recursal/Fanatic-Fandom huggingface dataset:
Sleep

*1st-Level Enchantment*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V,S
* **Duration:** 1 Minute

You may chose one creature within the range of the spell that you can see. That creature must make a Wisdom saving throw against your spell save DC. on a failed save, they are unconcious for the next minute, and can repeat the save if they take damage while they are asleep.

***Spell Lists.*** Bard, Sorcerer, Wizard
Thorns

*3rd-Level Pyromancy*

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

A creature you see grows thorns on the outside of their armor or skin. Whenever a creature attempts to attack that creature, they take 2d4 piercing damage and 2d4 poison damage.

***Spell Lists.*** Pyromancer
Order

### Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

$$$ Voice of Authority Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

### Channel Divinity: Order's Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

### Embodiment of the Law

At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

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

### Divine Strike

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

### Order's Wrath

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
Protection

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

### Shield of the Faithful

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

### Channel Divinity: Radiant Defense

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.

As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

### Blessed Healer

Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level.

### Divine Strike

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

### Indomitable Defense

At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.

As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
Strength

### Acolyte of Strength

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.

### Channel Divinity: Feat of Strength

At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.

### Channel Divinity: Rhonas' Blessing

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

### Divine Strike

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

### Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Shapechange

*9th Level Alteration*

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

You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hitpoints, you aren’t knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit pints than your current one, your hit points remain at their current value.

***Spell Lists.*** Druid, Warlock, Wizard
Sequester

*7th Level Alteration*

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

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by the divination of spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakes". This spells also ends if the target takes any damage.

***Spell Lists.*** Wizard
Scout(fighter)

## Scout

### Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice.

### Combat Superiority

At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest.

You gain another superiority die at 7th level and one more at 15th level.

Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:

* Survival Superiority. When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
* Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
* Scout’s Evasion. If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

### Natural Explorer

At 3rd level, you are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

• You ignore difficult terrain.

• You have advantage on initiative rolls.

• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

• Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical means.

• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

• If you are traveling alone, you can move stealthily at a normal pace.

• When you forage, you find twice as much food as you normally would.

• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

### Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

### Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Planar Ally

*6th-Level Conjuration*

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

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task m easured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

***Spell Lists.*** Cleric
Prismatic Wall

*9th Level Abjuration*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** V,S
* **Duration:** 10 Minutes

A shimmering, multicolored plane of light forms a vertical opaque wall – up to 90 feet long, 30 feet high, and 1 inch thick – centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an Antimagic Field has no effect on it.

##### Prismatic Wall

 Orange
 Yellow
 Green
 Blue
 Indigo
 Violet

***Spell Lists.*** Bard, Wizard
Snilloc's Snowball Storm

*2nd-Level Evocation*

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

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

***Spell Lists.*** Sorcerer, Wizard
Warding Wind

*2nd-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects:

* It deafens you and other creatures in its area.
* It extinguishes unprotected flames in its area that are torch-sized or smaller.
* The area is difficult terrain for creatures other than you.
* The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
* It hedges out vapor, gas, and fog that can be dispersed by strong wind.

***Spell Lists.*** Bard, Druid, Sorcerer, Wizard
Occult (HB)

## Occult

You are a clerical envoy of an occult. Instead of being the part of a church, you are with the underground worship of an evil god.

##### Domain Spells

 3rd
 5th
 7th
 9th

### Acolyte of Shadows

You gain proficiency in Martial Weapons and Stealth.

### Chanell Divinity: Ritual Circle

At 2nd level, you may use this as your chanell divinity instead of any others.

When you use your chanell divinity, you gain the ability to summon a ritual circle that will summon a creature in how many turns you chose. Roll 1d4, and that is the creatures type. It can either be random, or your choice. If you attempt to chose a creature, you must roll 1d10. On a 6 and below, the creature is not summoned and instead a creature of that type is summoned with half CR.

The Creature that is summoned is hostile towards all creatures, and will attack the nearest creature.

##### Creature Type

 2
 3
 4

To summon a creature, you keep the circle on the floor. This circle cannot be moved, attacked, or dispelled, otherwise it fades and you wasted a chanell divinity. The circle has an AC of 13, and 1 HP. Down below is a table for how many turns it takes for what CR to be summoned. At any time you may chose for the circle to summon the creature.

