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  A Thousand Classes
  A Thousand Classes
  A Thousand Classes
  A Thousand Classes
  A Thousand More
  A Thousand More
  A Thousand More
  A Thousand More
  A series of subclasses for each class in dungeons and
  A series of subclasses for each class in dungeons and
  A series of subclasses for each class in dungeons and
  A series of subclasses for each class in dungeons and
  dragons 5th edition, plus a ton of spells
  dragons 5th edition, plus a ton of spells
  dragons 5th edition, plus a ton of spells
  dragons 5th edition, plus a ton of spells
  
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  Table Of Contents
  Table Of Contents
  1 Chapter 1: Classes
  1.1 Primal Paths
  1.1.1 Path of the Hunter
  1.1.2 Path of the Rage Mage
  1.2 Bard Colleges
  1.2.1 College of the Cleric
  1.2.2 College of Knowledge
  1.3 Divine Domains
  1.3.1 Love Domain
  1.3.2 Shadow Domain
  1.3.3 Time Domain
  1.4 Druid Circles
  1.4.1 Circle of Steel
  1.4.2 Planar Shepard
  1.5 Martial Archetypes
  1.5.1 Brawler
  1.5.2 Havoc Fighter
  1.5.3 Sniper
  1.5.4 The Undying
  1.6 Monastic Traditions
  1.6.1 Way of the Ancestral Plane
  1.7 Sacred Oaths
  1.7.1 Oath of Rebellion
  1.8 Ranger Conclaves
  1.8.1 Ocean Explorer
  1.8.2 Urban Vagabond
  1.8.3 Wilderness Medic
  1.9 Roguish Archetypes
  1.9.1 Copycat
  1.9.2 Hoard Raider
  1.9.3 Lucky
  1.10 Sorcerous Origins
  1.10.1 Anti-Magic Void
  1.10.2 Reflection
  1.11 Otherworldly Patrons
  1.11.1 Magical Girl's Patron
  1.12 Arcane Traditions
  1.12.1 School of the Broodmaster
  1.12.2 School of the Honey Mage
  1.12.3 School of Intel
  1.12.4 New School of Magic: Intel
  1.12.5 School of Reprogramming
  1.12.6 School of the Defiler
  2 Chapter 2: Magic
  2.1 New School of Magic: Buzz
  2.2 Buzz Spell Descriptions
  2.3 New Enchantment Spells
  2.4 Enchantment Spell Descriptions
  2.5 New Necromancy Spells
  2.6 Necromancy Spell Descriptions
  2.6.1 Animate Dead Variant
  2.7 New Miscellaneous Spells
  2.7.1 Spell Descrpitions
  3 Sources and Changelog
  Credits
  Credits
  Lead Designer:
  Lead Designer: Vivian Ruby
  Layout:
  Layout: The Homebrewery; additional styles by Ira Fich
  Published on the DM's Guild
  Published on the DM's Guild
  Follow Vivian on Twitter
  
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  Chapter 1: Classes
  Chapter 1: Classes
  Primal Paths
  Primal Paths
  Path of the Hunter
  Path of the Hunter
  Some barbarians exist at the true fringes of society, never
  even venturing near the cities we know. For these barbarians,
  their rage is one often found on their own in the wilderness.
  The thrill of a predator’s hunt pumping blood and adrenaline
  through their veins.
  A barbarian of the hunter path is taught by their tribe how
  to kill to survive and salvage as much meat and pelt as
  possible, how to track their prey, and how to draw them away
  from their allies. Hunter barbarians often work with, or
  become rangers themselves in order to hunt down incredibly
  strong beasts that pose a threat to the region.
  Thrill of the Hunt
  Thrill of the Hunt
  When you choose the path of the hunter at 3rd level, you gain
  proficiency in the Survival skill if you are not already.
  In addition, you have advantage on Constitution checks and
  saves to avoid exhaustion.
  Hunter's Rage
  Hunter's Rage
  Also at 3rd level you gain the ability to mark a prey for the
  moment of the kill. When you enter a rage you can designate
  a creature you can see as your prey. You gain the following
  benefits from this as long as you remain in your rage:
  Creatures that are not your prey making opportunity
  attacks against you have disadvantage.
  You have advantage on opportunity attacks against your
  prey
  When you hit your prey with a melee weapon attack, you
  reduce their speed by 10 feet until the end of their next
  turn.
  Land's Stride
  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 those created by the entangle spell.
  Hunter's Eye
  Hunter's Eye
  At 10th level you perfect magical techniques to enhance your
  hunting.
  As an action you can focus your mind and perceive a small
  glow around all creatures, even invisible or spectral ones,
  within 30 feet of you. You can see this glow through walls,
  total darkness, and even around creatures on the ethereal
  plane.
  This glow lasts for one minute, or until you end the glow as
  a bonus action.
  Predator and Prey
  Predator and Prey
  Beginning at 14th level you become a predator to be feared
  by your prey. When you designate a prey, that creature is
  overwhelmed with your presence and becomes isolated.
  Creatures immune to fear effects are immune to being
  isolated.
  While isolated your prey is only able to perceive other
  creatures at the most basic level. Sounds and sight of other
  creatures are dull and indistinct, making it impossible to tell
  who is who. The prey cannot benefit from any help, beneficial
  spells, or information that other creatures could relay to
  them.
  The affected creature can end this effect by using their
  action to make a Wisdom saving throw with a DC equal to 8
  + your Charisma modifier + Proficiency. The effect also ends
  on its own after one minute, or once you exit your rage.
  Once the effect has ended, you cannot make that creature
  your prey again until you complete a long rest.
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  Path of the Rage Mage
  Path of the Rage Mage
  There are as many methods to using magic throughout the
  world and history that it is no wonder that few are able to
  master the powerful casting fury of the Rage Mage. For these
  barbarians, magic is not to be tempered, bound, or fiddled
  with, it is simply a tool to crash through and out of them. The
  raw constitution of these barbarians is integral to their
  casting as the untamed magic tears through their bodies,
  channeled towards their enemies.
  These barbarians learn techniques to call upon the magic
  around them to refuel their spirit, and how to channel their
  rage into the casting of incredibly powerful spells.
  The Rage Mage
  The Rage Mage
  Level
  Level Cantrips Known
  Cantrips Known Spells Known
  Spells Known Spell Slots
  Spell Slots Slot Level
  Slot Level
  3rd
  2
  2
  2
  1st
  4th
  2
  2
  2
  1st
  5th
  2
  3
  2
  2nd
  6th
  2
  3
  2
  2nd
  7th
  2
  4
  2
  2nd
  8th
  2
  4
  2
  2nd
  9th
  2
  5
  2
  2nd
  10th
  2
  5
  2
  2nd
  11th
  3
  6
  3
  3rd
  12th
  3
  6
  3
  3rd
  13th
  3
  7
  3
  3rd
  14th
  3
  7
  3
  3rd
  15th
  3
  8
  3
  3rd
  16th
  3
  8
  3
  3rd
  17th
  4
  9
  3
  4th
  18th
  4
  9
  3
  4th
  19th
  4
  10
  3
  4th
  20th
  4
  10
  3
  4th
  Rage Casting
  Rage Casting
  Your physical conditioning and intense training for containing
  and projecting the raw power of magic has given you facility
  with spells. See chapter 10 for the general rules of
  spellcasting. You draw your spells from the Sorcerer spell list.
  You can only cast and concentrate on spells you learn from
  this class while in a rage, and you can add the bonus damage
  from the rage feature to spell attacks you make while in a
  rage.
  Cantrips. You know either the Eldritch Blast cantrip, as
  well as one other cantrip from the Sorcerer spell list, or, two
  cantrips from the Sorcerer spell list. You learn additional
  cantrips of your choice at higher levels, as shown in the
  Cantrips Known column of the Rage Mage table.
  Spell Slots. The Rage Mage table shows how many spell
  slots you have. The table also shows what the level of those
  slots is; all of your spell slots are the same level. To cast or
  concentrate on one of your Rage Mage spells of 1st level or
  higher, you must be in a rage, and then expend a spell slot.
  You regain all expended spell slots when you finish a short or
  long rest.
  Spells Known of 1st Level and Higher. At 3rd level, you
  know two 1st-level spells of your choice from the Sorcerer
  spell list. The Spells Known column of the Rage Mage table
  shows when you learn more Rage Mage spells of your choice
  of 1st level and higher. A spell you choose must be of a level
  no higher than what’s shown in the table's Slot Level column
  for your level.
  Additionally, when you gain a level in this class, you can
  choose one of the Rage Mage spells you know and replace it
  with another spell from the Sorcerer spell list, which also
  must be of a level for which you have spell slots.
  Each spell you choose must have a casting time of 1 Action
  or less.
  Spellcasting Ability. Constitution is your spellcasting
  ability for your Rage Mage spells, since the strength of your
  magic depends upon your ability to act as a physical conduit
  of magical power. You use your Constitution whenever a spell
  refers to your spellcasting ability. In addition, you use your
  Constitution modifier when setting the saving throw DC for a
  Rage Mage spell you cast and when making an attack roll
  with one.
  You do not need an implement when casting Rage Mage
  spells.
  Primal Sense
  Primal Sense
  At 6th level your instinctive sense for magic has become
  finely tuned. You can cast the Detect Magic spell at-will, and
  you do not have to be in a rage to do so.
  In addition, you become proficient in the Arcana skill if you
  are not already.
  Unbreakable
  Unbreakable
  As long as you are in a rage, your concentration cannot be
  broken by any means other than by your choosing.
  In addition, whenever you enter a rage you regenerate 1
  Rage Mage spell slot if you have zero remaining.
  Beam of Rage
  Beam of Rage
  Once per long rest you can unleash all your remaining spell
  slots in one massive blast of energy. The Beam of Rage hits
  60ft in a line originating from you, with a 5ft width.
  For every Rage Mage spell slot you consume
  this attack's damage increases by 3d12
  force damage, and the width of the
  blast increases by 5ft.
  Spell save DC = 8 + your proficiency bonus + your
  Constitution modifier
  Spell attack modifier = your proficiency bonus + your
  Constitution modifier
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  Bard Colleges
  Bard Colleges
  College of the Cleric
  College of the Cleric
  Bards from the Cleric’s College are often pulled straight from
  the ranks of clerics themselves. These bards rigorously study
  the teachings and stories of their faith, and use these stories
  to bring inspiration to their church and its allies. These bards
  are, of course, most often found in an around churches, but
  are also found out in the world where their religion is little
  known trying to spread their word and their teachings to the
  masses. Many bards of other colleges hardly see a difference
  between a stuffy cleric and a bard of the cleric’s college.
  Bonus Proficiencies
  Bonus Proficiencies
  You become proficient in Medium Armor, Shields, and the
  Religion skill, if you are not already.
  Divine Domain
  Divine Domain
  At 3rd level you may pick a divine domain from the cleric
  class. You may use the channel divinity feature associated
  with that domain once per long rest.
  In addition, when you learn a new bard spell, you can
  choose to learn one of the spells associated with your
  domain.
  Finally, you learn 1 cleric cantrip of your choice.
  Crush the Unworthy
  Crush the Unworthy
  At 3rd level you gain the ability to fill your allies with the
  power of your god to destroy your enemies.
  When a friendly creature you can see hits another creature
  with an attack, you can consume a use of bardic inspiration
  and roll your die, adding the number rolled to the damage roll
  they make as either radiant or necrotic damage (your choice).
  If the damage being done by the attack already includes
  radiant or necrotic damage, you add double the number
  rolled.
  Divine Guidance
  Divine Guidance
  At 6th level the word of your god guides your hands in your
  adventures. When you make an ability check, you can choose
  to add your Charisma modifier to the total rolled. You must
  choose to do this after you see the roll but before the DM
  reveals the result.
  Once you do this you cannot do so again until you complete
  a short or long rest.
  Word of God
  Word of God
  At 14th level your extensive knowledge of your god’s
  teachings has imparted upon you a great discovery from the
  dawn of creation. As an action you may speak this discovery
  aloud, and through it cast the divine word spell.
  The force of this discovery cannot easily be comprehended
  by mortal minds however, and each additional time you do
  this beyond the first before you complete a long rest forces
  you to gain 1 level of exhaustion.
  Exhaustion levels gained from this feature vanish when
  you complete a long rest.
  College of Knowledge
  College of Knowledge
  As much a scholar as any wizard, despite the rhyming name,
  the bards of the college of knowledge quest to uncover as
  much about their chosen expertise as they can. They delve
  into ancient ruins on the off-chance it will contain a book they
  have not read, and are just as common within libraries and
  universities as they are daring their friend to do something
  crazy "just to see what happens".
  Scholarly Focus
  Scholarly Focus
  When you choose the college of
  knowledge choose 3 races that
  you have studied in depth the
  history of. You may also choose
  nations, time periods, or specific
  creatures, if it would be more
  relevant to your character and
  campaign. You learn the language
  of each race if you do not know it already.
  In addition, when you or an ally is making an
  Arcana, History, Religion, or Nature check related to your
  chosen race, you can consume a use of bardic inspiration to
  grant them advantage on the ability check.
  Well Read
  Well Read
  Also at 3rd level you have an incredible knowledge of the
  creatures of the realm, and are able to use that knowledge to
  aid your allies in combat. As a bonus action, choose one
  creature you can see, and a damage type. You immediately
  learn whether or not the creature is vulnerable, resistant, or
  immune to the chosen damage type, you also learn if the
  resistance is dependent on the damage type being magical or
  not.
  You can choose bludgeoning, piercing, and slashing
  damage, or one of acid, cold, fire, force, lightning, necrotic,
  poison, psychic, radiant, and thunder damage.
  Educated Guess
  Educated Guess
  By 6th level you have a knack for figuring things out that
  others may miss. You gain the following benefits:
  When you see a spell get cast, you know what the spell is
  When a spell fails, or acts in a way that is unusual, you
  know why
  When you spend at least 1 uninterrupted minute with a
  magic item, you learn information about the item as if you
  had cast the identify spell on it
  Secrets of History
  Secrets of History
  At 14th level you are a master of your field. You learn the
  legend lore spell, and you can cast it without the need for
  material components if your target is a creature, place, or
  historical event related to your scholarly focus.
