TEXT: 1
  Classes | Bard
  PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
  Bard Colleges
  The way of a bard is gregarious. Bards seek each 
  other out to swap songs and stories, boast of their 
  accomplishments, and share their knowledge. Bards 
  form loose associations, which they call colleges, to 
  facilitate their gatherings and preserve their traditions.
  College of Fortune                                    
  Bards in the college of fortune know that if you trust 
  Lady Luck she never lets you down. These performers 
  travel from town to town, typically fleecing the locals 
  in whatever casino or gambling institute the local laws 
  allow. Amongst their companions, Bards of the college 
  of fortune are known to walk in an almost palpable halo 
  of good fortune. A good fortune, thankfully, they are 
  willing to share. 
  Bonus Proficiencies
  At 3rd level, you gain proficiency in three gaming 
  sets and one skill: Deception, Insight, Perception, or 
  Sleight of Hand. Your proficiency bonus is doubled 
  for any ability check you make that uses a gaming set 
  proficiency.
  Push Your Luck
  Starting at 3rd level, you instill a bit of your gambling 
  confidence in your compatriots when you inspire them. 
  When a creature you inspired rolls a Bardic Inspiration 
  die, they can choose to roll an additional Bardic 
  Inspiration die. If the additional Bardic Inspiration die 
  result is lower than the first, the roll loses its benefit 
  from Bardic Inspiration and the creature loses the 
  Inspiration die. If the additional Bardic Inspiration 
  die result is equal to or higher than the initial, add the 
  result of both dice to the roll and the creature loses the 
  Inspiration die.
  Luck of the Draw
  Starting at 6th level, you find mystical power in a deck of 
  cards, capable of invoking its esoteric symbolism when 
  it suits you. When you complete a long rest, draw three 
  random cards by rolling on the chart below.
     You keep each card until you play it or your next long 
  rest. When a creature you can see makes a saving throw, 
  ability check, or attack roll and applies the ability score 
  of a card you drew, you can expend your reaction and 
  play a card that matches the applied ability score. If you 
  a play a weal, the creature gains advantage on the roll. If 
  you play a woe, the creature gains disadvantage on the 
  roll. 
  Pocket Ace
  Starting at 14th level, you gain an additional use of 
  Bardic Inspiration. When you complete a long rest, roll 
  one of your Bardic Inspiration dice and record the result 
  as your pocket ace. After a creature you inspired rolls a 
  Bardic Inspiration die but before they choose to use your 
  Push Your Luck feature, you can exchange the results 
  of their Bardic Inspiration die and your pocket ace. 
  You must choose to replace the result before the DM 
  announces if the roll succeeds or fails.
  You can expend your pocket ace at any time to add its 
  result to one of your own attack rolls, ability checks, or 
  saving throws.
  Strength Woe
  Dexterity Woe
  Constitution Woe
  Intelligence Woe
  Wisdom Woe
  Charisma Woe
  Strength Weal
  Dexterity Weal
  Constitution Weal
  Intelligence Weal
  Wisdom Weal
  Charisma Weal
  7
  8
  9
  10
  11
  12
  1
  2
  3
  4
  5
  6
  
  2
  Classes | Bard
  College of Two Courts                           
  Bards who join the College of Two Courts invariably 
  come from an unusual background. These bards 
  typically have spent their lives growing up in enchanted 
  woods, in lands populated by fey creatures, or even 
  have spent their lives abducted and spirited off into the 
  feywild itself. These bards are touched by the beguiling 
  and bewitching nature of the fey and, as they grow 
  in power, they find themselves divided amongst one 
  another just as the fey are. Bards who favor community, 
  respect, and tradition join the Seelie Court. Bards 
  who favor individualism, humor, and uninhibited self-
  expression join the Unseelie Court.
  Bewitching Behavior
  Starting at 3rd level, when you roll a Charisma 
  (Deception), Charisma (Intimidation), or Charisma 
  (Persuasion) ability check and get a result equal to or 
  lower than your Charisma modifier you may choose to 
  roll again. You must use the second result.
  Beguiling Bearing
  Starting at 3rd level, when a creature you can see 
  within 60 feet makes a saving throw against a mind 
  influencing effect, the charmed or frightened condition, 
  or an illusion you can use your reaction and spend an 
  Inspiration Die to roll that die and subtract it from the 
  result of that saving throw. You must declare you are 
  using this ability after the saving throw is rolled but 
  before the DM declares if it is successful or not.