##### Circle Turns

 6-7
 8-9
 10-11
 12-13
 14-15

### Agency

Starting at 6th level, When you cast your chanell divinity, you may chose for one creature type to not be an option in the D4 table

### Insurance

Starting at 8th level, when you cast your chanell divinity, you may chose to have the creature start at half HP, however you may banish it at any time.

### Complete Ensurity

At 17th level, when you cast your chanel divinity, you may chose for the creature to be friendly towards the party for 1d10+(Your Wisdom Bonus (Minumum of 1)) turns.
Wristpocket

*2nd-Level Conjuration (ritual)*

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

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.

***Spell Lists.*** Wizard
Pyromancer Spell List

## Cantrips (0 Level)

Beam of Heat

Growth

Hand of Radiance

Ignite

Incinerate

Intoxicate

Kindle

Poisonous Bolt

Primal Savagery

Pyro Strike

Toxic Tome

## 1st Level

Blazing Arrow

Combustion

Elemental Disguise

Ember

Flame Rush

Flare

Flashburn

Gills

Infernal Explosion

Moss

Orb of Light

Poisoned Web

Sand Tomb

Shadow Arrow

## 2nd Level

Bark

Fiery Lash

Fiery Rush

Leyline of Gas

Muddy Water

Poisoned Munitions

Pyro Burn

Restore Vitals

Static Burn

## 3rd Level

Disease

Ensnare

Flame Flash

Magma Strike

Pyro Missles

Thorns

Vines

## 4th Level

Conjuration of Burning Embers

Decomposition

Energy Ball

Fire Spike

Flamethrower

Magma Arrow

Magma Flux

Moonlight Flare

Shackle

Shadow Orb

Spirit Arrow

Sweat

## 5th Level

Blazing Ray

Decemate

Fire Typhoon

Lava Blaze

Prosper

Restore Vitality

Solar Torrent

Venomous Fangs

## 6th Level

Acidic Munitions

Barrier of burning Embers

Blizzard

Infernal Nova

Lava Volley

Molten Hail

Poison Shackles

Sandstorm

Solar Bomb

Solar Missiles

Soul Flare

Tome of Shadow

Void Arrow

Wave of Lava

## 7th Level

Arcane firestorm

Blazing Explosion

Boneification

Flare of Soul Draining

Jowls

Pyromania

Shadow Fangs

Sunfire Beam

## 8th Level

Blackfire

Blazing tsunami

Cataclysm

Locusts

Molten Rain

Ring of Fiery Energy

Shade

Starfire Burst

## 9th Level

Dark Phoenix

Sunfire Storm

Supernova

Swamp

Vortex
Telepathy

*8th Level Evocation*

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

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

***Spell Lists.*** Wizard
Sunfire Storm

*9th Level Pyromancy*

* **Casting Time:** 1 Full Turn
* **Range:** Sight
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

You call forth the sun's great rays, and use them for destruction. Everything within sight that you chose becomes droughted under intense sunlight. All creatures that are standing in direct sunlight take 10d6 Radiant damage. All plant life, wooden structures, and metallic objects either melt, ignite, or are ultimately destroyed in unspoken ways. You may continuously cast this spell as long as you hold concentration on the spell.

***Spell Lists.*** Pyromancer
Vedalken

> Vedalken are tall and slender, standing almost a head taller than humans but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious.
>
>

## Stats

* ***Ability Score Increase:*** Your Intelligence score increases by 2, and your Wisdom score increases by 1.
* ***Age:*** Vedalken reach maturity by age 40. Their lifespan usually ranges from 450 to 500.
* ***Alignment:*** Usually lawful and non-evil.
* ***Size:*** Tall and slender. Vedalken stand around 6 to 6½ feet tall. They usually weigh around 200Ibs(90kg).They are medium creatures.
* ***Speed:*** Your base walking speed is 30 feet.
* ***Vedalken Dispassion.*** You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws.
* ***Tireless Precision.*** You are proficient with one of the following: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. When you make a roll with either the skill or the tool you chose, you roll 1D4 and add it to the roll.
* ***Partially Amphibious.*** You can breath underwater for 1 total hour. After reaching that hour, you cannot breath underwater until you finish a long rest.
* ***Languages:*** You can speak, read, and write Common, Vedalken, and one language of your choice.
Poetry (HB)

### Convincing Poet

Starting at level 3, when you pick this college, you become proficient in one charisma skill of your choice (Deception, Intimidation, Etc.)

