TEXT: the book of 925
  
  the book of 925
  by oliver clegg
  
  the book of 925
  Contents
  Artificer Specialist: Plumber
  Artificer Specialist: Attilliator
  Primal Path: Path of the Butcher
  Bard College: Newshound
  Bard College: Pied Piper
  Bard College: Infernal Attorney
  Divine Domain: City
  Divine Domain: Wealth
  Druid Circle: Circle of Sewers
  Martial Archetype: Silversmith
  Martial Archetype: Beekeeper
  Monastic Tradition: Way of Ministry
  Sacred Oath: Oath of Husbandry
  Sacred Oath: Oath of Service
  Roguish Archetype: Steeplejack
  Sorcerous Origin: Spinner
  Sorcerous Origin: Forbidden Fruit
  Otherworldly Patron: Evil Child
  Arcane Tradition: Courier
  Arcane Tradition: Porter
  Designer: Oliver Clegg
  Interior Illustrators: Rexard, Graphics, fonts and various assets licensed through creative commons, Adobe 
  Stock Services, Unity, Artstation, Creative Market and others, individual licenses available on request. 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses 
  are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission 
  of Wizards of the Coast. ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured 
  by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, 
  Uxbridge, Middlesex, UB11 1ET, UK
  
  the book of 925
  The plumbing profession is somewhat more 
  dangerous in fantasy worlds than others. Sewer 
  monsters. Valve demons. Squeaky toilet mimics. 
  Men who won’t put the toilet seat down. It requires 
  a particular set of skills, and a pragmatic approach to 
  wading in waste. 
  bonus proficiency
  When you adopt this specialization at 3rd level, you 
  gain proficiency with smith’s tools. If you already 
  have this proficiency, you gain proficiency with one 
  other type of artisan’s tools of your choice.
  plumber spells
  Starting at 3rd level, you always have certain spells 
  prepared after you reach particular levels in this 
  class, as shown in the Plumber Spells table. These 
  spells count as artificer spells for you, but they don’t 
  count against the number of artificer spells you 
  prepare.
  Arti.
  Level
  Plumber Spells
  3rd
  create or destroy water, purify food and drink
  5th
  knock, arcane lock
  9th
  water walk, water breathing
  13th
  freedom of movement, control water
  17th
  maelstrom, transmute rock
  Diving Suit
  At 3rd level, you learn to create protective gear 
  suitable for hostile environments. As an action, 
  you can turn a suit of heavy armor you are wearing 
  into a magical diving suit provided you have smith’s 
  tools in hand. This armor is airtight and watertight, 
  holding enough air for 10 hours of breathing. It can 
  also go underwater to a depth of 900 feet. Below 
  that, it takes 2d6 bludgeoning damage per minute 
  from pressure.
  extra attack
  You can attack twice, rather than once, whenever you 
  take the Attack action on your turn.
  Adaptations
  At 9th level, choose one of the following perks:
  • The AC provided by your armor increases by your 
  proficiency bonus
  • You are resistant to a damage types of your choice 
  whilst wearing your armor. At the end of a long 
  rest you may change the chosen damage type to 
  a new type.
  • You are immune to the effects of poor weather 
  such as precipitation or strong winds
  hermetic sealing
  At 14th level, you can seal your armor entirely 
  against intrusion for 1 minute. During this time, 
  nothing—not physical objects, energy, or other spell 
  effects—can pass through your armor, in or out, 
  though you can still can breathe there. Additionally, 
  you are immune to all damage, and you can’t be 
  damaged by attacks or effects originating from 
  outside your armor, but your speed is reduced to 
  0. This effect ends if you cast a spell or attack. You 
  must finish a long rest before using this ability again. 
  
  the book of 925
  Crossbows might seem like a niche discipline to 
  which to dedicate one’s life, but you appreciate both 
  their revolutionary design and their utility in the face 
  of complex obstacles. In short, pew pew, twang, 
  splat. 
  bonus proficiency
  When you adopt this specialization at 3rd level, 
  you gain proficiency with woodcarver’s tools. If you 
  already have this proficiency, you gain proficiency 
  with one other type of artisan’s tools of your choice.
  atilliator spells
  Starting at 3rd level, you always have certain spells 
  prepared after you reach particular levels in this 
  class, as shown in the Atilliator Spells table. These 
  spells count as artificer spells for you, but they don’t 
  count against the number of artificer spells you 
  prepare.
  Arti.
  Level
  Atilliator Spells
  3rd
  catapult, hail of thorns
  5th
  cordon of arrows, melf’s acid arrow
  9th
  conjure barrage, flame arrows
  13th
  fabricate, elemental bane
  17th
  conjure volley, swift quiver
  arbalest
  At 3rd level, you become adept at crafting and 
  honing mechanized projectiles. As an action, you 
  can enchant a crossbow in your possession into a 
  magical device that has the following benefits:
  • The crossbow does not require a bonus action to 
  reload it
  • It is silent if you wish it to be
  • It doubles its range in both categories
  You may only have one crossbow enchanted in this 
  way at any one time. 
  extra attack
  You can attack twice, rather than once, whenever you 
  take the Attack action on your turn.
  Grappling Hook
  At 9th level, you can transform your crossbow into 
  an improvised grappling hook. As an action, you can 
  fire your crossbow at a surface within range - on a 
  hit, the bolt sinks into the surface and stays there, 
  tethered to you by an invisible arcane strand. As a 
  bonus action, you can activate the crossbow again 
  and pull yourself to the hook immediately, traveling 
  the entire distance between you and the hook. You 
  take falling damage for every foot moved beyond 
  60 feet. If you are bodily obstructed at any point, 
  you stop and take full falling damage equal to the 
  distance travelled so far. You must finish a short rest 
  before using this ability again.
  Arcane Barrage
  At 14th level, you can supercharge your crossbow 
  at the risk of breaking it entirely. As a bonus action, 
  you enchant a crossbow affected by your Arbalest 
  feature, which lasts for 1 minute.  For the duration, 
  the base damage for your crossbow is the same as a 
  ballista (3d10), but if you roll a 1 before modifiers 
  on your attack roll at any point, the crossbow breaks 
  and becomes inoperable until you fix it over the 
  course of a long 
  rest. You must 
  finish a long rest 
  before using this 
  ability again.
  