  Swear Allegiance
  At 6th level, you choose whether to join the Seelie Court 
  or the Unseelie Court. If you join the Seelie Court, gain 
  the To the Seelie feature. If you join the Unseelie Court, 
  gain the To the Unseelie feature.
  To the Seelie. Choose and learn three of the following 
  spells: guidance, bless, aid, invisibility, suggestion, mass 
  healing word, remove curse. The chosen spells count as 
  bard spells for you but don’t count against the number 
  of bard spells you know. Additionally, your countenance 
  softens and becomes innocent and beautiful or homely 
  and kind.
  To the Unseelie. Choose and learn three of the 
  following spells: eldritch blast, hex, blindness/deafness, 
  invisibility, suggestion, animate dead, bestow curse. 
  The chosen spells count as bard spells for you but don’t 
  count against the number of bard spells you know. 
  Additionally, your countenance hardens and becomes 
  lustful and dark or frightening and unsightly.
  Court Loyalty
  Starting at 14th level, if you have the To the Seelie 
  feature, you gain the Shining Throne feature. If you have 
  the To the Unseelie feature, you gain the Shadowed 
  Throne feature.
  The Shining Throne. The first time you cast a spell 
  of level 1 or higher on each of your turns, choose a 
  creature you can see. That creature has advantage on its 
  next roll.
  The Shadowed Throne. The first time you cast a 
  spell of level 1 or higher on each of your turns, choose a 
  creature you can see. That creature has disadvantage on 
  its next roll. 
  College of Fortune & College of Two Courts by
  /u/ coolgamertagbro
  http://sterlingvermin.com/
  Art Credits in Order of Appearance
  “Wizard” by Imc Games, Granado Espada
  “Harpist” by Jennyeight
  
  3
  Classes | Sorcerer
  PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
  Sorcerous Origins
  Different sorcerers claim different origins for their 
  innate magic. Although many variations exist, most 
  of these origins fall into two categories: an eldritch 
  bloodline and the influence of wild magic.
  Greenheart                                                            
  You might have been born to a dryad parent or raised in 
  an enchanted woods whose eldritch power seeped into 
  your soul but, whatever the reason, the inherent magic 
  of nature runs through you. Unlike druids you did not 
  choose your connection to the natural world, the natural 
  world chose its connection to you. Greenheart sorcerers 
  tend to have dark brown and bright green features and 
  smell of the native flora of their homelands. Sorcerers 
  of this origin are exceptionally resilient and observant of 
  their surroundings.
  Verdant Soul
  Starting at 1st level, your hit point maximum increases 
  by 2 and increases by 2 again whenever you gain a level 
  in this class. Whenever you spend a sorcery point you 
  heal 2 hit points for every sorcery  point you spent.
  World Whisperer
  Starting at 1st level, you may choose a druid cantrip 
  for one of your starting cantrips and you know a druid 
  spell of a level for which you have spell slots. This spell 
  does not count against your spells known. You learn 
  additional druid spells of a level for which you have spell 
  slots that do not count against your spells known at 
  6th, 14th, and 18th level. These spells count as sorcerer 
  spells for you.
  Land’s Stride
  Starting at 6th level, moving through nonmagical 
  difficult terrain costs you no extra movement. You can 
  also pass through nonmagical plants without being 
  slowed by them and without taking damage from them if 
  they have thorns, spines, or a similar hazard.
  In addition, you have advantage on saving throws 
  against plants that are magically created or manipulated 
  to impede movement, such as those created by the 
  entangle spell.
  Virile Vitality
  Starting at 14th level, you are immune to poison and 
  disease. Additionally, the primal magic coursing through 
  your veins causes you to age more slowly. For every 10 
  years that pass, your body ages only 1 year.
  Greenheart, Greenblood
  Starting at 18th level, you can use a bonus action on 
  your turn to convert vitality into sorcery points. Reduce 
  your current and maximum hit points by 4 and regain 1 
  sorcery point. This reduction lasts until you complete a 
  long rest.