  This spell does not count towards your maximum number
  of spells known.
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  Divine Domains
  Divine Domains
  Love Domain
  Love Domain
  The gods of love are some of the most widely praised
  throughout the lands. They encourage that which makes us
  most human, to foster relationships, and for some of the
  gods, an emphasis on reproduction. The gods of love teach us
  that we are strongest together, and that by loving and being
  loved we will bring light and life to our societies. These gods
  would never refuse a genuine lovers' bond regardless of the
  circumstances, and are often prayed to for guidance by lovers
  from different castes of life.
  Sune, Kiltzi, Sheela Peryroyl, Evening Glory, Lastai,
  Sehanine, Aphrodite, are just a few of of such gods devoted to
  love, sex, and all that comes in between. Clerics of the love
  domain would never charm a person, or accept an ally
  charming in their place, as it goes against all the tenets of a
  loving and trusting relationship.
  Love Domain Spells
  Love Domain Spells
  Cleric Level
  Cleric Level
  Spells
  Spells
  1st
  ceremony, heroism
  3rd
  calm emotions, detect thoughts
  5th
  major image, speak with dead
  7th
  fabricate, locate creature
  9th
  creation, rary's telepathic bond
  Bonus Proficiencies
  Bonus Proficiencies
  You become proficient in the Insight skill, and your
  proficiency bonus is doubled when making a check with this
  skill to determine how a creature is feeling. You also gain
  proficiency in one Artisan’s tools of your choice.
  Acolyte of Love
  Acolyte of Love
  When you choose the Love domain at 1st level you gain the
  ability to prevent creatures from acting in a hostile way.
  As an action you can present your Holy Symbol to a
  creature and speak a word of power. The creature must
  succeed on Strength saving throw or have ethereal bindings
  sprout around their limbs. The chains, vines, or ropes, tighten
  when they sense hostile intent. The creature can use its
  action to attempt to break the bindings by making a Strength
  saving throw. On a succesful save, or after 1 minute, the
  chains evaporate.
  While bound the creature cannot attack other creatures, or
  prevents any action that they expect will cause harm to
  others, such as giving their weapon to someone intending to
  attack, or pushing a boulder over a cliff edge at another
  person.
  You can create these bindings a number of times equal to
  your Wisdom Modifier before you must complete a long rest
  to do so again.
  Channel Divinity: Your Best Friend
  Channel Divinity: Your Best Friend
  As an action you present your Holy Symbol and invoke the
  name of your Deity while focusing on a creature of your
  choice within 30ft. You then take on an illusory form which
  the target believes to be an old friend, a lover, a business
  confidant, or other such emotionally close relationship for up
  to 10 minutes.
  You can choose a certain form if you know the details of the
  relationship between the two people. This feature does not
  differentiate between living or dead people, and the target
  may react unexpectedly to seeing you. The target otherwise
  has no reason to suspect you may not be who you appear to
  be. This feature also grants you some memories of the
  creature you are taking the form of in order to operate in your
  disguise, but nothing that would be secret or otherwise
  impossible to know.
  Potent Spellcasting
  Potent Spellcasting
  Starting at 8th level you can add your Wisdom modifier to the
  damage you deal with any cleric cantrip.
  Mass Empowerment
  Mass Empowerment
  When you cast a cleric spell that does not do damage, and
  targets either yourself or a friendly or willing creature, you
  can choose for the spell to target all creatures of your choice
  within 30 feet.
  You must complete a long rest to cast a cleric spell like this
  again.
  Shadow Domain
  Shadow Domain
  Gods of darkness, such as Lolth, Shar, Graz’zt, or Merrshaulk
  are often seen as gods of evil and death; many clerics find
  something worth following in this ideology. Some clerics,
  however, view the darkness of these gods as a simple mirror
  image of the light, a natural part of the process of day and
  night. These clerics may promote the ideals of heroic deeds
  under cover of night, or of privacy and other secrets. These
  clerics claim that without darkness, the light would not be as
  fulfilling as it is. Despite these heroic idealistic clerics, the
  majority of the followers of gods of darkness are evil or
  otherwise subterranean, such as the Drow or Duergar.
  Shadow Domain Spells
  Shadow Domain Spells
  Cleric Level
  Cleric Level
  Spells
  Spells
  1st
  fog cloud, ray of sickness
  3rd
  blindness/deafness, darkness
  5th
  hunger of hadar, vampiric touch
  7th
  blight, fabricate
  9th
  contagion, dream
  Destroy Light/Deepen Darkness
  Destroy Light/Deepen Darkness
  At 1st level you have learned to create and deepen the
  shadows you revere.
  You can use an action to destroy a source of light up to 120
  feet away, as long as the source is no larger than 5 feet in any
  dimension. If the light is caused by a spell, the caster must
  succeed on a Charisma saving throw against your spell save
  DC to resist the effect.
  When you’ve destroyed a light using this feature, no light
  can emit from the object or location for 1 hour.
  Alternatively, you can enhance an existing area of darkness.
  As an action, you deepen the shadows in a 10-foot cube
  within 120 feet of you. Within the area, dim light becomes
  total darkness, and total darkness instead becomes nearly
  impenetrable: A creature with darkvision can't see through it,
  and nonmagical light won't illuminate it.
  The darkness stays this way for 1 hour.
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  Channel Divinity: Grapsing Shadows
  Channel Divinity: Grapsing Shadows
  Starting at 2nd level you can use your Channel Divinity to
  command the shadows to assist you in battle. To do so, you
  must raise your holy symbol and invoke the name of your
  deity. This causes shadows within 60 feet of you to transform
  into grasping tendrils. Creatures in total darkness are
  immediately grappled, and can make a Strength check
  against your Save DC with their action to attempt to escape
  the grapple. Creatures in dim light must succeed on a
  strength saving throw to avoid being grappled in the same
  way.
  Creatures who enter dim light or darkness during the
  duration of this effect must succeed on the strength save.
  After 1 minute the shadow tendrils return to normal.
  Dark Portal
  Dark Portal
  At 6th level you are able to swiftly flick through darkness as if
  you are a shadow. The first time you enter an area of
  darkness on your turn, or when you start your turn in an area
  of darkness, your speed increases by 15 feet until the end of
  your turn.
  In addition, if you are hidden you can move in the open
  without revealing yourself as long as you end the move in a
  position where you are not clearly visible.
  Divine Strike
  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 Necrotic damage to the target. When you
  reach 14th level, the extra damage increases to 2d8.
  Banish to Shadows
  Banish to Shadows
  At 17th level you have obtained the ultimate powers of
  darkness. As an action you can attempt to banish a creature
  within 60 feet to the Shadowfell. The target creature must
  succeed on a Charisma saving throw against your Spellsave
  DC.
  On a failed save the target is banished for 2 rounds. On a
  successful save they are banished for 1 round. Each round
  the target is banished, it takes 8d8 Necrotic damage. At the
  end of the creature’s first turn banished it can attempt the
  Charisma save again. On a successful save they reappear in
  the space they left, or an adjacent space if the one they left is
  occupied.
  Once you use this feature you cannot do so again until you
  complete a long rest.
  Time Domain
  Time Domain
  Chronos, Cyndor, Pelor. These are just three of the gods of
  the realms who preside over one of the most arcane and
  fascinate domains, that of time. The ability to look backwards
  to an endless path, and ahead to an infinite future, to travel
  freely down the river of time, these abilities have been sought
  after by scholars for eons.
  Clerics of the time domain emphasize the progression and
  inevitability of time. That pain will fade, that history will
  come and go. Often these clerics will try to make sure that
  they are there at pivotal moments in history in order to allow
  their gods a conduit to observe the event. These gods in turn
  grant their devotees the powers to go forwards, backwards,
  and even eventually to stop time.
  Time Domain Spells
  Time Domain Spells
  Cleric
  Cleric
  Level
  Level
  Spells
  Spells
  1st
  expeditious retreat, longstrider
  3rd
  blur, misty step
  5th
  haste, slow
  7th
  mordenkainen's private sanctum, otiluke's
  resilient sphere
  9th
  mislead, modify memory
  Time Acolyte
  Time Acolyte
  When you cast a spell with a casting time of 1 action you can
  change the casting time to 1 bonus action, you can do this a
  number of times equal to your Wisdom modifier per long rest
  (minimum of once)
  In addition, you have advantage on Initiative rolls.
  Channel Divinity: Send Forwards
  Channel Divinity: Send Forwards
  Starting at 2nd level you can use your Channel Divinity to
  send a target into the future. As an action you present your
  Holy Symbol and evoke the power of your god.
  A target creature within 30ft must succeed on a Wisdom
  saving throw or be flung uncontrollably into the future. The
  target disappears for a number of rounds equal to your
  Wisdom Modifier before reappearing in the space they
  vanished at the start of their turn. If the space they reappear
  in is occupied you choose a space for them to reappear in.
  From the target’s point of view it seems as if no time has
  passed at all.
  Anchor Timestream
  Anchor Timestream
  Beginning at 6th level you can spend an action to give
  yourself or a willing creature an anchor on their current
  moment in space and time. As long as you maintain
  concentration on this ability for up to one minute or until you
  or the target creature falls unconscious, you can trigger it to
  reset the creature back to that moment on their timeline as
  they were as a reaction.
  If the space they are being pulled back to is now occupied
  then they return to an adjacent space of your choice.
  The creature returns with the same amount of remaining
  hit points, any active spell effects, and perception of the
  current situation, potentially erasing pivotal memories. They
  do not restore any spell slots, short or long rest recharging
  features or item charges.
  Once you anchor a creature you cannot do so again until
  you complete a long rest.
  Potent Spellcasting
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to the
  damage you deal with any cleric cantrip.
  Expert Time Stop
  Expert Time Stop
  Beginning at 17th level you learn the Time Stop spell. When
  you cast Time Stop you can instead of rolling for the number
  of rounds time is stopped for, choose to use your Wisdom
  Modifier instead.
  Once you cast Time Stop in this way you cannot do so
  again until you finish a long rest, though you still can cast it
  by consuming spell slots like normal.
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  Druid Circles
  Druid Circles
  Circle of Steel
  Circle of Steel
  Druids have a taboo against metal equipment, but not you.
  Your circle embraces metal as another form of nature, one
  tempered by the hand of sentient creatures. There is no such
  thing as “unnatural” to your order. Druids of the circle of steel
  will often preside over mines in the wilderness in order to
  make use of the precious metals within. Other druid circles
  may turn their nose up, but these Druids are just as devoted
  to nature as any other, and that is hard for anyone to deny.
  Bonus Proficiencies
  Bonus Proficiencies
  When you choose the Circle of Steel at 2nd level, you become
  proficient in Heavy Armor, Simple Weapons, Martial
  Weapons, and Smithy’s Tools. Your druidic sect has no taboo
  against using metal equipment. Your druidic focus can be an
  amalgamation of metal wires if you choose.
  Construct Wild Shape
  Construct Wild Shape
  When you choose this circle at 2nd level, The rites of your
  circle grant you the ability to transform into dangerous metal
  animal forms.
  You gain the ability to use Wild Shape on your turn as a
  bonus action, rather than as an action, and you can transform
  into a metal automaton version of a beast, or a creature with
  the Construct creature type, instead of one of flesh and blood.
  Additionally, while you are transformed as a construct wild
  shape, you can use your humanoid form’s AC in place of your
  Wild Shape’s AC, and you do not need to eat sleep or breath.
  Tooth and Steel
  Tooth and Steel
  Starting at 6th level, your attacks in wild shape count as
  magical for the purpose of overcoming resistance and
  immunity to nonmagical attacks and damage.
  Form of Steel
  Form of Steel
  At 10th level your druid sect has taught you how to
  manipulate metal as if it were regular earth. It takes 1 minute
  to shape one cubic foot of non-magical metal into a usable
  form. You can separate fragments of metal from a whole only
  if it is not magical.
  You must have proficiency in a tool or weapon to shape
  metal into it.
  Mind of Matter
  Mind of Matter
  Starting at 14th level your mind in an automated wild shape
  cannot be swayed from your prime directives. You become
  immune to charms and mind control.
  Planar Shepard
  Planar Shepard
  The circle of the planar shepherd rejects the common,
  narrow scope of what constitutes a “natural world”. On the
  outer planes, what is natural there may be as alien to us as a
  bear would be to them. These druids are spread all
  throughout the planes, serving their enigmatic and often
  incomprehensible masters, or to simply guide wandering
  travelers through the hazards of the alien worlds.
  Within each congregation of planes there is typically a local
  sect that shares their perspectives and education on the local
  environments.
  Planar Aligment
  Planar Aligment
  When you choose the circle of the planar druid at 2nd level
  you must choose a plane that represents who you are as a
  person (if you are having trouble deciding, choose the plane
  of your alignment).
  You have dedicated yourself to spreading the influence of
  your chosen plane and to further the strange, alien agendas
  of those who rule over it. The plane you are connected to
  represents the very foundation of your personality and should
  be chosen wisely to reflect this.
  You gain the following benefits:
  You cannot become lost on your chosen plane except by
  magical means.
  You know the location of any portals to or from your
  chosen plane within 100 miles.
  You can sense the presence of creatures native to your
  chosen plane within 10 miles, as long as you are not on
  your chosen plane.
  You can add twice your proficiency bonus to Arcana,
  History, Religion, and Nature checks you make to learn
  information related to your plane
  Outsider Shape
  Outsider Shape
  Also at 2nd level you gain a greater understanding of the
  creatures that inhabit your chosen plane. When you wild
  shape you can take the shape of any non-sentient creature
  from your chosen plane, not just beasts. The normal
  restrictions of wild shape still apply.
  Plane Spells
  Plane Spells
  At 3rd level you gain some of the powers of the plane you
  have chosen to represent.
  At 3rd, 5th, 7th, and 9th level you gain access to spells
  connected to your chosen plane. Choose that plane and
  consult the associated list of spells below.
  Once you gain access to a plane spell, you always have it
  prepared, and it doesn’t count against the number of spells
  you can prepare each day. If you gain access to a spell that
  doesn’t appear on the druid spell list, the spell is nonetheless
  a druid spell for you.