  the book of 925
  Butchery is the natural profession to practice 
  alongside traditional adventuring, because when 
  it comes down to it they’re rather the same thing 
  aren’t they? Burst into a room, tear some poor 
  creature from head to toe with a gigantic axe and 
  make a rather fine living out of it. 
  Carnage
  Starting at 3rd level, you have a knack for turning any 
  combat into a spectacle. When you reduce a living 
  creature of medium size or larger to 0 hit points 
  whilst under the effect of your Rage feature, you can 
  cause that creature to explode in a shower of gore.  
  This destroys the body of the creature.
  Blinding Spray
  When you use your Carnage feature, hostile 
  creatures within 10 feet of the detonation must 
  succeed on a Dexterity saving throw against 8 + your 
  proficiency bonus + strength modifier, or become 
  blinded until they take an action to wipe the gore 
  away from their eyes. When relevant, increase the 
  radius of this feature by 5 feet for each size category 
  the creature is beyond medium. 
  Visceral Precision
  At 6th level, you begin to apply a surgical knowledge 
  of anatomy to your work. Blinding Spray triggers on 
  critical hits as well as on reducing a creature to 0 hit 
  points. 
  You score a critical hit on rolls of 19 and 20. 
  Whirling massacre
  At 10th level, when you use your Carnage 
  feature to destroy the body of a creature 
  you have reduced to 0 hit points, you may 
  use your reaction to move up to your speed 
  towards a hostile creature you can see. If 
  this move takes you within 5 feet of a hostile 
  creature you may make an additional attack 
  against that creature as part of this move 
  action.  
  Bloody Beacon
  At 14th level, the sheer scale of your sacrificial 
  decadence calls to the lower planes, rending a weak 
  point in reality for the Abyss to seep in. Using your 
  carnage feature more than 6 times in the space of 
  a single minute allows you to cast summon greater 
  demon as a reaction, using Charisma as your 
  spellcasting ability. The demon ignores you entirely 
  and focuses on hunting down the weak or vulnerable 
  to add to the slaughter. You must finish a short rest 
  before using this ability again. 
  
  the book of 925
  Some bardic colleges focus on retaining and 
  retelling the stories of their forebears, preserving 
  the knowledge of the ancients. You, however, have a 
  nose for the stories making waves Right Now. Who 
  cares what some dusty old hero did a thousand years 
  ago - you can smell out a scandal from a mile away 
  and have it pasted all over town by sundown. 
  Intuition
  At 3rd level, you can detect the resonance of 
  emotions in the air around you. As an action, you 
  can open your mind to the weave and sense the 
  presence of strong emotion around you. If you sense 
  emotions in this way, you can use your action to see 
  a faint aura around any visible creatures in the area 
  experiencing powerful emotion and you learn the 
  nature of that emotion. You can use this feature a 
  number of times equal to your Charisma modifier 
  (a minimum of once). You regain all expended uses 
  when you finish a long rest.
  Hunch
  At 3rd level, you have an innate sense for when 
  someone isn’t telling you everything. When you 
  are presented with a situation in which a successful 
  Wisdom (Insight), or Intelligence (Investigation) 
  ability check would reveal information of interest 
  to you, the Dungeon Master must inform you. This 
  ability does not increase your chances of success on 
  any such check. 
  trail of feelings
  Starting at 6th level, you can sense emotions with 
  your Intuition ability even after creatures have left 
  the area. You can detect strong emotions that took 
  place in an area up to 24 hours after the emotion 
  was felt. If the creature which experienced the 
  emotion is still on the same plane of existence, you 
  learn the direction and distance to that creature’s 
  current location. 
  babblemouth
  At 14th level, you can use your magic to influence 
  creatures towards being more talkative. After a 
  minute of conversation with a creature you can see 
  and with whom you share a language, you can use an 
  action to attempt to influence them. The target must 
  succeed on a Wisdom saving throw against your 
  spell save DC, or become Charmed by you. Whilst 
  charmed, the creature says whatever is on its mind, 
  including all surface thoughts. This effect lasts for 1 
  hour, after which the target becomes aware it was 
  charmed. 
  
  the book of 925
  Where there are humans, there are vermin. This is 
  a simple and unfortunate truth that every city goer 
  becomes familiar with sooner or later. Fortunately, 
  there are those who make it their profession to 
  control the vermin population. But make sure you 
  pay them, because they could just as easily turn their 
  talents to other purposes. 
  Vermintalk
  At 3rd level, you have an unusual affinity with small 
  animals. You can converse freely with small and tiny 
  beasts, or swarms of beasts, who can understand 
  you in turn. You have advantange on ability checks 
  made to interact with creatures smaller than you. 
  Your spells and features can Charm swarms and 
  beasts even if they would usually be immune, as long 
  as you are using a musical instrument as your focus 
  for the spell. 
  Swarming
  At 3rd level, you can use an action to play your 
  instrument and call on your verminous allies. You 
  can use this feature to summon a swarm of rats, 
  provided that enough rats are within half a mile of 
  you to be called in this fashion (as determined by the 
  GM). Called swarms move toward the music by the 
  shortest available route, and are Charmed by you 
  on arrival for 24 hours. If there aren’t enough rats 
  to form a swarm, this ability summons the closest 
  analogue (whether that be squirrels, bats, piranhas 
  or whatever is contextually sound). You must finish a 
  short rest before using this ability again.
  Clever little Ratters
  Starting at 6th level, creatures called by your 
  Swarming ability become unusually intelligent. 
  Whilst Charmed by you, they have an intelligence of 
  10 and can follow complex instructions. Additionally, 
  you can telepathically communicate with them until 
  they are no longer Charmed by you as long as they 
  remain on the same plane of existence. 
  Piper’s Call
  At 14th level, when you use your Swarming feature, 
  you can call a number of swarms equal to half your 
  level in this class. 
  