  
  4
  Classes | Sorcerer
  Spiritualist                                                    
  After a brush with death, either your own near death 
  experience or the witness of a horrific death, you are 
  haunted by a phantom that exists on the ethereal realm 
  but which you, none the less, can see. Whether you 
  were horrified or pleased by your new companion you 
  soon discovered that their unique relationship with 
  you unlocked your own ability to manifest supernatural 
  powers. While you and your ectoplasmic companion 
  are bound to one another til death do you part, your 
  phantom does all that it can to help you further your 
  goals.
  Brush With Death
  At 1st level, your brush with death has led to you being 
  haunted by a phantom. This phantom functions as if it 
  were a familiar created by the find familiar spell except 
  in the following ways;
  • The phantom uses the stats of a homunculus (MM, pg. 
  188) but is undead rather than celestial, construct, fey, 
  or fiend.
  • The phantom is immune to the frightened condition.
  • The phantom has hit points equal to twice your 
  sorcerer level plus your charisma modifier.
  • The phantom exists on the ethereal plane bordering 
  whatever world you currently dwell in or, if you are in 
  a realm that does not border the ethereal, invisible on 
  the same plane.
  • When you cast a spell granted by your Pathos of the 
  Passed feature your phantom can deliver the spell 
  as if it had cast the spell. Your phantom must be 
  within 100 feet of you, and it must use its reaction to 
  deliver the spell when you cast it. If the spell requires 
  an attack roll or saving throw, you use your attack 
  modifier or saving throw DC for the roll.
  Pathos of the Passed
  At 1st level, your phantom companion’s passing infused 
  it with overwhelming emotion. Choose one of the 
  following pathos for your phantom and you gain the 
  corresponding spells at the listed sorcerer level. These 
  spells do not count against the number of sorcerer 
  spells you know.
   Devotion
     Sorcerer Level      Spells
  Jealousy
     Sorcerer Level      Spells
  Rage
     Sorcerer Level      Spells
  teRRoR
     Sorcerer Level      Spells
    *Unless you gain this spell from another source, your 
  spirit guardians appear as undead (rather than celestial, 
  fey, or fiendish) and deal psychic damage (rather than 
  radiant or necrotic).
  Passion Play
  Starting at 6th level, you can use a bonus action to 
  manifest your phantom in the material realm for one 
  minute. While materialized your phantom utilizes the 
  following statistics based on its pathos, replacing its 
  normal homunculus statistics.
  expeditious retreat
  invisibility
  fear
  phantasmal killer
  contagion
  1st
  3rd 
  5th
  7th
  9th
  witch bolt
  phantasmal force
  vampiric touch
  blight
  bigby’s hand
  1st
  3rd 
  5th
  7th
  9th
  charm person
  alter self
  hypnotic pattern
  locate creature
  dominate person
  1st
  3rd 
  5th
  7th
  9th
  shield
  enhance ability
  spirit guardians*
  death ward
  antilife shell
  1st
  3rd 
  5th
  7th
  9th
  
  5
  Classes | Sorcerer
  PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
  While materialized your phantom can gains additional 
  exceptions to the find familiar spell;
   .  Your phantom can take the Attack action.
   .  Your materialized phantom has no hit points but 
  instead must make a Constitution saving throw (adding 
  your proficiency modifier) each time damage is dealt to 
  it with a DC equal to half the damage dealt to it. If it fails 
  this saving throw it dematerializes and returns to its 
  statistics as described in your Brush With Death feature.
     You can use this feature to compel your phantom to 
  manifest additional times by expending 1 sorcery point 
  when you use your bonus action. You regain your ability 
  to use this feature without expending a sorcery point 
  when you complete a long rest.
  Peerless Medium
  Starting at 6th level, you can cast the spell unseen 
  servant as a ritual. If you mistreat your unseen servant 
  or show it disrespect the spell immediately ends. 
  Geist’s Rebuke
  Starting at 14th level, the pathos of your phantom 
  echoes through your own arcane power. Whenever you 
  are hit by a melee attack, you can use your reaction to 
  inflict personal vengeance on your attacker. The nature 
  of the vengeance and type of saving throw required 
  varies based on the pathos of your phantom but the 
  difficulty is your spell save DC.
  Devotion.  If the creature fails its Wisdom saving 
  throw, the triggering attack’s damage is reduced by half 
  your sorcerer level.