### Portaying Want with Words

Beginning at 3rd level, whenever you are to write poetry, even if the creature is unable to understand the meaning, it gives you advantage on any charisma check you where trying to pass. The same poetry cannot be used more than once on the same creature.

### Portraying Components with Words

Beginning at 6th level, you are able to cast spells into a piece of writing, and keep it sealed. Whenever you cast a spell into a piece of writing, consume a spell slot one level higher than it. If the words are read out loud, the spell takes effect on whoever is reading it.

### Portaying Needs with Words

Starting at 14th level, you are able to convince someone with poetry with almost no effort. If a targets Intelligence score is lower than 15, you automatically pass any charsima checks against them if they are friendly towards you and you show them a piece of poetry. In addition to this, whenever a creature is subject to a spell from your "Portraying Components with Words" feature, they have disadvantage on any spell save DC rolls, or take double damage if the spell is a damaging one.
Draconic Rush

*4th-Level Alteration*

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

You touch one creature, that creature gains the spirit and power of a draconic being. They gain an extra 40 feet of movement speed for the spell's duration, and may take the dash action as a free action. If they move into a creature after having moved 30 feet before this, they make make a Contesting Strength check against the creature with advantage. On a success, the opposing creature is knocked prone and takes 6d6 Acid, Poison, Fire, Cold, or Lightning damage.

***Spell Lists.*** Druid, Wizard
War Magic

### Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

### Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

### Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

### Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

### Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your wizard level.
Wall of Water

*3rd-Level Evocation*

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

You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

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

*7th Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 300 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends.

When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

***Spell Lists.*** Druid, Wizard
Poisonous Bolt

*Pyromancy Cantrip*

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

You shoot fourth a bolt of poisonous energy. Make a ranged spell attack against one creature within the range of the spell, and on a hit the attack deals 1d8 poison damage.

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

***Spell Lists.*** Pyromancer
Slow

*3rd-Level Alteration*

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

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

***Spell Lists.*** Bard, Sorcerer, Wizard
Undead Blessed (HB)

You descend from a Lich (Or other high undead), but instead of him being one of your ancestors, he was your father before undergoing transformation. Through pity for your mother, or you, he blessed you with powers that resemble that of a Lich.

### Lich Guide

At 1st level you are given access to the Wizard spell list to take as spells. They count as sorcerer spells for you. You also gain 2 Wizard cantrips, and 1 wizard 1st level spell.

### Ghostly Appearance

Starting at 6th level, you gain the ability to make yourself look as your parent would in long-decay times. Once per day you are able to make an illusion centered on yourself that makes other creatures frightened of you, they must make a Charisma saving through against your spell save DC. On a failed save, they are frightened of you for one minute. If they succeed, they can see through your illusion.

### Improved Lich Guide

At 14th level, you gain the ability to siphon spells from other sources, especially the souls of others. Whenever you kill a creature, you may steal a soul level from them. You may refill a spell slot equal to 1/4th of their CR (Rounded down) (Minimum of one).

### Psuedo-Pyhlachtry

Starting at 18th level, during a long rest you may spend 2,000 gold pieces and a 9th level spell slot to make a Psuedo-Pylachtry When you die, instead of dying, your body comes back with one HP, and your pshylachtry breaks.
Tasha's Hideous Laughter

*1st-Level Enchantment*

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

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

***Spell Lists.*** Bard, Wizard
Moon

### Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

### Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

*Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 2, rounded down.*

### Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

### Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

### Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
Valor

### Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

### Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

### Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
Warding Bond

*2nd-Level Abjuration*

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

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.

While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

***Spell Lists.*** Cleric, Paladin
Wall of Force

*5th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 120 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

***Spell Lists.*** Wizard
Unearthly Chorus

*1st-Level Illusion*

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

Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.

Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.

***Spell Lists.*** Bard
Sunburst

*8th Level Evocation*

* **Casting Time:** 1 Action
* **Range:** 150 Feet
* **Components:** V,S
* **Duration:** Instantaneous

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

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.

This spell dispels any darkness in its area that was created by a spell.

***Spell Lists.*** Cleric, Druid, Sorcerer, Wizard
Toxic Tome

*Pyromancy Cantrip*

* **Casting Time:** 1 Action
* **Range:** 30 Feet
* **Components:** V,S,M(A Book)
* **Duration:** Instantaneous

You hex a creature with Toxcicity. They make a Constitution save against your spell save DC, and on a failed save they take 1d4 Acid damage for the next 1d6 turns at the start of their turn.

