recursal/Fanatic-Fandom huggingface dataset:
Bladesinger

### Restriction: Elves Only

Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging.

Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.

Training in War and Song When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don't already have it.

### Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).

While your Bladesong is active, you gain the following benefits:

* You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
* Your walking speed increases by 10 feet.
* You have advantage on Dexterity (Acrobatics) checks.
* You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

### Extra Attack

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

### Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

### Song of Victory

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Absorb Elements

*1st-Level Abjuration*

* **Casting Time:** 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
* **Range:** Self
* **Components:** S
* **Duration:** 1 Round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

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

***Spell Lists.*** Artificer, Druid, Ranger, Sorcerer, Wizard
Banishing Smite

*5th-Level Abjuration*

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

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

***Spell Lists.*** Paladin
5th Level Spells

* Ancient Power
* Animate Objects
* Antilife Shell
* Aurora Beam
* Awaken
* Banishing Smite
* Bigby's Hand
* Blazing Ray
* Circle of Power
* Cloudkill
* Commune
* Commune with Nature
* Cone of Cold
* Conjure Elemental
* Conjure Volley
* Conjure Vrock
* Contact Other Plane
* Contagion
* Control Winds
* Creation
* Danse Macabre
* Dark Pulse
* Dawn
* Decemate
* Destructive Wave
* Dispel Evil and Good
* Dominate Person
* Dream
* Endeavor
* Enervation
* Far Step
* Fire Typhoon
* Flame Strike
* Fusion Flare
* Geas
* Greater Restoration
* Hallow
* Hold Monster
* Holy Weapon
* Ice Beam
* Immolation
* Infernal Calling
* Insect Plague
* Invenomate
* Ironflesh
* King's Shield
* Lava Blaze
* Leech Life
* Legend Lore
* Maelstrom
* Magnitude
* Mass Cure Wounds
* Mislead
* Modify Memory
* Moongeist Beam
* Negative Energy Flood
* Passwall
* Planar Binding
* Prosper
* Psychic
* Raise Dead
* Rary's Telepathic Bond
* Reincarnate
* Restore Vitality
* Revenge
* Scrying
* Seeming
* Shadow Ball
* Skill Empowerment
* Solar Torrent
* Steel Wind Strike
* Summon Celestial
* Swift Quiver
* Synaptic Static
* Telekinesis
* Teleportation Circle
* Temporal Shunt
* Thunder
* Transmute Rock
* Tree Stride
* Venomous Fangs
* Wall of Force
* Wall of Light
* Wall of Stone
* Wrath of Nature
Color Spray

*1st-Level Illusion*

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

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

***Spell Lists.*** Bard, Sorcerer, Wizard
Cone of Cold

*5th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self (60-foot cone)
* **Components:** V,S
* **Duration:** Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 10d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

***Spell Lists.*** Druid, Sorcerer, Wizard
Diamond Storm

*7th Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** Self (60 Feet Sphere)
* **Components:** V,S,M (A Diamond worth at least 100gp, which the spell consumes)
* **Duration:** Concentration, up to 1 minute

You begin to pelt the area around you in shimmering diamond of a color of your choice. Each Diamond color has a different effect:

* ***Red.*** The damaging spells that you cast deal 1.5x more damage
* ***Orange.*** Your speed increases by 60 Feet, in addition to this, you gain 30 Feet of flying speed, and to all other creatures the range within the storm is Difficult Terrain
* ***Yellow.*** The healing spells that are casted by allies within the radius of the spell heals 2x the amount of HP (not including Temp HP)
* ***Green.*** Vines grow within the area. They have their own initiative, and on their turns will attempt to attack creatures within the spell's radius. They have +8 To attack, and on a hit deal 3d8+8 Poison damage.
* ***Blue.*** Spells that you cast that require a saving throw has the spell save DC increase by +3
* ***Purple.*** The Next spell that you cast under 5th level doubles, and you may chose new targets for the new spell.
* ***Black.*** Up to 8 creatures of your choice take 4d8 necrotic damage upon starting/ending their turn within the radius.

At the end of each of your turns, you may change the color of the diamonds as a free action.