  Jealousy. If the creature fails its Dexterity saving 
  throw, the creature is restrained until the start of its next 
  turn.
  Rage. If the creature fails its Constitution saving 
  throw, the creature takes half your sorcerer level in 
  damage using the damage type of this phantom’s A 
  Death Revisited feature.
  Terror. If the creature fails its Wisdom saving throw, 
  the creature is frightened until the start of its next turn.
  Master of Seance
  Starting at 14th level, you can cast the spell contact 
  other plane as a ritual. When you do so you can only 
  contact the dead. 
  Do Not Go Gentle
  Starting at 18th level, when you would drop to 0 hit 
  points you can expend 5 sorcery points to possess your 
  phantom and force it to manifest. While you possess the 
  phantom you can cast all of your sorcerer spells using 
  your own spell attack modifier and spell save DC. At the 
  end of each of your turns you make a death saving throw 
  as normal. If you stabilize you lose possession of your 
  phantom return unconscious to your own body. If you 
  fail three death saves your phantom is dematerialized 
  and reduced to 0 hit points. If you are healed while 
  using this feature you lose possession of your phantom 
  and return conscious to your body.
  Greenheart and Spiritualist Origin by
  /u/ coolgamertagbro
  http://sterlingvermin.com/
  Art Credits in Order of Appearance
  “Nature Sorcerers” by Vablo
  “Artifacts and Legends” by Katemaxpaint
  
  6
  Classes | Warlock
  Otherworldly Patrons
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, 
  and expect significant favors in return. Some patrons 
  collect warlocks, doling out mystic knowledge relatively 
  freely or boasting of their ability to bind mortals to their 
  will. Other patrons bestow their power only grudgingly, 
  and might make a pact with only one warlock. Warlocks 
  who serve the same patron might view each other as 
  allies, siblings, or rivals.
  The Cosmic Machine                                        
  Your patron is a cosmic machine that claims to have 
  generated, continuously sustains, and will ultimately 
  disassemble the multiverse. Your patron might originate 
  from Mechanus or it could be hidden amongst the ruins 
  and forgotten places of the material realm. The cosmic 
  machine’s motivations and desires are inscrutable, even 
  to you, its coded directions never seeming to add up to 
  a discernible greater plan. Your physical appearance 
  has been changed in some way by your relationship to 
  the machine and your pact spells are all cosmetically 
  altered to reflect the machine’s technologically advanced 
  themes. Examples of cosmic machines are Primus, the 
  Engine of Extinction, and Panopticon.
  Expanded Spell List
  The Cosmic Machine lets you choose from an expanded 
  list of spells when you learn a warlock spell. The 
  following spells are added to the warlock spell list for 
  you.
  CosmiC maChine spells
     Spell Level      Spells
  *Unless you learn this spell from another class, your spirit 
  guardians appear as mechanical constructs rather than 
  angelic, fey, or fiendish.
  Advanced Targeting System
  Starting at 1st level, you can use your bonus action to 
  make a ranged spell attack against a creature within 
  120 feet of you. If you hit, your spell attacks against that 
  creature gain advantage until the start of your next turn.
  Advanced Protocol System
  Starting at 6th level, when you fail a saving throw 
  against an effect that would cause you to be charmed, 
  frightened, or unconscious you can use your reaction 
  to cause the saving throw to succeed instead. Once you 
  use this feature, you can’t use it again until you complete 
  a short or a long rest.
  Advanced Integration System
  Starting at 10th level, gain proficiency in any three tool 
  proficiencies and add half your proficiency modifier to 
  all tool proficiencies you do not add your proficiency 
  modifier to. Additionally, when you spend one minute 
  observing a written, spoken, or signed language you 
  learn that language.
  Advanced Override System
  Starting at 14th level, you can integrate a creature 
  into the cosmic machine’s directives, overriding the 
  creature’s normal impulses with your own will. The 
  creature must make an Intelligence saving throw 
  against your warlock spell saving throw DC. If the 
  creature fails, you dictate the creature’s actions on each 
  of its turns for the next minute. At the end of each of its 
  turns it can make a new saving throw to end this effect.