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

***Spell Lists.*** Pyromancer, Warlock
Slime (NG)

### Poisinous Body

Starting at 1st level you gain the ability to resist poisons easier. You are now resistant to poison damage.

*At 8th level you become Immune to poison damage*

### Channel Divinity: Devour

Starting at 2nd level, you gain the ability to use your channel divinity in a horrifying way. As a reaction, if you can see a dead medium or smaller creature within your movement speed's radius, you may use your movement speed to walk up to it, and eat it. You gain Temporary HP equal to 1/8 of it's maximum HP, and you may replenish a spell slot equal to 1/4 of your current Cleric level (No less than level 1).

*At 8th level you may double the amount of Temporary HP you gain from this ability.*

### Channel Divinity: Acidic Smite

Starting at 6th level, you may use your channel divinity to bless your weapon with acid. As a bonus action, whenever you make a melee weapon attack, you may add 2d8 acid damage to each attack, no matter if they hit or miss.

### Fangs

Starting at 17th level you gain the ability to start to consume a creature without them being dead. You may use your bonus action to take a bite out of a creature. Make a melee attack, using your spellcasting bonus to hit and for damage, and on a hit you may deal an amount of acid damage equal to the difference between your current and maximum HP divided by 3. You may do this an amount of times equal to your Charisma modifier.
Timeline

> This Document is not completed, as all campaigns I host have a chance (depending on the audacity of the players) to change this timeline in any way during any time. Events may get removed or added depending on what happens in each position of the timeline. Death and Time are two very common themes in my campaigns, and this is shown very well in the timeline, as there are actually technically 4 time splits so far. I do not expect you to understand this at a first glance as I am writing this top caption, because even I don't fully understand and have catalogued everything that has happened. If you're confused, you know how to contact me.
>
>

> This document *should* have every important thing down to a regional level. This means that events that effect at least a region or kingdom's worth of land will be written down here, while other miscellaneous things (such as The Great Hog festival in Felle's small town of Barkwood) will not be mentioned specifically, but any regional effect that does come from it will be mentioned (in the previous example, The Wish Giving dragon is mentioned because he blesses all of eastern Felle with good crop growth).
>
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Transmutator (HB)

> Seen as outcasts to society by many, Transmutators are the few that still know the hidden or secret arts of the ancient dwarves. Before the magic's guild was formed, all magic was legal, and many of these scholars worked together to perfect their craft and create something bigger than themselves with nothing but mud and air. However, near the start of the Mage's Guild, the house leaders for schools of Necromancy and Transmutation worked together to finish that idea, and what resulted is what is known as "The Great Unspeakable Act", one so devastating that the house master of enchantment removed the memories of what had happened from everyone except the other house masters. From that point on, Transmutation and Necromancy magic was outlawed in all lands that The High King controls. But, some transmutationists are able to do their work in secret, providing miracle cures and mass resource exports. Working in the shadows, these scholars are of all shades of gray.
>
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>

### Extra Proficiencies:

3rd lv. you gain the proficiency with Smithing tools and Intelligence checks that have to do with the transmutation table

When you Write a Transmutation symbol it instead only takes an action rather than being a ritual of 10 min.

##### Specialty Spells

 5th
 9th
 13th
 17th

### Transmutation scholar

Upon reaching 3rd lv. You gain the ability to remember specific symbols from the transmutation table, you pick three symbols from the fourth circle on the Transmutation table that you know without a intelligence roll

### Banished

At 5th lv. When you were disowned from the Mage's Guild you picked up some magic from other Arcane casters, you know one 3rd lv. Or lower spell from any Arcane Spell List, you can cast this spell at will without using spell slots or components

### Emotional Support

At 9th lv. You can give someone within 30ft. Advantage on an intelligence check that have to do with the Transmutation table

### Perfected Transmutator

At 15th lv. You learn one more symbol from the Transmutation table on the third circle, you can also activate symbols on the fourth circle and the second circle of the section that the symbol you learned was in without color. You also gain advantage on rolls that have to do with circles 3 and 4, when rolling to remember them.
Vitrolic Sphere

* **Casting Time:** 1 Action
* **Range:** 150 Feet
* **Components:** V,S
* **Duration:** Instantaneous

You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

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