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, you may select multiple effects for each spell slot used above 7th

***Spell Lists.*** Druid, Wizard
Elemental Bane

*4th-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 90 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

***Spell Lists.*** Druid, Warlock, Wizard, Artificer
Arms of Hadar

*1st-Level Conjuration*

* **Casting Time:** 1 Action
* **Range:** Self (10-foot radius)
* **Components:** V,S
* **Duration:** Instantaneous

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

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

***Spell Lists.*** Warlock
Destructive Wave

*5th-Level Evocation*

* **Casting Time:** 1 Action
* **Range:** Self (30-foot radius)
* **Components:** V
* **Duration:** Instantaneous

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

***Spell Lists.*** Paladin
Acid

Acid

2nd-Level Evocation

Casting Time: 1 Action

Range: Self (15 Foot Cone)

Components: V,S

Duration: Instantaneous

You spray forwards a gout of acid. All creatures standing within the range of the spell must make a Constitution saving throw against your spellsave DC. On a failed save, the creatures take 3d6 Acid damage, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may add a d6 for each slot level above 2nd

Spell Lists. Druid, Sorcerer
Control Flames

*Alteration Cantrip*

* **Casting Time:** 1 Action
* **Range:** 60 Feet
* **Components:** S
* **Duration:** Instantaneous or 1 Hour

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
* You instantaneously extinguish the flames within the cube.
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

***Spell Lists.*** Druid, Sorcerer, Wizard
Blade Ward

*Abjuration Cantrip*

* **Casting Time:** 1 Action
* **Range:** 10 Feet Sphere, Centered on Caster
* **Components:** V,S
* **Duration:** 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you or one creature within the range of the spell has resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Until the start of your next turn.

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

### Tenents of the Crown

***Law***. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

***Loyalty***. Your word is your bond. Without loyalty, oaths and laws are meaningless.

***Courage***. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

***Responsibility***. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

##### Oath Spells

 5th
 9th
 13th
 17th

### Channel Divinity

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

* Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
* Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

### Divine Allegiance

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

### Unyielding Saint

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

### Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* Your allies have advantage on death saving throws while within 30 feet of you.
* You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

*This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.*
Darkvision

*2nd-Level Alteration*

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

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

***Spell Lists.*** Artificer, Druid, Ranger, Sorcerer, Wizard
Aqua Ring

*2nd-Level Conjuration*

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

You summon a ring of water in your hands, and launch it at a creature within the spell's range. That creature must make a Wisdom saving throw, and on a failed save they are confused in the same way as if they were to be by the *Confuse Ray* spell. In addition to this, make a ranged spell attack against a creature, and on a hit you deal 2d6 Cold damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, You may target an additional creature within the spells' range.

***Spell Lists.*** Druid, Sorcerer, Wizard
Dragon (HB)

## Way of the Dragon

### Ode to Greed

Starting at 3rd level, when you take the way of the dragon, you also become contracted to the Ode to Greed. The ode to greed restricts you from ever spending a gold coin, unless it is to better yourself or the monistary.

### Draconic Arts

You gain proficiency in the artwork of a dragon. You gain proficiency in Calligraphers tools, and have expertise in deciphering any artowrk that is in relation to draconic beasts or the like.

### Soul of a Dragon

Beginning at 6th level, you become imbued with the soul of a dragon. Using 2 Ki points, as a bonus action, you may exhale a breath of pure energy. This energy deals force damage, however; if you have killed a dragon in any past time, your damage type is in relation to their breath weapon's. Any creature standing in a 30' cone must make a Con save (DC=10 + Your Wisdom score + Proficiency bonus). On a failed save, they take 4d8 damage (based on last killed dragon). Once you use this feature, you cannot use it again until you take a short or long rest.

*at 11th level, the damae increases to 8d8 damage*

### Heart of a Dragon

At 17th level, you gain the heart of a dragon, along with its courage. You become immune to the frightened condition. In addition to this, as a bonus action you can sprout claws. You may spend 5 Ki points, and your hands will end in claws, dealing 1 damage die up from your current one (d8 ---> d10). The damage becomes slashing, and is considered magical. This lasts for 1 hour, and you cannot use it again after a long rest.
Decomposition

*4th-Level Pyromancy*

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

Chose one creature within the spells range, they start to wilt away as their body begins the process of decomposition. That creature makes a Constitution saving throw against your spellsave DC. If they fail, at the end of their turn they take 5d10 necrotic damage. They may repeat the save at the start of their turn until the spell ends.