  You must finish a short or a long rest before you can 
  use this feature again.
  guiding bolt, identify
  heat metal, locate object
  lightning bolt, spirit guardians*
  arcane eye, stoneskin
  creation, telekinesis
  1st
  2nd
  3rd
  4th
  5th
  
  7
  Classes | Warlock
  PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
  The Crone                                                      
  Your patron is a elder evil force in the world that veers 
  capriciously between its maternal and destructive 
  instincts. Such creatures smother those they hold dear 
  with doting attention and reject those set against her 
  with ruthless cruelty, often times vacillating between 
  these extremes seemingly without prompt. You have 
  chosen a spiteful and suffocating patron, one whose 
  nature you find yourself more and more mimicking.
     Beings of this sort include; Aradia, mother of 
  witchcraft, Baba Yaga, the evil woman, and Hecate, 
  queen of witches.
  Expanded Spell List
  The Crone lets you choose from an expanded list of 
  spells when you learn a warlock spell. The following 
  spells are added to the warlock spell list for you.
  CRone spells
     Spell Level      Spells
  Toil & Trouble
  Starting at 1st level, you can prepare an enchanted brew 
  during a short or long rest. When you do select one of 
  the following potions to create;
  Everdream. When consumed as a bonus action this 
  tonic puts its drinker under a heavy lethargy as if you 
  had cast the spell sleep with your highest level Pact 
  Magic spell slot.
  Hale & Hearty. When consumed as a bonus action 
  this tonic heals its drinker as if you had cast healing 
  word equivalent to your highest level Pact Magic spell 
  slot.
  Love Potion. When created you make a number of 
  these potions equal to the highest spell level Pact Magic 
  spell slot you have. When consumed as a bonus action 
  the drinker falls under the effect of a charm person spell 
  as if you had cast it.
     Each of the brews smells delicious and sweet. When 
  you offer a brew to a creature you make a Charisma 
  (Deception) skill check against their Wisdom (Insight). 
  If you succeed, they take and consume the potion. If 
  you fail, they choose whether to take the potion and 
  consume it or not.    
     These brews only stay potent until your next short or 
  long rest, whichever comes first. After that they turn 
  putrid, foul and impotent. You can use this feature again 
  during your next short or long rest.
  Blood of the Coven
  Starting at 6th level when you cast a spell you can call 
  out to your companions to shed blood for your power. 
  One ally within 30 feet of you can spend their reaction 
  to take 1d6 necrotic damage per level of the spell slot 
  and your spell is empowered. If your spell includes a 
  spell attack roll it gains advantage. If your spell includes 
  a saving throw, the target creatures gain disadvantage 
  on that roll.
  Walking Hovel, Flying Broom 
  Starting at 10th level you can cast the spell animate 
  objects. You can use this feature again after a short or 
  long rest.
  Familiar Curse
  Starting at 14th level you can touch an unconscious 
  creature and turn it into any beast with a CR of 1 or 
  lower. That beast then acts as your familiar as if you 
  had cast the find familiar spell. As your familiar the 
  creature fears your mystical power and cannot summon 
  the courage to do anything to defy your will. This effect 
  ends when someone casts remove curse on the target or 
  you use this feature again. In addition, you must name 
  a condition that, if it comes to pass, functions as if a 
  remove curse spell had been cast on the target. Choose 
  one of the following conditions; 
  Devotion. If the target has a sincere change of heart 
  and is repentant for his transgression against you, a 
  loyal servant to you for a year and a day, and begs 
  your forgiveness. The Familiar Curse returns if they 
  transgress you again and you have not used the feature 
  again. In this case you do not select a condition. 
  Sacrifice. If someone who cares for the target sheds 
  tears over them and begs to serve their fate instead. The 
  person who was pleading then takes over the Familiar 
  Curse but you do not select a condition. 
  True Love. If the target is recognized for who they are 
  and kissed by someone who sincerely loves them and 
  who they sincerely love. The Familiar Curse returns if 
  they betray that person romantically and you have not 
  used the feature again. In this case you do not select a 
  condition. 
     If the effect ends due to a remove curse the creature 
  reverts to its normal form and is conscious, if the effect 
  ends due to you using this feature again the creature 
  reverts to its normal form and remains unconscious 
  until they are stirred awake or they have slept one hour 
  for every month they lived as your familiar.