  the book of 925
  Devils like to make deals. Humanoids love to make 
  deals. It’s a match made in heaven, and enforced by 
  the nigh divine will of Asmodeus, archdevil-in-chief 
  of the Nine Hells. Clever or charismatic people can 
  learn to draw on this more subtle manifestation of 
  infernal power for their own benefit. 
  Contracts
  At 3rd level, you can seal the bargains and contracts 
  you make by invoking infernal magic. When you 
  reach an agreement by shaking hands or signing 
  documents, you can use your reaction to infuse the 
  words of the deal with magic, rendering the breaking 
  of any such deal punishable by a curse. 
  This sealing of the deal is highly visible and infernal 
  by nature to onlookers, wreathed in Baatorian flame. 
  The nature of this curse is up to you, but should not 
  exceed the limits of a bestow curse spell. 
  A creature which willingly breaks the terms of the 
  bargain agreed upon must succeed or become 
  cursed as stipulated. This curse has a duration Until 
  Dispelled. You must finish a short rest before using 
  this ability again. 
  A creature magically coerced or influenced into 
  making a bargain with you that was in any way not a 
  product of their free will is immune to this ability for 
  the purposes of that agreement. 
  This for THat
  At 3rd level, you learn the find familiar spell, which 
  you can only cast as a ritual to summon an imp who 
  will discuss bargains with you. The imp will only 
  deign to make infernal contracts with you in return 
  for services rendered (and will perform no other 
  actions unless under the terms of such a bargain) 
  but may agree to intercede on your behalf and acta s 
  a broker between you and more powerful devils. 
  Sneaky Clause
  Starting at 6th level, you can attempt to sneak 
  unexpected consequences into your bargains. As 
  part of your Contracts feature, when you make a deal 
  with a willing creature, you can attempt to include a 
  hidden consequence, a single complication or a bad 
  faith term in the agreement. The creature with whom 
  you are reaching an accord can make a Wisdom 
  (Insight) check against your Charisma (Deception), 
  realising the nature of your ploy before it finalises 
  the deal on a success, and otherwise remaining 
  ignorant of your designs. 
  Greater bargains
  At 14th level, you learn the infernal calling spell. 
  Devils summoned by this spell are predisposed to 
  be friendly towards you unless the Dungeon Master 
  informs you otherwise. 
  
  the book of 925
  The planes of existence are home to many 
  gatherings of people come together for shelter and 
  security in numbers. As civilisations grow, so do they 
  come to worship gods of the city, gods of civilisation 
  and gods of architecture. Gods of this domain often 
  hold powers relating to creating, maintaining and 
  traveling though settlements, and include amongst 
  their number deities such as Ephara, Amaunator, 
  Moradin, Persana and Boldrei.
  Domain spells
  You gain domain spells at the cleric levels listed in 
  the City Domain Spells table. See the Cleric class 
  features for how domain spells work.
  Cleric  
  Level
  City Domain Spells
  1st
  purify food and drink, detect poison and 
  disease
  3rd
  arcane lock, continual flame
  5th
  glyph of warding, meld into stone
  7th
  fabricate, stone shape
  9th
  passwall, wall of stone
  Bulwark
  Whenever you would take damage, you can use 
  your reaction to give yourself a Damage Threshold 
  (DMG, Chapter 8: Running the Game, Objects) 
  equal to your 10 + your level in this class against 
  the triggering damage. 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. You must be holding a 
  shield to use this ability. 
  Channel Divinity: Seal Domicile
  Starting at 2nd level, you can use your Channel 
  Divinity to fortify a structure against intruders. As an 
  action, you can touch your holy symbol and cause all 
  doors and windows in the same building as you to 
  slam shut, sealing as if protected by an arcane lock 
  for 24 hours, or until you stop concentrating (you 
  choose which mode to use when you initiate this 
  ability). 
  Resilient blessing
  At 6th level, you can bless a non-organic object 
  or partial structure that fits within a 10 foot cube, 
  imbuing it with strength. As part of a long rest, 
  you recite a prayer over the target, and it gains the 
  following benefits
  • it increases its armor class by your proficiency 
  bonus
  • it gains resistance to nonmagical damage
  • it is immune to rust or decay
  These benefits last indefinitely, or until dispelled by 
  an antimagic effect.
  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.
  Far Shield
  Starting at 17th level, your Bulwark can be used on 
  other creatures you can see within 30 feet of you as 
  a reaction when they take damage. 
  