***Spell Lists.*** Druid, Pyromancer
Dominate Person

*5th-Level Enchantment*

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

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

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

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

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

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

***Spell Lists.*** Bard, Sorcerer, Wizard
Drunken Master

## Way of the Drunken Master

### Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

### Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

### Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

* Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
* Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

### Drunkard's Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll.

### Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Cantripomancy (HB)

### Cantrip Savant

Starting at 2nd level, you gain the ability to learn double the amount of cantrips that are presented on the Wizard table.

### Cantrip Empowerment

Starting at 6th level, you gain the ability to empower your cantrips with more magical essence than they already have. Whenever you cast a cantrip that does damage, you may chose to expend a spell slot of any level. When you expend this spell slot, you may add that many damage dies to the cantrips damage. If the cantrip has a a save, you may also add the number of the spell slot to the spell save DC.

### Cantrip Caster

Starting at 10th level, you may cast a cantrip as a bonus action instead of an action.

### Cantrip duel caster

Starting at 14th level, Whenever you cast a cantrip targeting a creature, you may (once per day) cast 4 of that cantrip as a free action.
Ambition

### Warding Flare

When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

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

### Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

### Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Backgrounds

## Standard

* Acolyte
* Anthropologist
* Archaeologist
* Athlete
* Charlatan
* City Watch
* Clan Crafter
* Cloistered Scholar
* Courtier
* Criminal
* Entertainer
* Faceless
* Faction Agent
* Far Traveler
* Fisher
* Folk Hero
* Gladiator
* Guild Artisan
* Guild Merchant
* Haunted One
* Hermit
* House Agent
* Inheritor
* Investigator
* Knight
* Knight of the Order
* Marine
* Mercenary Veteran
* Noble
* Outlander
* Pirate
* Sage
* Sailor
* Shipwright
* Smuggler
* Soldier
* Spy
* Urban Bounty Hunter
* Urchin
* Uthgardt Tribe Member
* Waterdhavian Noble

## CoS

* Black Fist Double Agent
* Dragon Casualty
* Iron Route Bandit
* Phlan Insurgent
* Stojanow Prisoner
* Ticklebelly Nomad

## Mulmaster

* Caravan Specialist
* Earthspur Miner
* Harborfolk
* Mulmaster Aristocrat
* Phlan Refugee

## Hillsfar

* Cormanthor Refugee
* Gate Urchin
* Hillsfar Merchant
* Hillsfar Smuggler

## Amonket

* Dissenter
* Initiate
* Vizier

## Ravnica

* Azorius Functionary

* Boros Legionnaire
* Dimir Operative
* Golgari Agent
* Gruul Anarch
* Izzet Engineer
* Orzhov Representative
* Rakdos Cultist
* Selesnya Initiate
* Simic Scientist

## Wildemount

* Grinner
* Volstrucker Agent

## Pirates of Derosia

* Flag Pirate
* Ship Captain
* Flag Betrayed
* Pyromaniac Apprentice
Control Water

*4th-Level Alteration*

* **Casting Time:** 1 Action
* **Range:** 300 Feet
* **Components:** V,S
* **Duration:** Concentration, up to 10 minutes

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

* ***Flood.*** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
* ***Part Water.*** You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
* ***Redirect Flow.*** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
* ***Whirlpool.*** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

***Spell Lists.*** Cleric, Druid, Wizard
Booming Blade

*Evocation Cantrip*

* **Casting Time:** 1 Action
* **Range:** Self (5-foot radius)
* **Components:** S, M (a melee weapon worth at least 1gp)
* **Duration:** 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

***At Higher Levels.*** At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

***Spell Lists.*** Artificer, Sorcerer, Warlock, Wizard
Astral Barrage

*8th Level Conjuration*

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

You summon 5 Fists made of pure star energy. Upon the use of your reaction, within the spell's range, you may send all 5 of these fists to attack a creature. They use your spellcasting Modifier to attack, and deal damage equal to 6d8+(Spellcasting Modifier) Psychic damage per hit. The fists regenerate at the start of your next turn for as long as you hold concentration.

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

The study of mind-affecting alchemy is a delicate one, practiced only by a small number of alchemists, known as amorists. Often called “love doctors” by their clientele, amorists specialize in the brewing of potions that produce strong emotional responses in their drinkers. While love potions are by far their most popular product, amorists can also craft pungent pheromone bombs that can even soften the hearts of terrible monsters.

### Bonus Proficiencies

When you choose this field of study at 2nd level, you gain proficiency in the Deception and Persuasion skills.