  The Cosmic Machine and The Crone Patron by
  /u/ coolgamertagbro
  Art Credits in Order of Appearance
  “The Vision, Knowledge incarnate” by theDURRRRIAN
  “Mambabarang” by Pervandr
  animal friendship, bless
  augury, enhance ability
  bestow curse, remove curse
  conjure woodland beings, locate creature
  contagion, hallow
  1st
  2nd
  3rd
  4th
  5th
  
  8
  Classes | Wizard
  Arcane Traditions
  The study of wizardry is ancient, stretching back to 
  the earliest mortal discoveries of magic. It is firmly 
  established in the worlds of D&D, with various 
  traditions dedicated to its complex study. The most 
  common arcane traditions in the multiverse revolve 
  around the schools of magic. Wizards through the ages 
  have cataloged thousands of spells, grouping them 
  into categories called schools. In some places, these 
  traditions are literally schools; a wizard might study at 
  the School of Illusion while another studies across town 
  at the School of Enchantment. In other institutions, 
  the schools are more like academic departments, with 
  rival faculties competing for students and funding. Even 
  wizards who train apprentices in the solitude of their 
  own towers use the division of magic into schools as a 
  learning device, since the spells of each school require 
  mastery of different techniques.
  The Grey Guild                                                   
  Wizards of the Grey Guild eschew the study of specific 
  schools of magic in favor of an arcane specialty in 
  duplicity and espionage. In some D&D worlds all 
  wizards of the Grey Guild belong to one organization 
  with its own overarching goals and schemes while 
  in other D&D worlds the Grey Guild is a style of 
  wizardry exhibited by a number of isolated wizards or 
  organizations. Regardless, wizards of the Grey Guild 
  typically have a bad reputation amongst other wizards 
  given their proclivity for memorizing and destroying 
  spellbooks and hoarding secrets from rival spellcasters.  
  Destroy this Document
  Starting at 2nd level, you memorize the content of your 
  spellbook and do not need to reference a physical copy 
  to prepare a spell. When you learn a new spell you 
  spend the normal amount of time and gold to copy the 
  spell but you commit it directly to memory rather than 
  copying it to a book.
  Arcane Occultation
  Starting at 2nd level, when you interact with a creature 
  for less than one hour and it attempts to recollect 
  particulars of its interaction with you it must succeed 
  at an Intelligence saving throw against your spell save 
  DC or forget details of its interaction with you. When a 
  creature forgets the details of its interactions with you it 
  cannot correctly identify your physical characteristics or 
  the particulars of any conversation with or observation 
  of you.
  Remote Surveillance
  Starting at 6th level, you can spend 8 hours creating a 
  saboteur’s stone. After spending 1 minute in unbroken 
  concentration, you can see and hear everything that 
  happens within 30 feet of your saboteur’s stone so long 
  as you are on the same plane of existence and continue 
  to concentrate (as if on a spell) on the stone. During 
  this time, you are blind and deaf in regards to your own 
  senses. While observing through the saboteur’s stone 
  you can cast a single ranged spell as if you were in the 
  stone’s location, after which the stone is destroyed. The 
  stone is also destroyed when you use this feature to 
  create a new saboteur’s stone.
  Practiced Conspirator
  At 10th level, you gain proficiency in two skills of your 
  choice of the following: Deception, Insight, Investigation, 
  Perception, Sleight of Hand, and Stealth.
  Expendable Agents
  At 14th level, you have learned to trust no one but 
  yourself. That poses a problem for the spies of the 
  Grey Guild so they learn to form a conspiracy of one. 
  As an action, you can expend a spell slot to to become 
  a conspirator and create a number of additional 
  conspirators equal to the level of the spell slot expended. 
  While under the effect of this feature you cannot cast 
  a spell that requires concentration. Each conspirator 
  appears in its own unoccupied space within 30 feet of 
  you.
     Conspirators are indistinguishable from one another 
  and from you. Each conspirator has your Armor Class, 
  saving throws, and other attributes but evaporates into 
  shadows and spiderwebs when they take any damage 
  or are affected by any ability that inflicts a mental effect 
  such as charmed or frightened. Each conspirator moves 
  on the same turn but collectively can take only one 
  action, one bonus action, and one reaction each round. 
  When there is only one conspirator remaining, this 
  effect ends and you become the remaining conspirator. 