  Planar Adaptation
  Planar Adaptation
  At 6th level you begin to adapt to the conditions of the alien
  multiverse. You become resistant to Radiant, Necrotic, and
  Force damage.
  Planar Ward
  Planar Ward
  When you reach 10th level planar creatures cannot exert
  their will onto you. You cannot be charmed or frightened by
  aberrations, celestials, elementals, fae, or fiends.
  Step of the Multiverse
  Step of the Multiverse
  At 14th level you are able to
  travel the multiverse at your whim.
  You can cast plane shift targeting
  only yourself at-will, without consuming
  a spell slot or requiring any material
  components. When you cast plane shift using
  this feature, the casting time is increased to 1 minute.
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  Astral Plane
  Astral Plane
  Druid Level
  Druid Level Plane Spells
  Plane Spells
  3rd
  blur, invisibility
  5th
  speak with dead, phantom steed
  7th
  hallucinatory terrain, phantasmal killer
  9th
  animate objects, telekinesis
  Chaos Planes
  Chaos Planes
  Druid Level
  Druid Level
  Plane Spells
  Plane Spells
  3rd
  crown of madness, suggestion
  5th
  bestow curse, fear
  7th
  confusion, polymorph
  9th
  dominate person, modify memory
  Elemental Chaos
  Elemental Chaos
  Druid Level
  Druid Level
  Plane Spells
  Plane Spells
  3rd
  gust of wind, scorching ray
  5th
  sleet storm, lightning bolt
  7th
  ice storm, stone skin
  9th
  conjure elemental, wall of stone
  Ethereal Plane
  Ethereal Plane
  Druid Level
  Druid Level
  Plane Spells
  Plane Spells
  3rd
  mirror image, misty step
  5th
  blink, nondetection
  7th
  confusion, dimension door
  9th
  geas, passwall
  Far Realm
  Far Realm
  Druid Level
  Druid Level Plane Spells
  Plane Spells
  3rd
  detect thoughts, phantasmal force
  5th
  clairvoyance, sending
  7th
  dominate beast, evard's black tentacles
  9th
  dominate person, telekinesis
  Feywild
  Feywild
  Druid Level
  Druid Level
  Plane Spells
  Plane Spells
  3rd
  calm emotions, phantasmal force
  5th
  blink, plant growth
  7th
  dominate beast, greater invisibility
  9th
  dream, seeming
  Law Planes
  Law Planes
  Druid Level
  Druid Level Plane Spells
  Plane Spells
  3rd
  zone of truth, locate object
  5th
  glyph of warding, magic circle
  7th
  banishment, divination
  9th
  dispel evil and good, planar binding
  Changing your Plane
  Changing your Plane
  Your choice of plane is not completely permanent, but it is not
  easy to change either. Changing your plane means you are
  changing the core of your being, and should not be done
  unless your character undergoes a suitably great change in
  their personality and beliefs.
  When you do, you may need to spend time gaining a deep
  understanding about a new plane among an order of monks
  native to it, or petition the ruler of a plane to grant you their
  power or insight.
  Lower Planes
  Lower Planes
  Druid Level
  Druid Level
  Plane Spells
  Plane Spells
  3rd
  blindness/deafness, scorching ray
  5th
  fireball, stinking cloud
  7th
  fire shield, wall of fire
  9th
  flame strike, hallow
  Shadowfell
  Shadowfell
  Druid Level
  Druid Level
  Plane Spells
  Plane Spells
  3rd
  darkness, ray of enfeeblement
  5th
  fear, vampiric touch
  7th
  blight, fabricate
  9th
  mislead, contagion
  Upper Planes
  Upper Planes
  Druid Level
  Druid Level
  Plane Spells
  Plane Spells
  3rd
  flaming sphere, lesser restoration
  5th
  daylight, revivify
  7th
  guardian of faith, wall of fire
  9th
  flame strike, greater restoration
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  Martial Archetypes
  Martial Archetypes
  Brawler
  Brawler
  Those who emulate the archetypal brawler need neither zen
  nor ki to go fist to fist with any monk. These fighters may
  come from the leagues of professional boxers, mixed martial
  artists, and even football players. Just as commonly, a brawler
  may develop their skill from years of one too many drinks at
  the pub. Regardless of how they have learned to fight, these
  fighters have honed their fists and feet to a deadly perfection,
  and gain abilities to take as many strikes at an enemy as they
  allow an opening for.
  Martial Arts Die
  Martial Arts Die
  Fighter Level
  Fighter Level
  Martial Arts
  Martial Arts
  3rd
  1d4
  5th
  1d6
  11th
  1d8
  17th
  1d10
  Brawler
  Brawler
  At 3rd level, your experience in brutal martial arts gives you
  mastery of unarmed and improvised fighting. You become
  proficient in improvised weapons.
  You also gain the following benefits while you are unarmed
  or wielding only improvised weapons weapons.
  You can roll a d4 in place of the normal damage of your
  unarmed strike or monk weapon. This die changes as you
  gain fighter levels, as shown in the Brawler table.
  When you use the Attack action with an unarmed strike or
  an improvised weapon on your turn, you can make one
  unarmed strike as a bonus action. For example, if you take
  the Attack action and attack with a table leg or a garbage
  can, you can also make an unarmed strike as a bonus
  action, assuming you haven't already taken a bonus action
  this turn.
  Tricky Hitter
  Tricky Hitter
  Also at 3rd level you have gained an expertise in fighting dirty
  in the chaos of a brawl. When you hit with an unarmed attack
  or an improvised weapon on your turn, you can use your
  bonus action to knock the target prone, slide the target 5 feet
  in any direction, or attempt a grapple.
  If you hit a creature with an opportunity attack, you can
  also apply one of these extra affects as part of the same
  reaction.
  Counter Attack
  Counter Attack
  Starting at 7th level, when an adjacent creature hits you with
  an attack, you can use your reaction to strike the target to
  lessen the impact of their attack. You halve the damage taken
  by their attack, and they take half of the attack's damage as
  well.
  Surge of Strength
  Surge of Strength
  Starting at 10th level, when you use your second wind
  feature, you can make one unarmed or improvised weapon
  attack as part of the same bonus action.
  Patient Punch
  Patient Punch
  Once you reach 15th level, when you take the dodge action
  you do not consume your reaction by counter attacking.
  The Greatest Flurry of Blows
  The Greatest Flurry of Blows
  When you take the attack action you can add a cumulative +1
  to the damage of each unarmed attack you hit the same
  creature with before the end of your turn.
  Havoc Fighter
  Havoc Fighter
  The archetypal havoc fighter is one often mistaken for an
  enraged barbarian. These fighters revel in bloodshed from
  any source, even themselves. They charge recklessly into
  battle and gain strength from the wounds they take. Some
  may see you as a rabid dog. But you will bathe in their blood
  and show them that your bite is just as strong as your bark.
  Anarchy
  Anarchy
  When you become a havoc fighter at 3rd level you learn the
  reckless techniques of destruction that comes from this elite
  brand of fighter. Whenever you take damage from an attack
  you can choose to be overcome by anarchy until the end of
  your next turn.
  When you are overcome by anarchy you are considered
  charmed for the duration. If you are charmed or frightened
  from any other sources, they immediately end. During this
  time you add your Strength modifier to the attack and
  damage rolls of melee weapon attacks you make a second
  time.
  However, when overcome by anarchy you must use your
  action to attack whatever creature is closest to you, friend or
  foe, or use the dash action to move close enough to a creature
  to attack them. You can also take the dodge action if you can
  not do either.
  Cool Off
  Cool Off
  At 7th level you can use your second wind to snap out of your
  anarchy and regain your senses. If you choose to do this you
  double the amount of hit points restored.
  Extra Extra Attack
  Extra Extra Attack
  Starting at 10th level when you take the Attack action on your
  turn, you can use your bonus action to make one additional
  weapon attack. On a hit, you take half of the damage that this
  additional attack dealt. You can use this damage to trigger
  your anarchy for yourself.
  Inspired Strike
  Inspired Strike
  At 15th level the thrill of combat rushes through you,
  encouraging you to ever more reckless feats of strength.
  When you hit with a weapon attack you gain temporary hit
  points equal to your Constitution modifier.
  The Rush, The Thrill
  The Rush, The Thrill
  When it is time to fight you are barking at your leash, aching
  to be set loose against your enemies. Starting at 18th level
  when you roll initiative you always go first on the first round
  of combat, even if you are surprised. During your first turn in
  combat, you can choose to be overcome by your anarchy any
  time you want until the end of your turn.
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  Sniper
  Sniper
  The fighters that make up the sniper archetype are those
  rarely seen by their enemies. They strike from so far away,
  and with such deadly accuracy, that they often find
  themselves not needing a melee weapon at all.
  Despite this isolation, these fighters work well with allies,
  granting them covering fire to move freely, and allowing them
  a birds eye view of the battlefield to direct them towards their
  enemies.
  Snipe
  Snipe
  When you choose the sniper Martial Archetype at 3rd level,
  you no longer have disadvantage on shots made at long
  range.
  In addition, you may double your ranged weapon’s
  maximum range until the end of your turn. You may do this a
  number of times equal to your Strength modifier.
  All expended uses are regained once you finish a long rest.
  Hold the High Ground
  Hold the High Ground
  You gain the ability to climb faster than normal; climbing no
  longer costs you extra movement.
  In addition, when making a ranged weapon attack from at
  least 15ft above a creature, you have advantage on the attack
  roll.
  Covering Fire
  Covering Fire
  At 10th level you are able to provide covering fire to your
  allies with a snap shot. When an ally you can see triggers an
  opportunity attack, you can use your reaction to fire one shot
  at the enemy making the attack. Your attack has
  disadvantage, however, if you hit they are unable to take their
  opportunity attack, and you do not consume your reaction.
  Spotter
  Spotter
  At 15th level you are able to direct your allies as a spotter.
  When an ally you can see is attacking a creature that does not
  have cover from you, you can use your reaction to act as a
  spotter, allowing your ally to ignore ½ and ¾ cover that may
  interfere with their attacks against that creature until the end
  of their turn.
  Archer's Options
  Archer's Options
  At 18th level you can pin a fly to a target at a hundred paces.
  Or, more useful to you and your allies, accurately hit your
  enemies with debilitating shots by targeting specific body
  parts.
  Once per turn, when you hit an enemy with a ranged
  weapon attack, you can choose one of the following penalties
  to apply to them:
  The creature has disadvantage on its next attack roll
  before the start of your next turn
  The creature's speed is reduced to 1/2 until the start of
  your next turn
  The creature can't take reactions until the start of your
  next turn
  The Undying
  The Undying
  The undying fighter is defined by their durability. Their
  numbers are few but each one is a legend on their own. An
  undying fighter will take as many blows in a day, and shrug
  them off, as many take in a lifetime. The undying lives and
  dies by their armor and shield, they are the first and last line
  of defense.
  Reliable Toughness
  Reliable Toughness
  When you choose the undying archetype at 3rd level, your
  incredible toughness allows you to shrug off a portion of
  damage you take. Whenever you take damage, your reduce
  the damage by 1. At 7th level you reduce the damage by 2, and
  at 15th level you reduce the damage by 3.
  Someone Your Own Size
  Someone Your Own Size
  Also at 3rd level you are able to protect your allies even from
  across the battlefield. When a friendly creature within 15 feet
  of you takes damage from an attack you can use your reaction
  to move adjacent to the creature and take up to half of the
  damage in their place.
  Aggressive Resurgence
  Aggressive Resurgence
  Starting at 7th level you gain a number of temporary hit
  points equal to your fighter level whenever you complete a
  short or long rest.
  In addition, you add your Constitution modifier to any
  healing you receive, if you do not add it already.
  Unstoppable
  Unstoppable
  At 10th level you are so tough as to be able to simply resist
  where you would have failed to before. When you use your
  Indomitable feature, you can choose to treat the d20 roll as a
  20.
  Ignore Death
  Ignore Death
  At 15th level death does not even cross your mind as a worry.
  You have learned to resist death.
  When you are reduced to 0 hit points, you no longer fall
  unconscious. Instead on your turn you can move like normal,
  but you may only take the Attack, Dash, or Dodge action, and
  you cannot take reactions. Meanwhile, you roll death saves
  like normal as if you were unconscious.
  Finally, whenever you would stabilize you instead regain 1
  hit point. If you regain consciousness from rolling a 20 on a
  death saving throw, you regain 10 hit points.
  Unbreakable Juggernaut
  Unbreakable Juggernaut
  At 18th level you can become truly unbreakable, able to block
  every possible incoming attack. As a bonus action on your
  turn you can enter the state of the juggernaut for up to 1
  minute. During this time you are immune to all damage.
  Also, during this time you cannot be forced to move or
  knocked prone, and you cannot be charmed, feared,
  incapacitated, paralyzed, stunned, or knocked unconscious.
  Whenever you would ignore damage with this feature, you
  must make a Constitution saving throw with a DC equal to 10
  + 1 for each time you have resisted damage during this use of
  the juggernaut state. On a failed save, the juggernaut state
  ends after you ignore the damage from the attack.
  You must complete a long rest before you are able to enter
  the juggernaut state again.
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  Monastic Traditions
  Monastic Traditions
  Way of the Ancestral Plane
  Way of the Ancestral Plane
  Monks following the way of the ancestral plane are often
  lumped in with monks of the four elements, but that could
  not be further from fact. Monks following this path unlock a
  raging tempest of elemental power that has sat waiting
  within them from birth. They focus on a single element and
  hone it to a flawless art.
  Most commonly amongst these monks are Genasi, half
  elemental children who take on the powers of their elements,
  but rarely, other humanoids attuned to specific elemental
  powers may come along and join these monasteries on the
  respective plane to learn to harness their power.
  Pre-Requisite
  Pre-Requisite
  It is extremely rare for anyone outside of a genasi to be able to
  manifest the abilities of the elemental planes. It is not unheard
  of, but ask your DM before going ahead with a monk following
  the way of the ancestral plane that is not a genasi.
