save DC, or take 1d4 fire damage for the next 1d4 turns, at the start of their turn.

***At Higher Levels.*** This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d6).

***Spell Lists.*** Pyromancer
Infernal Calling

*5th-Level Conjuration*

* **Casting Time:** 1 Minute
* **Range:** 90 Feet
* **Components:** V,S,M (a ruby worth at least 999gp)
* **Duration:** Concentration, up to 1 hour

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.

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

***Spell Lists.*** Warlock, Wizard
Ravenous Void

*9th Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 1,000 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You create a 20-foot-radius sphere of destructive gravitation force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.

When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

***Spell Lists.*** Wizard
Lore

### Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

### Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

### Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

### Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
Fear

*3rd-Level Illusion*

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

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Fiery Lash

*2nd-Level Pyromancy*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** 3 Rounds

You create a giant arch of fire in both of your hands. This can be thrown up to 60' in a horizontal line of 10', hitting all targets in its area. Targets must make a Dexterity saving throw against the casters spell save DC. On a failed save they take 4d4 Fire damage, and on a succesful one half as much. This lash will go 60' forwards, then on the next turn it will go back, it will repeat this until the length of the spell ends. As a melee attack this deals 2d6+(Your Spellcasting Bonus) Fire damage and counts as a two handed weapon.

***Spell Lists.*** Pyromancer
Psychic Scream

*9th Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** S
* **Duration:** Instantaneous

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d12 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Greater Restoration

*5th-Level Abjuration*

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

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

* One effect that charmed or petrified the target
* One curse, including the target’s attunement to a cursed magic item
* Any reduction to one of the target’s ability scores
* One effect reducing the target’s hit point maximum

***Spell Lists.*** Artificer, Bard, Cleric, Druid, Ranger