  the book of 925
  Money makes the world go round, doesn’t it? 
  It’s unclear if there’s any idea quite so pervasive, 
  unnatural and indispensible to society as money in 
  the D&D multiverse. Whole worlds are consumed 
  by the idea of wealth, and some creatures spend 
  their entire existences looking to build piles of gold 
  on which to lurk. Naturally, a notion this expansive 
  requires a god, and so here we are. It’s rather ironic, 
  as we here on Earth know that people will worship 
  money whether or not they get miracles as a reward. 
  Gods of this domain include amongst their 
  numberWaukeen, Shinare, and Kol-Korran.
  Domain spells
  You gain domain spells at the cleric levels listed in 
  the Wealth Domain Spells table. See the Divine 
  Domain class feature for how domain spells work.
  Cleric Level
  Wealth Domain Spells
  1st
  ceremony, sanctuary
  3rd
  locate object, warding bond
  5th
  magic circle, revivify
  7th
  leomund’s secret chest, stoneskin
  9th
  planar binding, raise dead
  Exchange Rate
  At 1st level, you find it easier to cast spells with a 
  costly material component. When casting a spell 
  where the component has a price listed in gold 
  pieces, you may substitute that number of gold 
  pieces in lieu of using the actual object. 
  Channel Divinity: Fool’s Gold
  Starting at 2nd level, you can use your Channel 
  Divinity as an action to touch your holy symbol and 
  conjure a number of fake gold coins equal to your 
  level in this class x 100. These coins are tangible and 
  seem real to all mundane and magical inspection 
  apart from truesight. The coins vanish after 24 hours 
  have passed. 
  Auric Auras
  At 6th level, you can sense the presence of gold 
  within 1,000 feet of you. You can determine which 
  location has the greatest amount of gold and can 
  sense the direction to that site. If the gold is being 
  moved, you know the direction of the movement. 
  You can’t locate gold if any thickness of clay or lead, 
  even a thin sheet, blocks a direct path between you 
  and the gold.
  potent spellcasting
  Starting at 8th level, you add your Wisdom modifier 
  to the damage you deal with any cleric cantrip.
  Focused Greed 
  Starting at 17th level, your Auric Auras feature can 
  detect the precise value of the gold you are tracking.
  
  the book of 925
  Under every advanced city lies a mountain of 
  garbage, filth and faeces. Fortunately there are 
  those who are substantially more practical about 
  these things than the rest of us, and who recognize 
  that an ecosystem developing entirely out of our 
  own waste should probably be kept an eye on. 
  Glowing Lure
  At 2nd level, you gain a glowing protrusion 
  somewhere on your body that provides you light 
  in dark places. As an action you can ‘turn on’ this 
  bioluminescent nodule, which sheds bright light 
  for 20 feet, and dim light for a further 20 feet. This 
  light is coloured as you choose. You can ‘turn off’ this 
  light at any time. The light is mildly hypnotic, and 
  creatures that can see the light have disadvantage 
  on perception checks made to notice anything else. 
  As an action, you can force the light to emit dazzling 
  colours. Beasts and humanoids within 10 feet of 
  you when you do so must succeed on a Wisdom 
  saving throw against your Spell Save DC or become 
  Charmed by you for 1 minute. You must finish a short 
  rest before using the light in this way again. 
  Recycling
  At 6th level, you can convert dead organic material 
  into new life. As an action, you can expend a use 
  of your Wild Shape feature to reincarnate a dead 
  creature into a living creature of the same size which 
  you could transform into with your Wild Shape 
  feature. If the creature had a soul and is willing to 
  return, the soul is invested in its new form, otherwise 
  the creature is given a new soul.
  Beastly Servants
  Beginning at 10th level, you learn the animate dead 
  spell and always have it prepared. 
  You can only use this version of the spell to 
  reanimate animal corpses, which have their statistics 
  in life with the following changes:
  • They are undead
  • They have the Undead Fortitude ability of a 
  zombie
  You may have a number of undead animals serving 
  you at any time with a combined CR equal to or less 
  than half your total level in this class. 
  Grand Reanimation
  At 14th level, you can use your Recycling feature to 
  reincarnate dead plant matter or dead humanoids 
  into living beasts. If you are converting a dead 
  humanoid, the humanoid’s soul must be willing to 
  return, and the new beast retains that creature’s 
  personality, languages, mental ability scores and 
  proficiencies. 
  
  the book of 925
  Silver is perhaps the only true proof in the mortal 
  world that good gods exist who want to keep 
  humanoids alive. Pure and innately magical, in the 
  hands of a farmhand it can stave away demons and 
  ward against evil. In the hands of someone learned 
  and talented, however, it can do so much more.  
  Silver warden
  At 3rd level, you have a gift and a knack for infusing 
  weapons with silver against the forces of darkness. 
  You can spend 8 hours enchanting a weapon over a 
  long rest to imbue it with argent magic. From that 
  moment onwards, it is treated as a silver weapon 
  for the purposes of calculating resistances and 
  vulnerabilities. 
  Fiends, undead and lycanthropes are considered 
  vulnerable to damage from weapons enchanted in 
  this way. 
  You may only have one weapon enchanted in this 
  way at any one time. 
  True Mirror
  At 7th level, you can use silver to enchant mirrored 
  surfaces so that they reveal the truth. You can spend 
  8 hours enchanting a metal shield (or another large 
  metal surface) over a long rest to imbue it with 
  magic. The reflection of shapechangers in a True 
  Mirror shows their true form, and looking at an 
  illusion through the reflection on the True Mirror 
  grants advantage on saving throws and ability checks 
  to see through them. You may only have one True 
  Mirror enchanted in this way at any one time. 
  Silver Tattoos
  At 10th level, you learn to augment your own body 
  with silver tattoos laid deep under the skin with 
  mystic arts. You can no longer be possessed for any 
  reason, and your soul cannot be tampered with, 
  eaten or stolen. 
  bastion of white fire
  At 15th level, you can use silver to enchant metal 
  armor so it is painful for the forces of evil to lay 
  hands upon. You can spend 8 hours enchanting a 
  suit of metal armor over a long rest to imbue it with 
  magic. 
  A fiend, undead or lycanthrope which strikes the 
  wearer with a melee attack takes 2d8 radiant 
  damage after the attack resolves. You may only have 
  one suit of armor enchanted in this way at any one 
  time. 
  Pinnacle of craft
  At 18th level, shields, armour and weapons 
  enchanted by you become +3 magical items. 
  