  Ancestral Casting
  Ancestral Casting
  When you unlock your connection to your ancestral plane at
  3rd level, pick one of Air, Earth, Fire, or Water. All of your
  features from this archetype use this element. This choice is
  permanent.
  You can choose to swap your Wisdom score with your
  Charisma score permanently. Your spellcasting ability
  becomes Charisma, and all of your Monk class features use
  Charisma instead of Wisdom.
  Your connection to your ancestral plane is more than just a
  mental understanding. Your element burns eternally in your
  heart, and you feel the connection physically within you.
  Elemental Attunement
  Elemental Attunement
  Also at 3rd level you learn to cast a variety of spells based on
  your chosen element by consuming Ki.
  If you are a genasi, you can cast the spell granted to you by
  your race additional times by consuming 2 ki, and if you are
  an Air or Earth genasi, you learn the Gust or Mold Earth
  cantrip respectively.
  The table below tells you your casting options, and which
  spells you learn as you gain monk levels.
  Elemental Attunement
  Elemental Attunement
  Monk
  Monk
  Level
  Level
  Spell
  Spell
  Ki Cost
  Ki Cost
  3rd
  detect magic
  1
  5th
  invisibility
  2
  7th
  enlarge/reduce
  2
  9th
  tongues
  3
  11th
  gaseous form
  3
  13th
  major image
  3
  15th
  One of wind wall, wall of stone, wall of
  water, or wall of fire
  3, 5, 3,
  or 4
  17th
  conjure elemental
  5
  19th
  plane shift
  7
  Journey Beyond the Horizon
  Journey Beyond the Horizon
  At 6th level your travel methods expand as you become an
  even more powerful member of your elemental race. You gain
  a bonus method of travel according to the table below, the
  speed of your new method of travel is equal to your walking
  speed.
  Bonus Travel Method
  Bonus Travel Method
  Element
  Element
  Travel Method
  Travel Method
  Air
  Flying
  Earth
  Burrowing
  Water
  Swimming
  Fire
  Flying
  Elemental Body
  Elemental Body
  When you reach 11th level you gain immunity to an element
  according to your Genasi subrace in the table below.
  In addition, when you come into physical contact with a
  creature, such as while punching them or while being
  grappled, you can choose to deal 1d6 of this damage type to
  the creature. You can deal this damage only once per turn.
  Elemental Damage Attunement
  Elemental Damage Attunement
  Element
  Element
  Damage Type
  Damage Type
  Air
  Lightning
  Earth
  Bludgeoning
  Water
  Acid
  Fire
  Fire
  Friends and Family
  Friends and Family
  At 17th level you are able to fully accept the power of your
  element. You can transform into an Air Elemental, Earth
  Elemental, Water Elemental, or Fire Elemental, according to
  your chosen element.
  When you transform, you use the rules of the Druid's wild
  shape.
  You must complete a long rest before you can transform
  again.
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  Sacred Oaths
  Sacred Oaths
  Oath of Rebellion
  Oath of Rebellion
  The Oath of Rebellion is one rarely sworn, but is one of the
  most terrifying to those in power. A Paladin of the oath of
  rebellion devotes themselves to a single lofty, some would say
  impossible, goal. That is to overthrow whomever is in power
  and fix what society has done so wrong.
  The oath of rebellion is not an easy oath to carry, it is one
  that requires you to make sacrifices and watch those around
  you fail and die repeatedly. But each time this happens your
  heart grows stronger, more firm against injustice. And should
  those you helped win turn authoritarian too, then they will
  find themselves with a powerful enemy that knows all their
  weaknesses.
  Tenets of Rebellion
  Tenets of Rebellion
  The exact wording of these tenets are as diverse as those
  who have needed them over the ages, but they often fall into
  the same general four.
  Action. Inaction aids the offender
  Condemnation. Your oppressor will never grant freedom
  by their own kindness
  Lead the Charge. If you do not act, no one will
  Strength in Numbers. We are strongest together
  Oath Spells
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Oath of Rebellion spells
  Oath of Rebellion spells
  Paladin Level
  Paladin Level Spells
  Spells
  3rd
  bane, heroism
  5th
  pass without trace, ray of enfeeblement
  9th
  crusader's mantle, fear
  13th
  confusion, freedom of movement
  17th
  dominate person, rary's telepathic bond
  Channel Divinity
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Overthrow. You can use your Channel Divinity to speak
  words of power that are inspiring for your allies to hear. As an
  action, you present your holy symbol and declare a moral
  alignment, loyalty, or identifying symbol (such as a logo, or
  garment), any creature aligned to your declaration gains the
  following benefits as long as they can see you:
  They gain a +1 bonus to their attack rolls, saving throws,
  and ability checks.
  They gain temporary hit points equal to your Paladin level
  They have advantage on attack rolls whenever you are
  unconscious
  For CR 0: A creature of CR 0 also gains advantage on
  saving throws against being frightened.
  Strike Down Tyranny. You can use your Channel Divinity
  to speak words of power that are painful for your enemies to
  hear. As an action, you present your holy symbol and declare
  a moral alignment, loyalty, or identifying symbol (such as a
  logo, or garment), any creature aligned to your declaration
  that can hear you must make a Wisdom saving throw. On a
  failed save, the creature is turned for 1 minute or until it
  takes damage.
  A turned creature must spend its turn trying to move as far
  away from you as it can, and it can’t willingly move to a space
  within 30 feet of you. It also can’t take reactions. For its
  action, it can use only the Dash action or try to escape from
  an effect that prevents it from moving. If there’s nowhere to
  move, the creature can use the Dodge action.
  If the creature’s true form is concealed by an illusion,
  shapeshifting, or other effect, that form is revealed while it is
  turned.
  Break Your Shackles
  Break Your Shackles
  At 7th level you are able to free the downtrodden from their
  bindings with just your words. As an action you can end an
  effect on an adjacent ally that is causing them to be
  Frightened, Grappled, Paralyzed, Restrained, Stunned, or
  otherwise Incapacitated (but not unconsciousness). If your
  target is deafened you cannot use this feature for them.
  For CR 0: Creatures of CR 0 also become immune to
  these effects until the end of your next turn, as your words
  flood them with power.
  At 18th level you can use this feature on a creature up to
  30 feet away.
  Inspiring Hand
  Inspiring Hand
  At 15th level your Lay on Hands becomes stronger, carrying
  your words of encouragement. When you use your Lay on
  Hands to heal a creature, you can grant them temporary hit
  points rather than heal hit points. The number of temporary
  hit points you give them with this feature can never be higher
  than ½ of their maximum hit points.
  For CR 0: Creatures of CR 0 instead can gain temporary
  hit points equal to the amount of normal Hit Points you give
  to heal them.
  Icon
  Icon
  At 20th level, whether you want to be or not, the people allied
  to you see you as an icon of your cause. Your mere existence
  inspires them to feats of great heroism. You gain the
  following benefits:
  Your Charisma increases by 4, up to a maximum of 30.
  All of your Paladin auras have a range of up to 1 mile
  You can point at an enemy and as an action command
  your allies to strike. Each ally that is within a range to do
  so can use their reaction to make 1 weapon attack or cast
  a cantrip at your target.
  All of your Oath features that have special effects for
  creatures of CR 0 instead grant that special effect to all
  creatures of CR 1 or lower.
  For CR 0: Creatures of CR 0 have advantage on their
  attack when you command an attack.
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  Ranger Conclaves
  Ranger Conclaves
  Ocean Explorer
  Ocean Explorer
  The Ocean Explorer archetype is the sailor that welcomes
  the touch of the depths of the ocean. A frontier survivalist
  that charts new paths through the dangerous seas of the
  world, expertly navigating through reefs, and bravely sailing
  through maelstroms or black waters. The Ocean Explorer
  has seen everything the water has to offer, and still craves
  more.
  Natural Explorer: Sea
  Natural Explorer: Sea
  When you choose the Ocean Explorer at 3rd level, you can
  choose to change your favoured terrain to the Sea terrain.
  When you do this you gain the following additional features.
  You gain proficiency in Navigator’s Tools and Vehicles
  (Water).
  You gain a swim speed equal to your movement speed, or
  if you already have a swim speed, it increases by 10 feet
  You add proficiency on any roll to repair a ship, navigate a
  ship, or man your station.
  You can see up to 1 mile away with no difficulty, able to
  discern even fine details as though looking at something
  no more than 100 feet away from you.
  Bonus Spells
  Bonus Spells
  Your time in the seas has taught you to cast certain spells in
  order to survive. You learn the shape water cantrip. Also, at
  3rd, 5th, 7th, and 9th level you gain access to bonus spells.
  Once you gain access to a bonus spell, it doesn’t count against
  the number of spells you know. If you gain access to a spell
  that isn't already on the ranger list, the spell is nonetheless a
  ranger spell for you.
  Bonus Spells
  Bonus Spells
  Level
  Level
  Spell
  Spell
  3rd
  create or destroy water
  5th
  gust of wind
  9th
  tidal wave
  13th
  watery sphere
  17th
  maelstrom
  Extra Attack
  Extra Attack
  If you are using the UA Ranger, you gain the extra attack
  feature at 5th level.
  Brawler on Deck
  Brawler on Deck
  At 7th level your experience fighting on the unstable waves
  puts you a step ahead of other creatures, you have advantage
  on saves and checks to avoid being knocked prone or forced
  to move.
  In addition, you can move through a prone creature’s space
  as if it were difficult terrain.
  Aquatic Adaptation
  Aquatic Adaptation
  By 13th level you have spent enough time in and around
  water that you have attuned yourself to the conditions,
  gaining the following benefits:
  You can tolerate swimming in water as cold as 0 degrees
  celsius/32 degrees fahrenheit without additional
  protection.
  Total darkness caused by being underwater becomes dim
  light instead.
  You can never suffer from decompression sickness, and
  can stand pressures up to 1000 feet below the water’s
  surface.
  You can talk to aquatic creatures as if you share a
  language.
  You can drink salt water as if it were fresh water.
  You can breathe underwater.
  Champion of the Seas
  Champion of the Seas
  By 18th level you have become a mediator between the
  depths and dry land, a last line of defense for those both
  above and below. You can choose to take on the form of a
  champion of the sea at-will.
  This transformation alters your appearance in a way that
  you choose. Your hair might turn into seaweed, your skin may
  take on the appearance and texture of coral, or you could turn
  blue and misty, or take on physical traits of various fishes.
  While in this form non-sentient aquatic creatures are
  naturally inclined to assist you in your adventures, though
  they will not fight for you unless their own lives are on the
  line. Sentient aquatic and land-bound creatures will often
  consider you as one of their own and recognize your position
  as a champion.
  You have advantage on Charisma (Persuasion) checks on
  these creatures, regardless of whether they breath air or
  water.
  Finally, you can teleport up to 60 feet as a bonus action
  while in water.
  Urban Vagabond
  Urban Vagabond
  Rangers of the archetypal urban vagabonds are contrary to
  everything a ranger is, yet it is impossible to deny their
  effectiveness in the role. These rangers know the labyrinthine
  city streets like the back of their hand, and always have a
  favour to trade to grant passage, services, or goods. These
  rangers often find themselves in the service of lords rooting
  out thieves in the sewers and leading soldiers through the
  hazards of urban combat.
  Bonus Proficiencies
  Bonus Proficiencies
  When you choose this archetype at 3rd level, you become
  proficient in thieves' tools if you are not already.
  In addition you can choose to replace one of your favoured
  terrains with the Urban terrain.
  Street Fighter
  Street Fighter
  Also at 3rd level, whenever a creature is adjacent to a wall, or
  any object that is able to grant at least ¾ cover, you have
  advantage on melee attack rolls against that creature.
  In addition, when you are adjacent to a wall or similar
  object, and an adjacent creature targets you with a melee
  attack, you can use your reaction to swap spaces with the
  target.
  Finally, you have advantage on the optional Overrun and
  Tumble actions found in the Dungeon Master’s Guide.
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  Bonus Spells
  Bonus Spells
  Your time in cities has taught you to cast certain spells in
  order to survive. At 3rd, 5th, 7th, and 9th level you gain
  access to bonus spells. Once you gain access to a bonus spell,
  it doesn’t count against the number of spells you know. If you
  gain access to a spell that isn't already on the ranger list, the
  spell is nonetheless a ranger spell for you.
  Bonus Spells
  Bonus Spells
  Level
  Level
  Spell
  Spell
  3rd
  comprehend languages
  5th
  rope trick
  9th
  haste
  13th
  arcane eye
  17th
  passwall
  Extra Attack
  Extra Attack
  If you are playing the UA Ranger, you get the extra attack
  feature at 5th level.
  First Story Work
  First Story Work
  Starting at 7th level learn to make use of the construction of
  the cities you operate in with a magical trick. You can cast the
  meld into stone spell at will, but can only target worked stone
  when you do so.
  In addition travelling through the nooks and crannies of
  cities comes easily to you now, whenever you need to squeeze
  to fit a space one size smaller than you, it does not cost extra
  movement.
  Face in the Crowd
  Face in the Crowd
  By 11th level crowded areas have become your greatest
  toolbox. As an action you can magically change your clothing
  and equipment to look like that of a creature’s within 30ft.
  This disguise can last up to 1 hour. Anyone who sees you has
  no reason to suspect that the outfit and equipment is fake,
  unless given an obvious reason to. You have advantage on
  Deception checks to maintain your disguise.
  If you take any offensive actions, or take any damage except
  psychic damage, the effect is lost.
  Urban Awareness
  Urban Awareness
  At 15th level you gain a stronger Primeval Awareness. When
  you consume a spell slot to cast Primeval Awareness, you can
  choose to learn the presence of humanoid races, as well as
  any congregations of like-minded individuals, such as a
  religious or political gathering.
  Wilderness Medic
  Wilderness Medic
  The wilderness is hostile, it is filled with poisons of roaming
  monsters, the crashing of falling rocks, and the fragile safety
  of a campfire. The rangers that emulate the archetypal
  wilderness surgeon dedicate themselves to resisting that
  reality. They learn techniques to apply treatment for wounds
  at a moment’s notice and even magical tricks to heal the mind
  and body of magical effects. These rangers are highly valued
  by adventuring parties and businesses alike. If you cannot get
  a cleric, the wilderness surgeon is the next best option.