#### Formula: Pheremone Bomb

Starting at 2nd level, you can replace your bomb’s explosive contents with a potent pheromone, changing it into a pheromone bomb. A pheromone bomb requires a Wisdom saving throw, instead of a Dexterity saving throw. The bomb deals no damage, and instead causes the target, as well as each creature within the blast radius that fails its saving throw, to be charmed by you until the end of its turn or until it takes damage.

### Magnetic Personality

Starting at 6th level, you can add your Intelligence modifier to Charisma checks that you make.

### Alchemical Perfume

Beginning at 10th level, you wear an aromatic, mind-altering perfume that endears others to you. When a hostile creature within 5 feet of you makes an attack roll against you, it must succeed on a Wisdom saving throw against your bomb save DC or have disadvantage on the attack roll. Once a creature succeeds on this saving throw, it is immune to this effect for 24 hours. A target automatically succeeds on this saving throw if it can’t be charmed.

### Alchemical Romance

Starting at 18th level, during a long rest, you can spend 4 reagent dice to make an extremely potent potion of true love. This potion acts much like a philter of love, except that when you make the potion, you choose the creature the target regards as its true love, provided the target knows the creature or meets it within 24 hours of consuming the potion. Additionally, this effect lasts indefinitely, ended only when you make a new potion of true love, or the effect is removed with a remove curse spell or similar magic. When this potion’s effects are ended on a target, it regards the creature it once loved with total disgust, and can never love that creature again.
Deckguard

### Black Powder Rifle

You gain access to a Black Powder Rifle, a musket made for long range encounters. You are proficient in this. Or, you may chose to have instead: Flintlock (x2), Musket, Blunderbuss.

### Sniper

Starting at 3rd level, you gain the ability to fire at things outside of your range. Whenever a creature you are firing at is outside of the range of your weapon, you may extend the range up to 100 feet and roll with disadvantage to hit.

### Bullet Crafting

At 3rd level during a long rest, you may craft a number of bullets depending on your level. As long as you have a pound of tier 2 or higher metal, you may roll (1d20+Your Level In Ranger + Your Wisdom Mod) to create bullets of that number. In addition, the bullets have any of the normal effects that other metallic items would have if plated in that metal.

### Bullet Modification

Beginning at 7th level, you may chose to have up to 5 of your bullets per long rest become modified with certain alchemical ingredients.

##### Bullet Modifications

 Armor Piercing
 Explosive
 Gasseous
 Fragmentation
 Magical

### Enforcer

Starting at 11th level, you gain the ability to force other's into submission. When pointing your firearm at a creature that has an intelligence higher than 2, you may force them to make a Wisdom saving throw (DC=8 + Proficiency Bonus + Your Wisdom Bonus). Creatures that are immune to being frightened automatically succeed. On a failed save, the creature will surrender, and not flee, going onto the ground in a peaceful way. The creature would be considered passive. If attacked, the creature immediately is out of that state, and will not return to it.

*You may do this for an amount of times equal to your Wisdom Modifier*

### Precise Shot

Starting at 15th level, whenever you attack a creature with a Black Powder Weapon, if you roll a 19 or a 20, they count as critical hits. In addition to this, whenever you critically hit with a Black Powder Weapon, you may triple the damage instead of doubling it.
Clockwork Soul

### Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

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

### Bulwark of Law

Starting at 6th level, you can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice.

### Trance of Order

Starting at 14th level, you gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10. Once you use this action, you can’t use it again until you finish a long rest or until you expend 5 sorcery points to use it again.

### Clockwork Cavalcade

You summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:

* The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
* Any damaged objects entirely in the cube are repaired.
* Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can’t use it again until you finish a long rest or until you expend 7 sorcery points to use it again.
Arachnid Touched (NG)

### Arachnid's Mobility

Starting at 1st level, you gain your choice of 15 Feet of Climbing or Swimming speed.

### Fanged Bite

Beginning at 6th level, you gain a natural weapon. As a bonus action, you may attack with your fangs, which use Dexterity to attack. On a hit, they deal 2d6 poison and 2d6 piercing damage. They are counted as a magical weapon for the purposes of overcoming resistances and immunities.

### Spider Tamer

At the beginning of 14th level, you gain the ability to tame a small spider. If you spend one long rest, and 5 Sorcerery points, you are able to enchant this spider with the attributes of a failure. You are able to use an action to assume full control over this spider, it has a movement speed of 10 feet and a climbing speed of 15 feet, and has a passive perception of 14.