  the book of 925
  BEES  
  BEES
  At 3rd level, you have bees. When you gain this 
  ability at 3rd level, choose a piece of armor (such as 
  a helmet or chest armor). This armor becomes the 
  extraplanar hive for your swarm of bees, which live 
  inside it. If you lose your hive or it is destroyed, you 
  can perform 1 hour ritual on a new object to make it 
  your new hive. 
  As an action, you can manifest a swarm of bees from 
  your hive (use the statistics for a swarm of wasps 
  with the celestial creature type), which emerge in an 
  adjacent space to you and follow your commands. 
  You can communicate telepathically with your bees, 
  which understand you as if you shared a language 
  and vice versa.  Your bees can only communicate to 
  you information based on taste, smell and touch. 
  Any bees you summon or conjure have a perfect 
  sense of direction, always know which way is north, 
  and know safest route to any destination to which 
  they have already been as long as the destination is 
  on the same plane of existence. 
  You can only manifest a single swarm of bees at 
  any one time. Once you have manifested a number 
  of swarms equal to your intelligence modifier, you 
  must finish a short rest before summoning any more 
  swarms.
  travel bee
  At 7th level, you can transform one of your bees 
  into gigantic bee large enough to transport a group 
  of people. When you summon your swarm you can 
  instead summon an oversized bee with the statistics 
  of a giant fly, except its size is gargantuan and it has 
  a carrying capacity of 2000lbs. Up to 6 medium 
  sized creatures can travel comfortably aboard it. 
  The bee cannot attack or take any actions other than 
  moving from place to place. The bee returns to the 
  hive after 8 hours.
  Spelling bee
  At 10th level, your bees become extraordinarily 
  intelligent, even for magic bees. Bees you summon 
  gain an intelligence score of 16.  Bee swarms 
  summoned from your hive can spell out words and 
  phrases for you by congregating in formations. They 
  can also form monochromatic three dimensional 
  pictures of things they have seen.
  Telapiaration
  At 15th level, bees and bee swarms summoned 
  by you can cast word of recall once per long rest, 
  treating your hive as the designated sanctuary. 
  Queen of bees
  At 18th level, you can have a number of summoned 
  bee swarms at any one time equal to your 
  intelligence modifier. 
  
  the book of 925
  It’s hard to find peace and quiet in an urban 
  environment. Moments of calm and order are hard 
  to come by, and those who wish to find any form 
  of enlightenment must look instead to the subtle 
  undercurrents that make society tick. To lift yourself 
  above the concerns of the world, you have entered 
  into the quiet and diligent service of an obscure 
  bureau, department or agency.
  Bonus Proficiencies
  When you choose this tradition at 3rd level, you 
  gain proficiency in the History skill if you don’t 
  already have it. Your martial arts technique mixes 
  combat training with bureaucratic excellence and 
  an unshakeable calm. You also gain proficiency with 
  calligrapher’s supplies if you don’t already have it.
  Magic papers
  At 3rd level, you always have the right permit with 
  you. You can use an action to spend a ki point and 
  touch a document or badge you carry with you. For 
  the next hour, the document or badge appears to 
  be whatever the creature you show it to is expecting 
  to see, whether that is an invitation, a permit, or a 
  signed writ from the king. A creature attempting 
  to see through the illusion must succeed on an 
  Intelligence (Investigation) check against your Ki 
  save DC.
  forgettable Presence
  Starting at 6th level you may spend 2 ki points to 
  cloak yourself in an aura of obscurity for 1 hour. For 
  the duration, any creature which notices you for any 
  reason must succeed on a Wisdom saving throw as 
  soon as you leave their line of sight or forget about 
  the encounter until some third party source prompts 
  them. This effect ends if you attack or cast a spell.
  Filibuster
  Starting at 11th level, you can reel off an intelligent 
  sounding but utterly meaningless screed to 
  captivate a listener. After a minute of conversation 
  you can use an action to spend 3 ki points and force 
  a creature you can see to make a Charisma saving 
  throw against your Ki save DC. On a failed saving 
  throw, the victim forgets what they were doing for 
  the hour before you used this ability. A remove curse 
  spell can reverse the effects of this ability, which is 
  otherwise permanent. 
  Plenipotentiary Person
  At 17th level, you can spend 8 hours in meditation 
  and a number of ki points equal to your level to cast 
  the simulacrum spell (requiring no components), 
  which immediately separates from you and 
  follows your commands. You can only have one 
  Plenipotentiary Person at any one time. Your 
  Plenipotentiary Person is unable to attack or cast 
  spells but otherwise follows your spoken instructions 
  to the best of its ability.
  