  Bonus Spells
  Bonus Spells
  At 3rd, 5th, 7th, and 9th level you gain access to bonus spells.
  Once you gain access to a bonus spell, it doesn’t count against
  the number of spells you know. If you gain access to a spell
  that isn't already on the ranger list, the spell is nonetheless a
  ranger spell for you.
  Bonus Spells
  Bonus Spells
  Level
  Level
  Spell
  Spell
  3rd
  purify food and drink
  5th
  lesser restoration
  9th
  revivify
  13th
  death ward
  17th
  mass cure wounds
  Bonus Proficiencies
  Bonus Proficiencies
  When you choose this archetype at 3rd level, you become
  proficient in the Medicine skill, and the Herbalism kit if you
  are not already.
  Trauma Surgeon
  Trauma Surgeon
  At 3rd level your experience with wounds, and what causes
  them, allows you to assist in lessening the damage you and
  your allies take in battle with quick treatment.
  As an action you can restore hit points to a creature equal
  to ½ of the damage that creature took during the last round.
  Your target must have at least 1 hit point remaining for you to
  do so.
  In addition, you can use a bonus action to grant a creature
  advantage on death saving throws for one minute.
  Extra Attack
  Extra Attack
  If you are using the UA ranger, you get the extra attack
  feature at 5th level.
  Damage Control
  Damage Control
  At 7th level you are able to greatly assist your allies in
  minimizing the effects of hostile spells.
  When you use your Trauma Medic feature, that creature
  also gains advantage on their next saving throw they make to
  end an ongoing magical effect.
  In addition, creatures of your choice have advantage on
  saving throws they make against poison and disease that they
  roll at the end of a long rest that you were able to help treat
  them during.
  Protect the Wounded
  Protect the Wounded
  At 11th level you are able to quickly lash out at enemies who
  harm your allies. When an ally you can see is hit with an
  attack, you can use your reaction to make 1 weapon attack
  against the attacking creature, if you are within range to do
  so.
  Rest and Relaxation
  Rest and Relaxation
  When you reach 15th level you are able to treat your allies
  during rests to assist in their healing. When you and your
  allies complete a short or long rest, you and friendly
  creatures of your choice gain temporary hit points of an
  amount equal to your Wisdom modifier.
  In addition, when you roll hit dice during a short rest, you
  heal the maximum number possible for each die.
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  Roguish Archetypes
  Roguish Archetypes
  Copycat
  Copycat
  Copycat Rogues are so few and far between that many are
  not even sure they exist. A copycat rogue may simply appear
  to be an arcane trickster, or an assassin, or a thief with a
  magical touch. Those who master their unique magical gifts
  are able to unleash devastating coordinated assaults with
  allies, and turn their enemy’s attacks right back at them.
  These rogues are able to make friends with almost anyone
  just by pressing their similarities in the right direction, and
  easily infiltrate their enemies by replicating their uniform and
  faces.
  Uniform Appearance
  Uniform Appearance
  When you choose this archetype at 3rd level, you gain the
  ability to take the appearance of others and apply it to
  yourself. As an action you observe a creature that you can
  see, and can choose up to 3 minor traits, such as eye colour,
  hair style, tattoo, or height and weight, or one major trait,
  such as their face or their uniform. You take on a physical
  transformation to gain this trait, which lasts for up to 1 hour,
  your skin and clothes melting under your unique magic into a
  new shape. You cannot remove a uniform or it reverts to its
  original look.
  Your ability scores cannot be changed using this feature.
  From You to Me
  From You to Me
  Also at 3rd level, you can instantly copy what you see people
  around you doing. Any time a creature you can see uses their
  action, you can use your reaction to do that action as well.
  You must have any required items, or one that is similar, if for
  example you attempt to mimic a creature's ranged attack.
  If you mimic a spell you must have the correct spell slot to
  consume, and the casting time must be no higher than 1
  action.
  From Me to You
  From Me to You
  At 9th level you can extend your copy powers to other
  creatures in stressful situations. Once per round, if you and a
  friendly creature you can see must make the same saving
  throw or ability check at the same time, you both have
  advantage on the save.
  If they are making a dexterity saving throw, friendly
  creatures also gain the benefit of your Evasion feature.
  For example, if you are both within the radius of the same
  casting of the Fireball spell.
  What's Mine is Yours
  What's Mine is Yours
  At 13th level your ability to copy extends to the deeper more
  complex parts of the world. When a person talks to you, or
  near enough that you can hear them, you instantly learn their
  language. You forget the language when you complete a long
  rest.
  What's Yours is Mine
  What's Yours is Mine
  At 17th level you are able to gain even the abilities of your
  foes, turning their powers against them. When you use your
  reaction to replicate an action a creature has taken, you use
  their modifier for the roll you make if it is higher than your
  own would be.
  Hoard Raider
  Hoard Raider
  The archetypal hoard raider specializes in relieving wealthy,
  dangerous individuals of said wealth. Since few creatures
  keep such a phenomenal amount of wealth in one place, most
  often these individuals are dragons. The extraordinary
  danger involved in robbing dragons sets these rogues apart
  from other thieves as experts in high-risk burglary, with an
  eye for planning and detail to ensure their survival.
  Taking Things Slow
  Taking Things Slow
  When you become a hoard raider at 3rd level you learn the
  special techniques to bypass security; magical, mundane, or
  living. As a bonus action on your turn you can choose to gain
  the following benefits:
  You can detect magical auras out to a range of 5 feet, as if
  you had cast the detect magic spell.
  ½ cover becomes ¾ cover, and ¾ cover becomes total
  cover.
  You have advantage on Dexterity (Sleight of Hand) checks.
  Infiltrator
  Infiltrator
  Also at 3rd level, you have advantage against saving throws
  and resistance to damage caused by the the lair actions and
  regional effects of any creature.
  Deep Pockets
  Deep Pockets
  At 9th level, you can use your action to temporarily transform
  a pocket, bag, or other container into a bag of holding. Such a
  container must be no larger than 2 feet in any dimension and
  must be able to be closed completely. The mouth forms into a
  zipper, a button, or other means of sealing it if there is not
  already one.
  The container maintains the properties of a bag of holding
  for one hour, or until it is damaged and unable to close, at
  which point the container’s contents spill forth and the
  container becomes a mundane item again.
  Once you use this ability, you can’t use it again until you
  complete a long rest.
  Undetectable
  Undetectable
  When you reach 13th level, your experience in hiding from
  the owners of the dungeons you delve into allows you to fool
  even supernatural senses. When you are hidden, you cannot
  be targeted or observed by spells of the divination school of
  magic unless you choose to be, and creatures with special
  senses such as truesight, see invisibility, or tremor sense
  cannot see you.
  Evasive Mind
  Evasive Mind
  Due to your expertise with the mental acuity of magical tricks
  and traps, at 17th level your mind becomes an even more
  difficult place to breach than a normal rogue’s. You can apply
  your evasion and uncanny dodge features to Wisdom saving
  throws you are forced to make.
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  Lucky
  Lucky
  The Lucky Rogue may or may not actually know what they
  are doing, but things always seem to go their way. While they
  jump over an enemy, a book falls out of their bag and hits the
  enemy on the head, dealing incredible damage. The lucky
  rogue stumbles over a rock and finds a secret door.
  Few people actually know that they are a lucky rogue, but
  everyone else in their party does, and knows to keep them
  close.
  Tilt the Odds
  Tilt the Odds
  At 3rd level your luck has taken you a hair's breadth away
  from enemy attacks, down convenient slides to hidden
  treasures, and prevented your friend from stubbing her toe.
  Your ability to manipulate luck in this way is represented in
  Tilt Die, which you have 2 of and are d4's. You can roll an
  amount of tilt dice at once up to a certain limit. 2 at 3rd level,
  3 at 10th level, and 4 at 17th level.
  When you roll an ability check, attack roll, or saving throw,
  you can roll an amount of your Tilt dice up to your limit and
  increase the number on the d20 by the total showing on the
  tilt dice, to a maximum of 20. This is not a bonus; the number
  on the d20 actually changes.
  You regain all of your expended Tilt dice when you finish a
  long rest.
  At 5th level, and again at 7th, 10th, 13th, and 17th level, you
  gain one additional Tilt dice for an eventual total of 8 Tilt
  dice.
  On a Roll
  On a Roll
  Also at 3rd level, you have learned to take advantage of your
  inexplicable moments of luck. If you roll a critical hit, you
  may make an additional weapon attack as part of the same
  action.
  Critical Luck
  Critical Luck
  At 9th level your luck extends out of you and allows you to
  manipulate your enemy's successes into failures, and your
  friend's failures into successes. When a creature you can see
  rolls a d20 while making an ability check, attack roll, or
  saving throw, you can use your reaction to apply your Tilt
  Dice as a bonus or penalty to their roll (your choice).
  Weighted Dice
  Weighted Dice
  At 13th level you don't even need to focus for your luck to
  assist you anymore. You gain a +1 bonus on top of ALL dice
  that you roll.
  Plot Twist
  Plot Twist
  At 17th level your luck is so powerful it bends the nature of
  the universe to your benefit. As an action you can, in 10
  words or less, declare something about a person, place, or
  thing. Your declaration becomes true.
  You cannot use this ability to reduce someone's hit points,
  even if indirectly.
  Minor injuries such as someone stubbing their toe to keep
  them out of a hallway you need to sneak down will work, but
  saying a hungry dragon has fallen upon a nearby town to
  draw the city guard out of the city will not, as that will be
  harming the villagers. You might also declare that someone
  falls ill, or discovers a new allergy. As long as you do not effect
  their hit points. The DM has great leeway in deciding how
  your declaration will come true, if at all.
  You must complete a long rest to declare something like
  this again.
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  Sorcerous Origins
  Sorcerous Origins
  Anti-Magic Void
  Anti-Magic Void
  The world is filled with magic, it crawls through everything
  from the trees to the clouds to the people walking around. It’s
  what lets necromancy manipulate death, it’s what lets
  transmutation change inanimate objects. Magic is within
  everything, except for you. In your past something happened,
  perhaps you were born in a manifest zone of the far realms,
  perhaps you were struck by a violent magical attack that
  sapped your inner magic, perhaps your ancestors angered a
  god and were robbed of their essence. Whatever it was, you
  became a black hole of magic, and like a black hole you drag
  magic into yourself to fill this void. You’ve learned to use this
  to your benefit, taking the magic you draw in and giving it
  form.
  Magic Sense
  Magic Sense
  At 1st level you are able to pinpoint sources of magic around
  you. You always have the Detect Magic spell active.
  If you know the Detect Magic spell already, you can choose
  to replace it with a spell of the same level and class list the
  first time you reach 1st level in this class.
  Magical Void
  Magical Void
  Also at 1st level, you are able to attempt to deflect magic
  using the draw of your void. You can choose to gain advantage
  on a saving throw against a spell or other magical effect. You
  can choose to do this after rolling, but before the result is
  determined. You must complete a short or long rest to gain
  advantage in this way again.
  Absorb Magic
  Absorb Magic
  Starting at 6th level you are able to absorb hostile magic that
  targets you.
  When you are forced to make a saving throw against a spell
  you can use your reaction and consume a spell slot of the
  same level as the spell you are being affected by to store the
  spell. You add this spell to your spell list until the end of your
  next turn. Before the end of your next turn, you can cast this
  same spell without consuming a spell slot. After the end of
  your next turn, the spell is removed from your spell list.
  You can only do this if the spell’s casting time is 1 action,
  bonus action, or reaction, and you can only do this once per
  instance of the spell.
  Absorbing a spell does not prevent it from potentially
  hitting you, you simply absorb the stray strands of magic
  regardless of what other damage or effect it has done to you.
  Observed Casting
  Observed Casting
  By 14th level you have learned to recreate the intricacies of
  magic around you. Whenever you observe a spell being cast,
  you can choose to learn this spell until you complete a long
  rest.
  When you cast a spell learned in this way it counts as a
  Sorcerer spell, and you must have the correct spell slot level
  to cast the spell.
  Harbinger of Emptiness
  Harbinger of Emptiness
  At 18th level you’ve become a master of magic destroying
  spells. If you do not already know the Dispel Magic,
  Counterspell, and Anti Magic Field spells, you learn them
  now and they do not count against your number of spells
  known. If you do know these spells you can replace them
  with a spell of equal level when you first reach 18th level.
  In addition you gain the following benefits:
  You can cast Dispel Magic at-will without consuming a
  spell slot or material components.
  You are immune to the effects of Anti Magic Field
  whenever you cast it. You can also cast Antimagic Field
  once without expending a spell slot. You must complete a
  long rest before you are able to do so again.
  Reflection
  Reflection
  You are a reflection of your true self. A being of unimaginable
  form in the far realms or elsewhere. Were those around you
  to try to understand your true form their minds would snap
  under a cacophony of the incomprehensible.
  When you become a reflection sorcerer, your true form
  leaks into the world around you in strange ways. Choose one
  of the quirks in the table below.
  Reflection Quirks
  Reflection Quirks
  Flames within 10 feet of you form strange shapes
  bending into impossible forms of you
  Water within 10 feet of you reflects twisted images of
  your true form
  Thunder or Lightning emanating from a source within 10
  feet of you carries a deep groan that reverberates with the
  sounds of your true name
  When a creature within 10 feet of you bleeds, their blood
  forms arcane symbols relating to your being.
  Observer's Displacement
  Observer's Displacement
  At 1st level your grasp on this world is not like a normal
  creature anchored physically to their coordinate. Though you
  cannot project much of yourself into being yet, you are able to
  reposition yourself easily within the material world, like a
  player with a chess board. When you move you can choose to
  teleport. For each foot you teleport, 2 feet of your movement
  is used.
  Mental Hellscape
  Mental Hellscape
  Also at 1st level your mind becomes a landscape of alien
  thoughts and feelings. You become immune to charms and
  mind control.
  In addition, when a creature attempts to read your mind,
  you can force them to succeed on a Wisdom saving throw
  against your spellsave DC or fall prone and become
  incapacitated for up to 1 minute, speaking in strange tongues
  and quivering in fear as the onslaught of your strange being
  pervades their mind.