### Corrosion

Starting at 18th level, spells that you cast that deal Poison damage can deal Acid damage instead, and vice versa. In addition to this, you are resistant to Poison and Acid damage, and whenever you hit a creature with a spell that deals one of those two types of damage, you may spend 8 sorcerery points to double the damage.

*You may double the damage of a spell only once per turn*
Contingency

*6th-Level Evocation*

* **Casting Time:** 10 Minutes
* **Range:** Self
* **Components:** V,S,M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
* **Duration:** 10 Minutes

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell called the contingent spell as part of casting contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

***Spell Lists.*** Wizard
Crossbow Master

### Pinpoint Accuracy

Starting at 1st level, when you pick this conclave, whenever you make an attack with a Crossbow, you gain a +1/+1 to both damage and to hit, permanently.

### Repeating Crossbow

Beginning at 3rd level, you gain the ability to turn any crossbow (Besides Heavy) into a *Repeating Crossbow* during a long rest, a repeating crossbow can hold up to 3 bullets, and fire an additional time as a bonus action and/or a reaction.

*Creatures may only use a Repeating Crossbow if they are a part of this Ranger Conclave*

#### **Repeating Crossbow**

*Beginning at 7th level, the restriction of Heavy Crossbows not being able to become repeating crossbows is lifted.*

### Fast Hands

Starting at 3rd level, you gain the ability to reload any crossbow as a reaction rather than a bonus action. In addition to this, once per short rest you may fire your crossbow as a reaction instead of an action.

### Box Magazine

Beginning at 7th level, you gain the ability to turn the capacity from 3 bolts to 9 bolts.

### Extra Attack

Starting at 11th level, you may attack twice in one turn instead of once.

### Crossbow Expertise

Starting at 15th level, you gain expertise in Repeating Crossbows. You may treat this as you do skill expertise. (double the proficiency bonus when adding to them).
Flock of Familiars

*2nd-Level Conjuration*

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

You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.

Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.

When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.

***Spell Lists.*** Warlock, Wizard
Eldrichokinesis

### Elder Soldier

Beginning at 1st Level your contact with the elder beings has gifted you with powers that are most... Unnatural. You gain immunity to being frightened.

### Aura of Insanity

Starting at 5th level, your Aura shifts and churns the minds of others. Any hostile creature that starts their turn within 10ft. of you must make a Charisma Saving throw against your spell save DC. On a failed save, for the next minute, they have disadvantage on all attacks rolls made against you. The creature may repeat the save at the beggining and end of their turn. If the creature succeeds the save, they are immune to the feature for the next 24 hours.

### Otherworldy Slap

Begginning at 6th Level you gain the ability to temporarily open a portal to the far realms. As a bonus action, once per day, you may chose an area of 20ft.. A small portal will open up, and attack all creatures standing in that area, they must make a Dexterity Saving throw against your spell save DC, and on a failed save they take 4d8 Bludgeoning damage. In addition to this, for an amount of turns equal to your Wisdom modifier, those creatures take an additional 2d4 cold damage at start of their turns.

### Improved Aura of Insanity

Starting at 10th Level any time the creatures fail their save, in addition to having disadvantage, they will only deal half damage if they do hit you.

### Mind Blank

Beginning at 14th Level you gain the ability to influence the minds of the sane. If a creature starts their turn within 60ft. of you and you can see them, you are able to use your reaction to impose blindness on the creature. The creature must make a Charisma saving throw against your spell save DC, and on a failed save the creature is blinded, deafened, and muted. You can only do this a number of times equal to your Wisdom modifier until you need a long rest.

### Warding Champion

Starting at 18th Level you gain the ability to outright deny damage. If you begin your turn while you are not incapacitated, you may roll 1d4. On an even number, you do not take damage from melee attacks. On an odd number, you do not take damage from ranged attacks. You may only do this a number of times equal to your Wisdom Modifier.
Calm Emotions

*2nd-Level Enchantment*

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

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

***Spell Lists.*** Bard, Cleric
Beast

### Form of the Beast

Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:

* Bite. Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).
* Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.
* Tail. You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.

### Bestial Soul

Beginning at 6th level, the feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

* You gain a swimming speed equal to your walking speed, and you can breathe underwater.
* You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
* When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

### Infectious Fury

At 10th level, when you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

* The target must use its reaction to make a melee attack against another creature of your choice that you can see.
* Target takes 2d12 psychic damage.

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

### Call the Hunt

At 14th level, the beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit.

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