  When you complete a long rest, you become a 
  conspirator of your choice and all other conspirators 
  evaporate.
     You can use this feature again after you complete a 
  long rest.
  New Spell                                                           
  Fool’s Tongue
  1st-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V
  Duration: 1 hour
  Class: Bard, Wizard
  When you cast this spell on a willing creature 
  you and the creature learn an unbreakable code 
  language that only the two of you can speak. This 
  effect endures for the duration of the spell. When 
  you are speaking in this code language all 
  others who can hear the speech hear only 
  meaningless and indecipherable babble.
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or higher, 
  the duration increases to 24 hours. When 
  you cast this spell using a spell slot of 5th 
  level or higher, the duration increases to 
  1 week. When you cast this spell using a 
  spell slot of 7th level or higher, the duration 
  increases to 1 year.
  
  9
  Classes | Wizard
  PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
  The Grey Guild and Three Spirits Adept by
  /u/ coolgamertagbro
  http://sterlingvermin.com/
  Art Credits in Order of Appearance
  “Mitch” by Markothesketchguy
  “Mage” by Porksiomai
  Three Spirits Adept                                      
  Wizards who forgo specializing in schools of magic to 
  become a Three Spirits Adept are uncommon. Three 
  spirits adepts are typically from regions where wizards 
  are a more rural and isolated tradition rather than 
  gathering in universities or major cities. A three spirit 
  adept forms a powerful bond with his familiars and 
  learns how to evoke their otherworldly nature in a way 
  other magical traditions cannot.
  True Familiar
  Starting at 2nd level, you learn the find familiar spell. 
  You do not expend a spell slot to cast find familiar, you 
  do not have to prepare the spell to cast it, and you do not 
  need to use spell components.
  Creature Mystique
  Starting at 2nd level, your familiar has a single spell 
  slot that it can expend to cast a spell it knows. On your 
  familiar’s turn, you can choose to expend its spell slot 
  to cast a spell of that level or lower from your familiar’s 
  spell list. Your familiar uses your spell attack modifier 
  and spells it casts use your spell save DC. If the spell 
  requires concentration you must concentrate on it.
  Which spells your familiar can cast depends on its type;
  Celestial
     Spell Level      Spells
  Fey
     Spell Level      Spells
  FienD
     Spell Level      Spells
     Your familiar’s spell slot level is equal to the highest 
  level spell slot you have but no higher than 5th level. 
  Your familiar regains its spell slot when you take a long 
  rest.
  Shape of the Spirits
  Starting at 6th level, you can cast the spell polymorph 
  without expending a spell slot or any components to 
  take on any of the forms listed in the find familiar spell. 
  Once you have used this feature, you must finish a long 
  rest before you can use it again.
  Otherworldly Expression
  Starting at 10th level, on your familiar’s turn you can 
  command it to invoke the ultimate expression of its 
  mystical nature as its action. The exact power varies 
  based on the type of familiar you use this ability on. You 
  can use this feature again after a long rest.
  Celestial. Until the end of your next turn all allies 
  within 10 feet of your familiar gain advantage on saving 
  throws and resistance to all damage.
  Fey. You can teleport each creature within 30 feet of 
  your familiar to any unoccupied space within 30 feet 
  of your familiar. Creatures may resist this teleportation 
  by succeeding on an Intelligence saving throw. This 
  familiar regains its spell slot if it was expended.
  Fiend. All enemy creatures within 10 feet of your 
  familiar must make an Intelligence saving throw. If they 
  fail, they gain vulnerability to all damage types they are 
  not immune to and have disadvantage on attack rolls 
  and saving throws until the end of your familiar’s next 
  turn.
  Three Spirits
  Starting at 14th level, you can have two familiars at a 
  time, changing the normal rules of the find familiar spell. 
  Both familiars have their own spell slot granted by the 
  Creature Mystique feature.
  bane, inflict wounds
  darkness, enthrall
  fear, hunger of hadar
  1st
  2nd
  3rd
  dissonant whispers, faerie fire
  invisibility, moonbeam 
  conjure animals, fly
  1st
  2nd
  3rd
  bless, cure wounds
  enhance ability, magic weapon
  aura of vitality, counterspell
  1st
  2nd
  3rd
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/The Complete Arcanist Handbook v1.0.pdf