  The creature can remake the saving throw at the end of
  each of their turns, or when they take damage.
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  Frightening Gaze
  Frightening Gaze
  Beginning at 6th level, your gaze carries a fraction of your
  true form within it. When a creature who can see you starts
  their turn within 30 feet of you, you can choose to cast your
  gaze towards them as a reaction. They must succeed on a
  Wisdom saving throw against your spell save DC or be
  frightened of you until the end of their next turn.
  While frightened by this feature the creature’s speed is
  reduced to 0, and they cannot tear their gaze from you.
  If the creature is ever more than 30 feet away from you, or
  they become unable to see you, the effect ends.
  After this or if the creature succeeds on its initial saving
  throw, you can't use this feature on that creature again for 24
  hours.
  Observer's Replacement
  Observer's Replacement
  At 14th level you have gained the ability to easily change your
  projection within the world. When you move you can choose
  to teleport your full movement speed.
  In addition you are able to cast the teleport spell once per
  long rest targeting only yourself as you pluck your projection
  in the world up and place them elsewhere. When cast in this
  way, you can teleport to other planes of existence.
  Imperfect Form
  Imperfect Form
  At 18th level you are able to nearly fully place yourself within
  the world. You can assume much of your true form as an
  ancient impossible being from beyond the multiverse, taking
  on an appearance you choose.
  For example, your skin might turn black or take on a see-
  through starry look. Your hair might flow like water or spark
  with electricity, or you might sprout tentacles covering every
  inch of your body while your voice booms like thunder.
  Using your action, you undergo a transformation. For 1
  minute you gain the following benefits:
  You can hover in mid-air
  You emanate an aura of terror, and the cold embrace of
  the abyss, out to a range of 10 feet. The first time any
  enemy creature enters the aura or starts its turn there, the
  creature takes 10 damage of a damage type of your
  choosing. Any creature that is afraid of you is vulnerable to
  this damage.
  As an action you can force a creature you can see to make
  a Strength saving throw or be forced to float towards you
  uncontrollably and stare into whatever eyes you may or
  may not have. When they do this a creature suffers an
  effect based on its current hit points. After the effect is
  determined, you can toss them to the ground at your feet.
  50 hit points or fewer: blinded for 1 minute
  40 hit points or fewer: Blinded, deafened, and
  unable to speak for 10 minutes
  30 hit points or fewer: blinded, deafened, and
  incapacitated for 1 hour, babbles continuously in an
  unknown tongue
  20 hit points or fewer: killed instantly
  You must complete a long rest to be able to take this form
  again.
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  Otherworldly Patrons
  Otherworldly Patrons
  Magical Girl's Patron
  Magical Girl's Patron
  Your patron is one drawn straight out of your favourite TV
  shows. A creature with remarkable powers who chooses one,
  or very few, people to represent them to fight against a great
  threat and bring light and happiness to the world. This being’s
  motivations may not always be pure, but they always have the
  best for you and the world in their hearts.
  Your patron may be like Zordon from the Power Rangers,
  transforming you into a super sentai or kamen raider. Or they
  may be like Kero from Cardcaptor Sakura or Kyubey from
  Madoka Magica, transforming you into a traditional frilly
  dressed magical girl. Your patron may even be something
  more alien that grants you the transformation of a Super
  Saiyan from Dragon Ball, or turns you into a Superhero akin
  to your favourite Marvel and DC comic heroes.
  Whomever your patron may be, being chosen as a magical
  girl is an event rarely occurring for no reason, and always
  leads to the pursuit of an epic destiny.
  Destined Enemy
  Destined Enemy
  All magical girls have a Destined Enemy. This is your mortal
  enemy that all the fates gather to put you up against, the
  reason you were chosen. This may change over time, discuss
  with the DM who this might be.
  Expanded Spell List
  Expanded Spell List
  The Magical Girl 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.
  Magical Girl Expanded Spells
  Magical Girl Expanded Spells
  Spell Level
  Spell Level
  Spells
  Spells
  1st
  bless, cure wounds
  2nd
  calm emotions, spiritual weapon
  3rd
  dayling, sending
  4th
  locate creature, aura of purity
  5th
  commune, hallow
  Fairy Companion
  Fairy Companion
  When you become a magical girl at 1st level you gain the all
  important fairy companion who will assist you in your quest.
  This companion takes the form of a tiny, very cute version of
  your patron. When you converse with your fairy companion,
  you can speak telepathically no matter how far away you
  might be. Your fairy companion always knows exactly what is
  going on from your perspective.
  Your fairy companion has none of the power of your patron
  unless you are in a season finale.
  In addition, you also can communicate as much as you
  want with them during a round, unless the dm rules it is
  dramatically appropriate to be cut off.
  Magical Girl Evolution
  Magical Girl Evolution
  When you become a magical girl at 1st level you gain the
  ability to transform into a magical girl for 22 minutes. You
  can transform twice, afterwhich you cannot do so again until
  you complete a long rest.
  If you are in the climax of the battle against your destined
  enemy, you can remain transformed for up 2 hours and 30
  minutes.
  There are two parts to a transformation, the
  transformation itself, and the magical girl form.
  Transformation Sequence
  Transformation Sequence
  As an action you can begin to transform into a magical girl
  until the start of your next turn. To do this, you must have a
  trinket granted to you by your patron on your person. This
  may come in the form of a shining pendant, or a powerful
  wand. Your transformation is always a spectacular event.
  Rays of rainbow light may shoot in all directions, a cheery
  tune might play for all nearby to hear, or you may perform a
  choreographed dance wherein your costume appears onto
  you. No matter how you transform, you must shout for all to
  hear your clear intent to transform.
  While transforming you have resistance to all damage, you
  cannot be forced to move, and you cannot take any reactions.
  Creatures that make a melee attack against you during this
  time must succeed on a Dexterity saving throw or take 1d6 x
  1/2 your warlock level (rounded down) radiant damage. On a
  successful save they take half damage. You can't just interrupt
  a transformation sequence after all.
  At the start of your next turn, you emerge from your
  transformation sequence in your magical girl form.
  Magical Girl Form
  Magical Girl Form
  In your magical girl form you gain the following benefits:
  You gain temporary hit points equal to 2x your Charisma
  modifier at the start of each of your turns
  You gain a Flight speed equal to 60 feet, but you must land
  at the end of your turn or fall.
  Each of your warlock spells cast at one level higher than
  normal.
  You add your Charisma modifier to all damage you deal.
  If you take damage that would reduce you to 0 hit points,
  you can choose to fall to 1 hit point instead. You can only
  do this once per transformation, and you can only do this
  if it would be suitably dramatic for it to happen. The DM
  might ask you to give a dramatic one liner, or a speech
  after rising from the triggering attack. You may need to
  devote yourself to the annihilation of the triggering enemy,
  or vow to turn them from their evil ways.
  Monster of the Week
  Monster of the Week
  By 6th level your patron has begun to inform you of the
  presence of hostile creatures so that you can do battle with
  them. If you are within 1 mile of a hostile creature, you know
  its general location. If you are speaking to a creature, you
  know if is friendly, neutral, or hostile.
  If a hostile creature is a direct minion of your destined
  enemy, or your destined enemy themself, you have advantage
  on all Charisma checks you make against that creature.
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  The Power of Friendship
  The Power of Friendship
  At 10th level you learn that the greatest power a magical girl
  has at their command is the power of friendship. When a
  creature within 10 feet is hit by an attack, you may use your
  reaction to take the attack in their place. After taking this
  attack, you have advantage on your next attack roll against
  the attacking creature before the end of your next turn.
  If this attack would reduce you to 0 hit points, you can use
  your reaction to cast any spell with a casting time of no more
  than 1 Action, or use your ultimate attack. Afterwards you fall
  unconscious like normal.
  Ultimate Power
  Ultimate Power
  When you reach 14th level you have obtained the ultimate
  power of your magical girl form. This power is unique to each
  Magical Girl.
  Using your ultimate power is always a spectacular event,
  you should have a name for your power that you shout out
  when you use it, or a dramatic line that lets others know you
  are using it. You might blast waves of stars and galaxies out
  of your wand, or your weapon might grow to 10x its size as
  you pulverize your enemy.
  Your ultimate power always requires an action to use, but
  otherwise functions as a Warlock spell that you can only use
  once per transformation.
  After using your ultimate power, the time you may remain
  transformed in your magical girl form is reduced to 1 minute
  if it were not already lower.
  If you are in the final, climactic battle against your destined
  enemy, you cannot use your ultimate attack until the most
  dramatic moment possible. When you use it in this case, your
  destined enemy has disadvantage on any saving throw
  required, and you have advantage on any attack required.
  If you use your ultimate power on your destined enemy at a
  time that is not dramatic enough, your destined enemy will
  shrug off your attack as if it were nothing. In this case, the
  use of your ultimate power is not consumed, and you do not
  have to untransform.
  Constructing Your Ultimate Power
  Constructing Your Ultimate Power
  When you first gain your ultimate power you choose the size,
  shape, damage type, and effects of the attack. This decision is
  permanent.
  Construct your ultimate power by choosing from each of
  the following steps.
  Spell Shape
  Spell Shape
  Choose one of the following to determine the shape of your
  spell. Each shape originates from you.
  Line (60ft)
  Cone(30ft)
  Sphere (15ft)
  Your ultimate power deals 10d10 damage to creatures of
  your choice within the area.
  Choose how you hit
  Choose how you hit
  You can either make an attack roll, or force the targets to
  make a saving throw.
  You roll an attack roll for each target using your spell
  attack bonus
  Targets must make a saving throw of your choice, either
  Constitution, Dexerity, or Wisdom.
  Damage Type
  Damage Type
  Choose what damage your Ultimate Power does, one of the
  following options:
  Bludgeoning, Piercing, or Slashing based on your weapon
  Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic,
  Radiant, or Thunder
  Or, instead of dealing damage, you can choose to heal
  using your Ultimate Power.
  Healing
  Choose Two
  Choose Two
  If you chose to heal, move to the next step instead.
  Targets cannot restore hit points
  Targets have disadvantage on checks and saves using one
  Ability Score of your choice
  Targets are stunned, restrained, or blinded and deafened
  Targets are paralyzed, poisoned, charmed, or frightened of
  you
  Targets have their speed reduced to half
  Allies have advantage on attack rolls against target
  creatures
  Targets have disadvantage on attack rolls
  Each chosen effect lasts for 1 minute. The target can
  succeed on your choice of a Dexterity, Constitution, or a
  Wisdom saving throw at the end of each of their turns to end
  all effects.
  Choose One if you chose to heal
  Choose One if you chose to heal
  Targets have advantage on attack rolls
  Attacks against the targets have disadvantage
  Targets have advantage on saving throws
  Each effect lasts for 1 minute.
  Done!
  Done!
  Once you have built your ultimate power, your choices are
  permanent. Write it down as a new ability!
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  Arcane Traditions
  Arcane Traditions
  School of the Broodmaster
  School of the Broodmaster
  Wizards that keep pets are not out of the ordinary; it’s no
  accident that find familiar is a popular entry for spellbooks.
  But wizards that keep entire broods of pets, like
  pseudodragons, raising them from eggs and experimenting
  on them on until adulthood, are an entirely different breed.
  The School of Broodmasters teaches the finer art of training
  a swarm of pets to tear your enemies to shreds.
  Monster Empathy
  Monster Empathy
  Starting when you choose this tradition at 2nd level, you can
  communicate with non-humanoid creatures as if you shared
  a language.
  Brood
  Brood
  Beginning when you choose this tradition at 2nd level, you
  have begun to raise and experiment with your own clutch of
  creatures to follow your commands. You begin with two non-
  sentient creatures of your choice with a CR no higher than ¼
  and a size no larger than medium.
  You add your wizard level to your brood’s maximum hit
  points.
  Your brood acts independently of you, but always obey your
  commands. In combat, your brood rolls initiative as a group
  and act on one turn, using the average of their initiative
  modifiers. They function as a swarm of small size if made of
  tiny creatures, medium size if made of small creatures, and
  large size if made of medium creatures, this allows them to
  occupy the space of another creature, and vice versa.
  Your brood can't attack on their turns. However, you can
  use your action to command each creature under your
  control to use its reaction to attack targets that you choose.
  Your brood uses your spell attack bonus on attack rolls and to
  determine their save DC. If one or more of your brood are
  reduced to 0 hit points, you can revive them and restore the
  maximum hit points of all creatures in your brood with a 1
  hour ritual and the consumption of 25gp, which can be
  performed over a short or long rest.
  You gain more creatures in your brood as you gain higher
  levels in this class. At 5th level, you have 3 creatures under
  your control, at 11th level, you have 4, and at 17th level, you
  have 5.
  Broodrage
  Broodrage
  Starting at 6th level, the creatures in your brood have
  advantage on attack rolls against any creature another
  broodmate, including you, has attacked this turn.
  For the Master
  For the Master
  At 10th level, when an attack is made against you, you can
  use your reaction to command one of your brood within 5
  feet of you to leap in front of the attack. This attack targets
  that creature, rather than you.
  Brood Master
  Brood Master
  At 14th level you have learned to care for a much stronger
  brood of creatures. The creatures in your brood can be of a
  CR up to 2. You can still only have the normal maximum
  number of creatures in your brood.
  School of the Honey Mage
  School of the Honey Mage
  The school of the Honey Mage uses exclusively a series of
  hedge wizard-esque spells that require bees. Bumblebees,
  honey bees, potentially even wasps and other insects. These
  wizards often come from humble origins in honey farms, or
  were actually once hedge wizards themselves that found a
  focus with insects. Despite the apparently silly nature of this
  school of magic, its effectiveness in combat and adventuring
  life is undeniable.
  The spells from the buzz school of magic are detailed in
  the spells section of this document.
  Bee Team
  Bee Team
  When you choose the Honey Mage arcane tradition at 2nd
  level, you learn to pass on your magic through the bees you
  summon.
  As long as you have at least one spell from the buzz school
  of magic that is of 1st level or higher active, you can cast any
  other spell from the buzz school with a casting time no longer
  than 1 action as a bonus action, as the bees are already
  available to be ordered.