  the book of 925
  Those who uphold the Oath of Service are bound to 
  a person, family, group or institution, utilising their 
  powers to better the lives of those close to them. 
  Long lived paladins of this order might serve many 
  generations of the same family over the course of 
  their lives. Define with the Dungeon Master which 
  creatures are covered by your Oath when you select 
  it. On average this should be up to five creatures. 
  Tenets of Service
  Loyalty. Before all else I am loyal to the needs and 
  wants of those whom I serve. 
  Humility. Those on whom great power has been 
  bestowed are obliged to use it to help and assist 
  others. 
  Vigilance. I must be ever on the watch for dangers 
  to those I serve, as a single moment of weakness 
  could spell doom for us all. 
  Flexibility. Sometimes I may need to disobey orders 
  in the best interests of those I serve. 
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Spell Level
  Spells
  3rd
  unseen servant, tenser’s floating disk
  5th
  warding bond, rope trick
  9th
  tiny servant, leomund’s tiny hut
  13th
  dimension door, faithful hound
  17th
  bigby’s hand, passwall
  Channel Divinity
  When you take this Oath at 3rd level, you gain the 
  following two Channel Divinity options:
  You Called? As an action, you hold forth your holy 
  symbol. You vanish from your current location, and 
  appear within 5 feet of a single creature your oath is 
  sworn to protect. This ability fails if the target is on 
  another plane of existence. 
  Looking for this? You can touch your holy symbol 
  as an action to conjure up a nonmagical inanimate 
  object in your hand measuring no more than 1 foot 
  on any side and weighing no more than 1 pound. 
  Aura of amelioration
  At 7th level, allies within 10 feet of you are 
  unaffected by difficult terrain, visibility penalties 
  of bad weather or other ambient environmental 
  inconveniences. 
  At 18th level, the range of this aura increases to 30 
  feet.
  all roads lead to you
  Starting at 15th level, you always know the shortest 
  route leading back to any creature protected by your 
  Oath. 
  perfect companion
  At 20th level, you can use an action to briefly exalt 
  into the perfect bodyguard, gaining the following 
  benefits for 1 minute:
  • When a creature within 10 feet of you would take 
  damage, you can take that damage instead. 
  • Allies within 10 feet of you have medium cover 
  from attacks. 
  • You can use a bonus action on your turn to 
  teleport up to your speed to a point you can see. 
  This transformation lasts for 1 minute, and you must 
  finish a long rest before using it again. 
  
  the book of 925
  Those who uphold the Oath of Husbandry are 
  bound to the land, to family, and to the cycle of 
  reincarnation. Paladins who follow this school of 
  thought are frequently found in farmsteads at the 
  edge of civilisation
  Tenets of Service
  Life. All life is valuable, and has a purpose. We 
  should nurture it where we can. 
  Death. Eventually a creature fulfils its purpose, and 
  sometimes that purpose is to sustain others. 
  Rebirth. When we die, our body returns to the soil 
  and is born again. We should reflect this adaptabilty 
  and willingness to change in our actions. 
  Stewardship. The charges under my care have 
  trusted themselves to my protection. I will repay that 
  trust with my best efforts. 
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Spell Level
  Spells
  3rd
  animal friendship, speak with animals
  5th
  animal messenger, find steed
  9th
  speak with plants, conjure animals
  13th
  dominate beast, locate creature
  17th
  reincarnate, commune with nature
  Channel Divinity
  When you take this Oath at 3rd level, you gain the 
  following two Channel Divinity options:
  Carnival of the Animals. As an action, you hold forth 
  your holy symbol issue a telepathic call that extends 
  in all directions for 1 mile. Medium and small beasts 
  in range feel compelled to come to you as soon 
  as possible by the most direct route. Creatures 
  drawn to the orb might be hostile toward you for 
  compelling them against their will. 
  Vital Renewal. You can touch your holy symbol 
  and lay hands on a creature, reducing their physical 
  age by a number of years equal to your level in this 
  class, to a minimum of 13 years. Each time you 
  subsequently use this ability on a creature, there is a 
  10 percent cumulative chance that you instead age 
  them by a number of years equal to twice your level 
  in this class. 
  Aura of Communion
  At 7th level, creatures within 10 feet of you share 
  any ability you possess to communicate with animals 
  or plants. 
  At 18th level, the range of this aura increases to 30 
  feet.
  Dire Metamorphosis
  Starting at 15th level, when you use the reincarnate 
  spell, you can reincarnate beasts into humanoids. 
  As part of this process, the beast benefits from the 
  effects of an awaken spell as if you had cast it at 5th 
  level. 
  Lord of beasts and men
  At 20th level, you can transform into a primal avatar 
  of animals and plants, gaining the following benefits 
  for 1 minute:
  • Your size grows to gargantuan and you take on 
  animalistic cosmetic features of your choice. 
  • Your voice becomes audible out to 1 mile from 
  your current location. 
  • You may cast your Oath spells at-will 
  This transformation lasts for 1 minute, and you must 
  finish a long rest before using it again. 
  
  the book of 925
  Though most common or garden footpads prefer 
  to keep their larcenous activities as close to the 
  ground as possible, you are a veritable expert at 
  cartwheeling and bouncing around the place willy 
  nilly. You’re usually ahead of the competition by 
  leaps and bounds. 
  Jack be nimble
  Starting at 3rd level, you no longer take falling 
  damage, and you don’t become prone from falling 
  unless you wish to. 
  Your jump distances are calculated on your Dexterity 
  score and not your Strength score. You can execute 
  a full standing high jump without needing to move 
  beforehand. 
  Jack be quick
  Starting at 3rd level, you gain a bonus to your 
  initiative rolls equal to your Intelligence modifier.
  Springheeled Jack
  At 9th level, your leaping becomes supernaturally 
  empowered. Your jump distances are tripled. 
  jumping jacks
  Starting at 13th level, when you jump over an enemy 
  creature as part of your move, that creature is unable 
  to take attacks of opportunity against you for the 
  rest of the round.
  jack knife
  At 17th level, you can transfer your redirected 
  momentum into other creatures. When you avoid 
  falling damage using your Jack be Nimble feature, 
  you can store that damage before rolling it, and add 
  it to the next amount of sneak attack damage you 
  successfully execute before the end of your turn. 
  Unused damage stored in this way vanishes at the 
  end of your turn. You must finish a short rest before 
  using this ability again. 
  