  B Team
  B Team
  Also at 2nd level, non-hostile insects are always charmed by
  you.
  Team of Bees
  Team of Bees
  At 6th level the control of bees comes easily to you. As long
  as you maintain concentration on one buzz school spell, you
  can maintain concentration on any number of buzz school
  spells. If you lose concentration, all active buzz spells end.
  T(B)eamwork
  T(B)eamwork
  When you reach 10th level, you have advantage on
  concentration saving throws as long as you have at least 1
  spell from the buzz school of magic active.
  The Best Bees a Friend Could Ask For
  The Best Bees a Friend Could Ask For
  At 14th level you are a master of controlling bees and can
  maintain them well beyond their normal usage. Whenever a
  spell from the buzz school of magic that you have cast
  expires, you are refunded the spell slot as long as the bees
  were not destroyed (such as by a fireball spell). You cannot
  restore a spell slot of a level higher than 5th.
  School of Intel
  School of Intel
  The school of intel is one of the most scholarly schools of
  magic. Wizards devoted to the school of intel frequently find
  themselves working as spymasters and amongst researchers
  looking to gain an edge on the information they can gather
  over their competitors. These wizards focus on spells that
  grant them knowledge and allow them to spread knowledge,
  in all its forms. They learn spells that can view distant
  locations, send messages across miles, and learn languages
  at a moment’s notice. They also gain such abilities to quickly
  analyze their enemy’s techniques and quickly discern the
  strength of their magical opponents.
  Intel Savant
  Intel Savant
  Beginning when you select this school at 2nd level, the gold
  and time you must spend to copy an intel spell into your
  spellbook is halved. (See the list of intel spells, below)
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  Quick Thinking
  Quick Thinking
  Also at 2nd level, you learn to more quickly gather
  information. You can cast any intel spell with a casting time of
  1 minute or less as a bonus action.
  Magic Sense
  Magic Sense
  Starting at 6th level, if you spend at least 1 minute observing
  or interacting with another creature outside combat, you can
  sense certain information about its casting capabilities. The
  DM will tell you three of the following characteristics of your
  choice:
  Highest ability score out of Intelligence, Wisdom, or
  Charisma
  Magic type, one of Arcane, Divine, Primal, Eldritch, or
  Innate
  Spell school of any active magical effects
  Highest spell slot level available
  Number of attuned magic items (if any)
  The highest rarity level among their magic items (if any)
  Secret Technique
  Secret Technique
  At 10th level you are able to quickly learn the techniques of
  your enemies. The first time an enemy hits you with an
  attack, you learn their fighting techniques. Until you complete
  a long rest, they have disadvantage on further attack rolls
  against you.
  You can only memorize the technique of one creature at a
  time. Memorizing new techniques forces you to forget the
  techniques you had memorized before.
  Master of Lore
  Master of Lore
  At 14th level you become a master of information, able to
  learn about the most obscure secrets with ease.
  You learn the Legend Lore spell if you did not know it
  already. You can cast Legend Lore without using a spell slot
  or material components.
  Cantrips (0 Level)
  Cantrips (0 Level)
  Message
  1st Level
  1st Level
  Comprehend Languages
  Detect Magic
  Identify
  Illusory Script
  2nd Level
  2nd Level
  Darkvision
  Detect Thoughts
  Locate Object
  Magic Mouth
  Nystul's Magic Aura
  See Invisibility
  3rd Level
  3rd Level
  Clairvoyance
  Sending
  Tongues
  4th Level
  4th Level
  Arcane Eye
  Locate Creature
  5th Level
  5th Level
  Contact Other Plane
  Dream
  Legend Lore
  Modify Memory
  Rary's Telepathic Bond
  Scrying
  6th Level
  6th Level
  True Seeing
  7th Level
  7th Level
  Etherealness
  Project Image
  Sequester
  8th Level
  8th Level
  Mind Blank
  Telepath
  9th Level
  9th Level
  Astral Projection
  New School of Magic: Intel
  New School of Magic: Intel
  The school of Intel is not considered a full school in its own right, but rather a subschool. Each intel spell also belongs to one of the
  eight major schools of magic.
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  School of Reprogramming
  School of Reprogramming
  The school of Reprogramming takes its education from those
  rare sorcerers who work with wizards in their studies. They
  turn the sorcerer’s metamagic abilities into a science,
  deconstructing and then reconstructing the fundamental
  forces of magic to create just about any spell they want from
  their existing repertoire.
  These wizards may seem powerful to an outside observer,
  but any specialist of a school properly utilized could be just as
  much of a difficulty to deal with as themselves must be,
  especially considering how quickly these wizards consume
  their casting resources.
  Modify Spell
  Modify Spell
  At 2nd level, you have become adept at the very basics of
  arcane reprogramming. Whenever you cast a spell, you can
  choose one of the following traits of the spell:
  components (cannot change material components if there
  is a gold cost)
  range and area of effect (½ damage if you change a single
  target to an area of effect)
  damage type or primary side effect
  visual and auditory effect.
  You can swap the chosen trait with the same type of trait of
  a spell of the same level or lower, to a minimum of 1st level,
  that you also have prepared. When you do this, you must
  consume both spell slots.
  For example, you might modify the burning hands spell’s
  area of effect to that of ray of sickness, you would then make
  a spell attack against a single creature within range of a ray of
  sickness, dealing burning hand’s damage on a successful hit.
  In the reverse, you could modify ray of sickness to target all
  creatures in a 15 foot cone like burning hands, each creature
  would be making a Dexterity saving throw in this case.
  Taking the range and area of effect trait from a spell that
  would automatically hit, such as magic missile or longstrider,
  into a spell that does not normally automatically hit still
  requires the original spell’s saving throw or attack roll.
  You cannot cast a modified spell in a higher spell slot than
  its normal slot level. Also, when you maintain concentration
  on a modified spell, you have disadvantage on concentration
  checks.
  Metamagic Replication
  Metamagic Replication
  At 6th level your understanding of the modification of spells
  allows you to replicate metamagic effects from the Sorcerer
  class.
  When you cast a spell of 1st level or higher, you can
  consume an additional spell slot of the same level or higher
  to apply a metamagic option to the spell.
  Full Modifier
  Full Modifier
  Starting at 10th level you gain a finer control over your
  modifications. When you modify a spell, you can change 2 of
  its traits rather than just one. You can still only pick 2 spells
  to gather the traits from.
  Greater Modification
  Greater Modification
  Starting at 14th level, you can use your bonus action to more
  effectively modify the casting of your spells. For the next
  minute your spells take on one of the following traits of your
  choice.
  Arcane Transposition. When you cast a spell, you can
  choose for it to originate in any space within the spells
  range that you can see. When targeting a creature with an
  attack doing this, they must be within range of you, but
  you do not need to be able to see the target from your
  position in order to target them from the new position.
  Safe Casting. You are immune to the effects of all spells
  you cast, unless you choose to not to be.
  Targeting. All of your spells that require a saving throw or
  spell attack roll instead require a saving throw using an
  ability of your choice, or require an attack roll from you.
  Phasing. Your spells ignore cover, and can target
  creatures on the ethereal plane.
  After you make a greater modification you can end the
  modifier as a bonus action. You can make 2 greater
  modifications before you must complete a long rest to do so
  again.
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  School of the Defiler
  School of the Defiler
  The school of the defiler is the single most vile school of
  magic of all. Wizards who learn from this school are, with
  rare exceptions, as evil as a wizard can come. Their lust for
  knowledge turns them to a power that allows them to drain
  life energy from the world to fuel their spells. Masters of this
  school can restore their power even as they slay their
  enemies, and can drain their expertise to augment their own
  abilities.
  In the Dark Sun campaign setting, defiling the world is a
  way to easily cast powerful spells, and so arcane spellcasters
  are often reviled as they further the draining of the life of the
  planet. In the reverse, there are preservers, who refuse to
  defile the planet in their castings.
  Nether Savant
  Nether Savant
  Starting at 2nd level, you discover a wicked ritual to enhance
  the speed you are able to learn spells. When adding a spell
  into your spellbook, you can choose to replace the magical
  inks required with your own blood. This halves the time
  required to add that spell to your book, in exchange you
  reduce your maximum Hit Points by ½ the spell’s level
  rounded up until you next gain a Level, or until one week
  passes, whichever comes first.
  Defiling Spell Fuel
  Defiling Spell Fuel
  When you choose the School of the Defiler at 2nd level you
  have learned to draw power from living things and use it to
  fuel stronger spell casts. You can increase a spell’s level by 1
  without consuming, or even needing access to, the higher
  slot. You cannot increase a spell’s level higher than 9.
  In exchange for doing this, you must take 1d6 necrotic
  damage for each level of the spell slot the spell is being cast
  in. This damage can be distributed among willing, paralyzed,
  or unconscious targets within 30 feet to avoid taking the
  damage yourself. If this damage reduces a creature to 0 hit
  points, they are killed and their body shrivels.
  You also have the option of destroying plant life in such a
  way that nothing can grow in that location ever again. The
  radius of this defiled area is equal to 10ft x Spell Level.
  At 10th level you can increase the spell’s level by 2, and at
  17th level you can increase the level by 3.
  Corrupted Essence
  Corrupted Essence
  When you reach 6th level your body has begun to become
  corrupted from your interactions with this dark magic. But
  the temptation to cast using it only becomes stronger from
  here. When you complete a short or long rest you gain a
  special pool of temporary hit points equal to twice your
  Wizard Level.
  These temporary hit points cannot be reduced by any
  means other than as fuel for your defiling.
  If a creature ever drains your health to heal themselves,
  such as by the vampiric touch spell, you can give away the
  temporary hit points, which will deal damage to them instead
  of healing.
  Defiled Resurgence
  Defiled Resurgence
  Once you reach 10th level, your journey down this dark path
  has granted you incredible powers to suck the life out of your
  enemies. This only encourages you more and more to
  continue defiling.
  Once per turn, when you deal damage to a creature using a
  spell of 1st level or higher, you restore a number of hit points
  equal to your Intelligence modifier.
  Steal Essence
  Steal Essence
  When you reach 14th level you have learned a horrible ritual
  to tear out the base substance of a creature; the more subtle
  and intricate pieces of their existence. As a bonus action you
  can force a creature within 30ft to make a saving throw using
  an ability score of your choosing. On a failed save, that ability
  score temporarily decreases by 2, and your same ability score
  temporarily increases by 2, up to a maximum of 30.
  Each turn you can choose to use your bonus action to
  maintain this effect and drain further power from them from
  the same ability score. If they succeed on the required saving
  throw, they restore their normal ability score, and you lose
  your temporary bonus. The effect also ends after 1 minute, if
  you fall unconscious, or if they die.
  If a creature is reduced to 0 in any ability score, they die.
  You can use this ability two times before you must
  complete a long rest to use it again.
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  New School of Magic: Buzz
  New School of Magic: Buzz
  The school of Buzz is not considered a full school in its own right, but rather a subschool. Each Buzz spell also belongs to one of
  the eight major schools of magic. Only Druids, Sorcerers, and Wizards can learn spells of the Buzz school.
  Chapter 2: Magic
  Chapter 2: Magic
  Cantrips (0 Level)
  Cantrips (0 Level)
  bzzz
  1st Level
  1st Level
  BZZZZZZZ
  2nd Level
  2nd Level
  Flight of the Bumblebee
  3rd Level
  3rd Level
  Not The Bees!
  4th Level
  4th Level
  Attack Formation Delta Sigma Epsilon
  5th Level
  5th Level
  Defense Formation Gamma Beta Omega
  6th Level
  6th Level
  Beep Grand Cherokeeper
  7th Level
  7th Level
  Creeping Swarm (of bees)
  9th Level
  9th Level
  Big Bee's Hand
  Buzz Spell Descriptions
  Buzz Spell Descriptions
  Attack Formation Delta Sigma Epsilon
  Attack Formation Delta Sigma Epsilon
  4th-level conjuration (buzz)
  Casting Time: 1 action
  Range: Self (cone, sphere, or line)
  Components: V, S, M (a generous helping of honey)
  Duration: Instantaneous
  When you cast this spell you summon a swarm of bees to
  ravage your enemies. You can command them to attack in a
  formation of your choice from the following list:
  30ft cone
  15ft radius sphere
  60ft line.
  The chosen formation originates from you. Make an attack
  roll against each creature within the formation. On a hit, the
  target takes 8d4 piercing damage, and 8d4 poison damage.
  At higher levels. When you cast this spell using a slot of
  5th level or higher, each of the damage type's damage
  increases by 2d4, and the range options increase by 5ft for
  each level above 4th.
  Beep Grand Cherokeeper
  Beep Grand Cherokeeper
  6th-level conjuration (buzz)
  Casting Time: 10 minutes
  Range: 30 feet
  Components: V, S, M (a truck)
  Duration: However long bees live for
  When you cast this spell you specify an object or series of
  objects taking up space no more than 30ft on any one side to
  be created and function entirely by bees. Within that space
  however the object can be as complex or simple as you want,
  as long as it is within the bounds of the bees to pull off. The
  bees can function as machine parts to, for example, create an
  assembly line of newspapers. They can also be used to create
  a vehicle to carry you and your companions, or a series of
  steeds. The bees will break apart if any part of the creation
  takes damage, and the spell ends.
  Big Bee's Hand
  Big Bee's Hand
  9th-level conjuration (buzz)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a spellscroll of Bugby's Hand, and a
  bee)
  Duration: Concentration, up to 1 minute
  You conjure a large buzzy bee hand in an unoccupied space
  within range. This hand has an AC of 20, 120 hit points, and
  uses your ability scores for casting and saving throws. The
  hand takes up the same space as a small sized creature, but
  can also move in a space as small as 1”.
  As a bonus action on your turn you can command the hand
  to cast any spell from the Buzz school of magic that is of 5th
  level or lower. The hand supplies any components necessary,
  concentrates for you, and does not consume spell slots when
  it casts a Buzz school spell.
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  bzzzz
  bzzzz
  Conjuration cantrip (buzz)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S, M (a dab of honey)
  Duration: Concentration, up to 1 minute
  When you cast this spell you summon a powerful bee from
  somewhere that is your ally and friend.