  the book of 925
  Somewhere deep back in the past of your bloodline, 
  someone ate something they shouldn’t have, and 
  magic has infested your family tree ever since. You 
  have a gift when it comes to nurting plants, but 
  particularly when it comes to food and drink.
  The seed of magic in your blood can manifest in a 
  number of peculiar ways:
  1d6 Forbidden Fruit Quirks
  1
  Your hair is grass or willow branches and grows 
  incredibly quickly
  2
  Your eyes are acorns, or other seeds
  3
  You always smell strongly of seasonal fruits
  4
  You attract insects, and a cloud of flies is almost 
  always buzzing around you
  5
  If you stay in one place for too long, your feet 
  begin to put down roots
  6
  Your appearance is youthful and lush in spring but 
  fades to dark and withered in winter
  Gourmet
  At 1st level, you can identify food and drink at a 
  touch, including whether it has any supernatural 
  properties, any non-culinary uses and whether it is 
  safe to eat. 
  Forbidden Fruit magic
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Drowned Spells 
  table. Each spell counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know. These spells can’t be replaced when 
  you gain a level in this class.
  Level
  Forbidden Fruit Spells
  1st
  goodberry, purify food and water
  3rd
  locate animals and plants, barkskin
  5th
  plant growth, create food and water
  7th
  giant insect, guardian of nature
  9th
  wrath of nature, insect plague
  11th
  heroes’ feast
  Packed Lunch
  Starting at 6th level, over the course of a long 
  rest you can spend sorcery points to prepare food 
  parcels for consumption by your allies. The effects 
  of a food parcel depend on how many sorcery points 
  you invest in it. Unused parcels vanish after 24 
  hours. A creature can consume a food parcel as an 
  action. 
  Points 
  Invested
  Food Parcel Effects
  1
  potion of healing
  2
  potion of poison
  3
  potion of growth
  4
  potion of invisibility
  5
  elixir of health
  6
  potion of longevity
  Wasting Curse
  Starting at 14th level, you can target a creature you 
  can see and invoke a wasting curse against them. 
  The creature must succeed on a Charisma saving 
  throw against your spell save DC or become cursed. 
  Whilst cursed, the target gains no sustenance from 
  food they consume, and it turns to ash in their 
  mouth. You must finish a long rest before using this 
  ability again. The curse can be removed by a remove 
  curse spell or similar magic. 
  Supernal Delight
  Starting at 18th level, when you consume a food 
  parcel from your Packed Lunch feature, you regain 
  all sorcery points you invested in it. 
  
  the book of 925
  Your family has always been gifted with weaving. 
  Rumour has it that somewhere in your family tree, 
  someone was bitted by a spider which passed 
  wisdom onto them. Alas, the truth is far more 
  sinister, as your increasing powers have shown. The 
  abyssal taint of your magic suggests a much less 
  desirable source of power than a mere house spider.
  1d6
  Spinner Bloodline Quirks
  1
  You leave cobwebs in rooms wherever you go.
  2
  You have a very strong urge to eat flies.
  3
  You have right beady spiderlike eyes on your 
  forehead, and it’s hard to conceal them.
  4
  Your body is segmented like a spider.
  5
  You have two huge mandibles where your inci-
  sor teeth should be. 
  6
  Occasionally your hands stick to things and you 
  find it hard to detach them
  Spinner magic
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Etched Spells 
  table. Each spell counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know. These spells can’t be replaced when 
  you gain a level in this class.
  Sorcerer 
  Level
  Spinner Spells
  1st
  sleep, entangle
  3rd
  spider climb, web
  5th
  slow, hypnotic pattern
  7th
  phantasmal killer, hallucinatory terrain
  9th
  hold monster, dominate person
  sticky
  Starting at first level, your magic is infused with an 
  extraplanar adhesive. Ability check made to escape 
  your grapples, and saving throws against any spell 
  you cast that impedes movement are made at 
  disadvantage. 
  wall walker
  Starting at 6th level, you ignores movement 
  restrictions caused by webbing, and you can climb 
  difficult surfaces, including upside down on ceilings, 
  without needing to make an ability check.
  Sovereign Glue
  Starting at 14th level, you regularly secrete 
  dangerous mucilage from somewhere on your body. 
  You can use an action to spend a sorcery point and 
  excrete a single ounce of sovereign glue or universal 
  solvent. 
  arachneosis
  Starting at 18th level, you can ascend into a semi-
  divine shape, an avatar of spidery malice. As an 
  action, you can use your action to polymorph into a 
  form that resembles a giant spider, or back into your 
  true form. Your statistics are the same in each form, 
  with the following exceptions:
  • your size increases to gargantuan
  • spiders and other arachnids are considered 
  Charmed by you at all times
  • you are considered an evil demon for all features 
  that discern your creature type
   Any equipment you are wearing or carrying vanishes 
  and returns when you assume your true form. You 
  revert to your true form if you die.
  
  the book of 925
  It’s not really a child, and no mother bore it in their 
  womb. It’s something else - and it has chosen you 
  as the vessel of its power and the tool of its will. 
  Whether you carry it around with you all day, or 
  whether it only visits you in your dreams, it takes on 
  a form familiar to you either to unnerve you or to 
  shield you from the horror of what it really is. This 
  could be a big evil star baby, a creepy seven year 
  old, or something even more abstract such as a 
  childhood toy. Either way, it seems to need you. Or 
  enjoy your company. For now. 
  Expanded Spell List
  The Evil Child lets you choose from an expanded 
  list of spells when you learn a warlock spell. The 
  following spells are added to the warlock list for you.
  Spell 
  Level
  Spells
  1st
  dissonant whispers, hideous laughter
  2nd
  calm emotions, magic mouth
  3rd
  blink, tiny servant
  4th
  phantasmal killer, confusion
  5th
  animate objects, mislead
  Nursery Rhymes
  Starting at 1st level, you can sing a hypnotic rhyme 
  that lulls onlookers into a catatonic slumber. This 
  rhyme takes some time to take effect, and you must 
  keep concentrating during that time as if on a spell. 
  At the end of the third round after you begin singing, 
  all creatures within 100 feet that can hear you must 
  succeed on a Wisdom saving throw against your 
  spell save DC or fall into a deep and restful sleep. 
  Unless damaged or a creature uses an action to 
  shake them awake, affected creatures sleep for 2d6 
  hours, after which they awaken having gained the 
  benefits of a long rest. You must finish a long rest 
  before using this ability again. This ability has no 
  effect on children of any kind.
  Fallible Invisibility
  At 6th level, you can turn invisible as an action. This 
  invisibility can be circumvented by three means:
  • You appear normally in mirrors or on other 
  surfaces
  • Humanoid children, aged 10 and under, can see 
  through this invisibility
  • A creature which speaks your name aloud in 
  your presence is immune to the effects of your 
  invisibility for 24 hours
  Tantrum
  Starting at 10th level, you can emanate a vicious, 
  blood curdling scream audible out to 1 mile from 
  your location. As long as you keep concentrating on 
  this effect, any other creature which can hear you is 
  unable to rest, sleep, hear any sound other than your 
  scream or concentrate on a spell. You may maintain 
  the scream for up to 1 minute. You must finish a long 
  rest before using this ability again. 
  never alone
  Starting at 14th level, you gain the ability to teleport 
  to those who need you. When a creature on the 
  same plane of existence as you speaks your name 
  three times into a mirror or reflective surface, you 
  can immediately cast a teleport spell as a reaction 
  centered on their location. You must finish a long 
  rest before using this ability again. 
  
  the book of 925
  It’s a truth of civilised society that nothing is ever 
  around when you need it. Thus, in a world of magic, 
  there are arcanists who devote their time and 
  expertise to make sure that messages and missives 
  get from Abra to Cadabra as quickly as possible. 
  Post box
  Beginning when you select this school at 2nd level, 
  you can enchant two containers as part of a 1 hour 
  ritual, each no larger than 1 foot in any dimension 
  and magically bond them together. When an item is 
  placed in one box and the command word spoken, 
  it vanishes and appears in the linked box (wherever 
  it is). The post boxes even function across other 
  planar boundaries, though in these cases there 
  is a 5% chance that instead of arriving the item is 
  lost forever. You can enchant new containers by 
  repeating the ritual, which removes the enchantment 
  on the old containers. Each box can be used to 
  transmit a number of items each day equal to your 
  Intelligence modifier. 
  message network
  Beginning when you select this school at 2nd level, 
  you can enchant two nonmagical handheld objects 
  as part of a 1 hour ritual, each weighing no more 
  than 1lb and magically bond them together. From 
  that moment onwards, the two objects gain the 
  abilities of sending stones. 
  You can enchant new objects by repeating the ritual, 
  which removes the enchantment from any you made 
  previously. Each box can be used to transmit a 
  number of items each day equal to your Intelligence 
  modifier. 
  telepathic sympathy
  At 6th level, you become acutely sensitive to 
  telepathic communications. You become aware 
  whenever a creature you can see is telepathically 
  communicating, and with whom if both creatures 
  are in your line of sight. This does not give you any 
  information about what is being said, just who is 
  talking to whom.
  verbosity
  At 10th level, when you cast sending, your message 
  and any response from the target are not limited in 
  their length.
  fast tidings
  At 14th level, when you cast sending and a creature 
  replies to you, you may mark that creature down 
  as a Correspondent. You may keep a number of 
  Correspondents equal to your proficiency bonus, 
  and you may cast sending without spending a spell 
  slot as long as a Correspondent is the target. You 
  can remove any of your Correspondents whenever 
  you are prepare spells from your spellbook. 
  
  the book of 925
  If one owns a castle, a keep, a guild, or any other 
  building in which valuable things are kept, it is in 
  one’s best interest to ensure that you know who is 
  (and who is not) coming and going. Better yet, if you 
  have a Wizard schooled in the right techniques, you 
  might be able to ensure that thieves and rogues are 
  kept outside without fail. Wouldn’t that be nice?
  Porter’s Ward
  Beginning when you select this school at 2nd level, 
  you can enchant a doorway, entrance or tunnel with 
  a special ward. As an action you touch the target and 
  imbue it with magic out to 10 feet around the target.
  When a creature passes through the warded area, 
  you become aware of their name, creature type and 
  size. You can configure the ward to check for specific 
  names or creature types, and if so the ward will send 
  you a mental alert when a creature meeting those 
  criteria enters the area, awakening you from sleep if 
  necessary. 
  You can have a number of enchanted doorways 
  equal to your proficiency bonus.
  Porter’s lock
  Beginning when you select this school at 2nd level, 
  you add the arcane lock spell to your spellbook, 
  and you can cast it at-will requiring no material 
  components. 
  When you cast arcane lock, no creature can break 
  down the door or pick the lock whilst you are 
  conscious. (They may go around, under or over it 
  where applicable).
  portcullis
  At 6th level, you can conjure an otherworldly gate 
  to block entrances or tunnels. As an action, you 
  can draw down a glowing grille of magical force, 
  composed of 1/2-inch diameter bars spaced 1/2 
  inch apart. covering a space up to ten feet wide and 
  twent feet tall. This grille cannot be damaged, or 
  broken and provides medium cover from ranged 
  attacks to creatures behind it. It extends into the 
  border ethereal. The portcullis remains for 1 hour 
  or until you use an action to dispel it. You may use 
  an action whilst the portcullis is in effect to raise or 
  lower it up to 5 feet from the floor without ending 
  the effect. 
  leaving a message
  At 10th level, you can set messages or a riddles on 
  your Porter’s Wards as if you were using a magic 
  mouth spell. You can set different messages for 
  different creature types or names if you wish, up to a 
  maximum of 5 recorded messages per ward. 
  transportation block
  At 14th level, creatures may not teleport within 300 
  feet of one of your Porter’s Wards. This includes 
  planar travel. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Oliver Clegg/The Book of 925.pdf