  When you cast this spell, and on each of your turns for the
  duration, you can use your bonus action to command the bee
  to attempt to sting a creature within range. They must
  succeed on a constitution saving throw or become poisoned
  until the end of your next turn. They also take 1 piercing
  damage. On a successful sting, the bee dies, and the spell
  ends.
  Constructs and incorporeal creatures cannot be stung by
  your bee.
  BZZZZZZZ
  BZZZZZZZ
  1st-level conjuration (buzz)
  Casting Time: 1 action
  Range: Self (10-foot radius)
  Components: V, S, M (a honeycomb)
  Duration: Concentration, up to 1 minute
  When you cast this spell you make a loud droning sound
  that summons a swarm of bees to surround you in a 10 foot
  radius, moving with you. Any creature that starts their turn in
  the area or enters it on their turn takes 1d6 piercing damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the radius increases by 5ft, and the
  damage increases by 1d6 for each slot above 1st.
  Creeping Swarm (of bees)
  Creeping Swarm (of bees)
  7th-level conjuration (buzz)
  Casting Time: 1 action
  Range: 900 feet
  Components: V, S, M (a bee hive)
  Duration: Concentration, up to 1 minute
  When you cast this spell you create a 100 foot line of bees
  perpendicular to you, with you at the center. The swarm of
  bees move 100 feet at the start of each of your turns directly
  forwards. The bees will find any way they can to continue
  their path, moving through holes as small as a single bee.
  Creatures caught in the path of the bees must make a
  Dexterity saving throw or be struck by the buzzing stinging
  havoc, taking 10d6 piercing damage on a failed save (half on
  success).
  Defense Formation Gamma Beta Omega
  Defense Formation Gamma Beta Omega
  5th-level conjuration (buzz)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a generous helping of honey)
  Duration: 1 round
  When you cast this spell you summon a swarm of bees to
  defend you and your companions. The bees coat you and your
  friends, buzzing furiously in your defense. You, and any
  creature of your choice within 30 feet have a bonus to your
  AC and Dexterity Saving Throws equal to +10 until the end of
  your next turn. This effect is lost for a creature that is hit by
  an attack or takes damage from a failed dexterity saving
  throw before the duration expires.
  At higher levels. When you cast this spell using a spell slot
  of 6th level or higher, the bonus increases by +2 for each slot
  above 5th.
  Flight of the Bumblebee
  Flight of the Bumblebee
  2nd-level conjuration (buzz)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a yummy lil flower)
  Duration: Concentration, up to 10 minutes
  When you cast this spell, a swarm of bumble bees lift you
  slightly off the ground, allowing you to bypass ground-based
  traps and other effects.
  In addition, when you cast this spell and on each turn
  thereafter for the duration, you can use a bonus action to be
  lifted and carried 10 feet in any direction. This movement
  does not provoke opportunity attacks.
  Not The Bees!
  Not The Bees!
  3rd-level conjuration (buzz)
  Casting Time: 1 action
  Range: 15 feet
  Components: V, S, M (a Nicholas Cage movie)
  Duration: Concentration, up to 1 minute
  When you cast this spell you unleash angry bees upon a
  target within range. The creature must succeed on a
  constitution saving throw at the end of each of their turns or
  become incapacitated by the bees until the end of their next
  turn. The creature can use an action to protect themselves to
  avoid needing to make a save for that turn.
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  New Enchantment Spells
  New Enchantment Spells
  Bard
  Bard
  Cantrips (0 Level)
  Cantrips (0 Level)
  Befuddle
  Incite Fear
  Pepper's Purpose
  Thought Jab
  1st Level
  1st Level
  Beguiling
  Fumble
  2nd Level
  2nd Level
  Character Flaw
  Hesitate
  Loosen Tongue
  Zone of Deception
  3rd Level
  3rd Level
  Dire Charm
  Excessive Indulgence
  4th Level
  4th Level
  Siren Song
  5th Level
  5th Level
  Impeding Permission
  Scapegoat
  Revenge
  6th Level
  6th Level
  Harmonic Discord
  Inflict Madness
  Lost Wanderer
  7th Level
  7th Level
  Endless Dance
  8th Level
  8th Level
  Agitate Crowd
  Disbelief
  9th Level
  9th Level
  Just A Game
  Xenophobic Rage
  Cleric
  Cleric
  Cantrips (0 Level)
  Cantrips (0 Level)
  Incite Fear
  1st Level
  1st Level
  Empathic Resonance
  2nd Level
  2nd Level
  Hesitate
  Zone of Deception
  3rd Level
  3rd Level
  Exessive Indulgence
  4th Level
  4th Level
  Peacebinding
  5th Level
  5th Level
  Scapegoat
  Revenge
  6th Level
  6th Level
  Inflict Madness
  8th Level
  8th Level
  Agitate Crowd
  9th Level
  9th Level
  Xenophobic Rage
  Druid
  Druid
  Cantrips (0 Level)
  Cantrips (0 Level)
  Pepper's Purpose
  4th Level
  4th Level
  Peacebinding
  Siren Song
  5th Level
  5th Level
  Nature's Charm
  Revenge
  6th Level
  6th Level
  Lost Wanderer
  9th Level
  9th Level
  Xenophobic Rage
  Paladin
  Paladin
  1st Level
  1st Level
  Empathic Resonance
  2nd Level
  2nd Level
  Hesitate
  Zone of Deception
  3rd Level
  3rd Level
  Targeted Awareness
  Excessive Indulgence
  4th Level
  4th Level
  Peacebinding
  5th Level
  5th Level
  Impeding Permission
  Oathbinding
  Revenge
  Ranger
  Ranger
  2nd Level
  2nd Level
  Hesitate
  3rd Level
  3rd Level
  Dire Charm
  Targeted Awareness
  Sorcerer
  Sorcerer
  Cantrips (0 Level)
  Cantrips (0 Level)
  Befuddle
  Incite Fear
  Thought Jab
  1st Level
  1st Level
  Beguiling
  Chaotic Magic
  3rd Level
  3rd Level
  Dire Charm
  4th Level
  4th Level
  Siren Song
  5th Level
  5th Level
  Impeding Permission
  Scapegoat
  6th Level
  6th Level
  Harmonic Discord
  Inflict Madness
  8th Level
  8th Level
  Agitate Crowd
  Disbelief
  Warlock
  Warlock
  Cantrips (0 Level)
  Cantrips (0 Level)
  Befuddle
  Incite Fear
  1st Level
  1st Level
  Beguiling
  2nd Level
  2nd Level
  Loosen Tongue
  Fumble
  3rd Level
  3rd Level
  Dire Charm
  Excessive Indulgence
  5th Level
  5th Level
  Impeding Permission
  Scapegoat
  6th Level
  6th Level
  Inflict Madness
  Lost Wanderer
  7th Level
  7th Level
  Endless Dance
  8th Level
  8th Level
  Agitate Crowd
  Disbelief
  9th Level
  9th Level
  Just A Game
  Xenophobic Rage
  Wizard
  Wizard
  Cantrips (0 Level)
  Cantrips (0 Level)
  Befuddle
  Incite Fear
  1st Level
  1st Level
  Fumble
  Beguiling
  2nd Level
  2nd Level
  Hesitate
  Loosen Tongue
  3rd Level
  3rd Level
  Dire Charm
  Targeted Awareness
  4th Level
  4th Level
  Siren Song
  5th Level
  5th Level
  Impeding Permission
  Scapegoat
  6th Level
  6th Level
  Harmonic Discord
  Inflict Madness
  Lost Wanderer
  7th Level
  7th Level
  Endless Dance
  8th Level
  8th Level
  Agitate Crowd
  Disbelief
  9th Level
  9th Level
  Just A Game
  Xenophobic Rage
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  Enchantment Spell
  Enchantment Spell
  Descriptions
  Descriptions
  Agitate Crowd
  Agitate Crowd
  8th-level enchantment
  Casting Time: 10 minutes
  Range: Self
  Components: V, S
  Duration: 8 hours
  This spell enables you to sway a large group of people
  toward accomplishing a specific goal. You must speak
  emphatically on the subject for 10 minutes, playing on the
  crowd’s emotions and reason, to inflame their fervor for or
  against a cause or person. You must be clear about the
  specific goal you want to achieve.
  For example, shouting that “The Academy of Wizards is
  evil and corrupt!” might make people dislike the academy, but
  it won’t spur them to action because it doesn’t tell them what
  to do. Adding “Follow me, and we’ll burn it to the ground!”
  will send a crowd of torch-bearing arsonists to the academy
  tower.
  The spell affects all sentient creatures that are able to hear
  and understand you within 120 feet. When you finish casting
  the spell, all potential targets of the spell who fail a Wisdom
  saving throw are compelled to follow your instructions for the
  duration of the spell, as long as those orders are in keeping
  with the goal stated in the speech and you personally lead
  them. If these conditions aren’t met, the spell ends. The spell
  also ends when the goal has been achieved.
  Befuddle
  Befuddle
  Enchantment cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  A creature within range that fails an Intelligence saving
  throw forgets the last round, becoming confused and losing
  their train of thought. The affected creature remains this way
  until the start of their next turn, and is unable to take
  reactions. Further, if the target creature is concentrating on a
  spell, they must immediately make a concentration save when
  Befuddle is cast on them.
  For example, if a lady sees someone running from her
  husband’s room with a dagger, this spell compels her to
  forget that image. But if the person with the dagger is still
  visible on her turn, she’ll wonder about it all over again.
  Beguiling
  Beguiling
  1st-level enchantment
  Casting Time: 1 bonus action
  Range: Sight
  Components: V
  Duration: 1 hour
  You become indistinct and enthralling as you twist the
  perception of yourself to others. When you cast this spell, and
  as a bonus action on your turn, you can designate 1 creature
  who can see you to become beguiled by you.
  While beguiled by you a creature is friendly to you and you
  make Charisma checks and Wisdom (Insight) checks
  towards them with advantage.
  In addition, you can change the perception of beguiled
  creatures in subtle ways. You can do one of the following as
  an action.
  Force them to believe a simple lie you tell them as long as
  it cannot be immediately proven to be false.
  Force them to perform a simple task for you that does not
  take them out of your sight, or subvert their loyalties.
  If a beguiled creature is forced to recognize what you have
  changed of their perception, they can attempt a Wisdom
  saving throw against your spellsave DC to end the beguiling.
  On a failed save they will change their thinking to rationalize
  the new information.
  If you or an ally attack a beguiled creature, they regain
  their senses. If a beguiled creature becomes unable to see
  you, they regain their senses. If you choose a new creature to
  beguile, the former regains their senses. In none of these
  circumstances does the creature know that they were
  charmed. A creature can be beguiled for no longer than 1
  hour before you must recast this spell to beguile them again.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the number of creatures you can
  have beguiled at one time increases by 2, and the time you
  can keep this spell active for increases by 1 hour, for each slot
  level above 1st.
  Chaotic Magic
  Chaotic Magic
  1st-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  A creature within range must succeed on a Charisma
  saving throw or they become unable to fully control their
  magic. Each time the creature uses magic, such as casting a
  spell, creating a spell-like effect, or a magical feature such as
  a dragon’s breath, but not using a magic item, roll on the wild
  magic table.
  Each time they roll on the wild magic table, they can reroll
  their saving throw as well.
  Character Flaw
  Character Flaw
  2nd-leel enchantment
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Concentration, up to 10 minutes
  One creature that you touch becomes unpleasant and gaffe-
  prone, provided it fails a Wisdom saving throw. Until the spell
  ends, the target creature has disadvantage on Charisma
  checks when interacting with other intelligent creatures, and
  if applicable must roleplay in such a way as to seem as if they
  are completely unaware of typical polite behaviour.
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  Dire Charm
  Dire Charm
  3rd-level enchantment
  Casting Time: 1 action
  Range: 200 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You magically infect a living creature with murderous
  impulses, unless that creature makes a successful Wisdom
  saving throw. If the saving throw fails, that creature will
  instantly go berserk, and will seek to destroy everyone
  around, friend and foe alike. On their turn the creature must
  use their action to attack the nearest creature, or to dash to
  the nearest creature if they cannot reach with their regular
  movement.
  Disbelief
  Disbelief
  8th-level enchantment
  Casting Time: 1 action
  Range: Self
  Components: None
  Duration: Concentration, up to 1 minute
  You convince yourself that as many as four objects or
  creatures of Huge size or smaller simply do not exist.
  Creatures you don’t believe in cannot harm or hinder you and
  you can pass right through them as if they were difficult
  terrain (you take 1d10 force damage if you end your turn
  inside a creature that doesn’t exist). Likewise, you cannot take
  action against a creature or object you don’t believe in.
  Empathic Resonance
  Empathic Resonance
  1st-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a holy symbol)
  Duration: Concentration, up to 1 minute
  One creature you touch becomes aware of the suffering it
  causes. Whenever the creature attempts to injure another
  creature, it must make a Wisdom saving throw. If the saving
  throw fails, then it cannot go through with its action and must
  choose to do something else.
  Endless Dance
  Endless Dance
  7th-level enchantment
  Casting Time: 1 action
  Range: Self (100-foot radius)
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You begin dancing wildly. All creatures within range who
  can see you must make a Wisdom saving throw. A creature
  who fails drops whatever it is holding and begins dancing
  with you. The creature may make a new saving throw each
  minute.
  After the first minute, the creature begins taking 1d8 force
  damage each round until the spell ends, the creature
  successfully makes a saving throw, or the creature dies.
  Excessive Indulgence
  Excessive Indulgence
  3rd-level enchantment
  Casting Time: 1 action
  Range: 15 feet
  Components: V
  Duration: Concentration, up to 1 minute
  You force a creature of your choice to succeed on a
  Wisdom saving throw or be forced to repeat the last action
  they took on each of their subsequent turns for the duration
  of the spell. If the creature has not taken an action recently
  then a more mundane action they have taken, such as
  snapping their fingers, becomes their indulgence and they
  must use their action to do it as much as possible.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, you can target one additional
  creature for each slot level above 3rd.
  Fumble
  Fumble
  1st-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a broken finger bone)
  Duration: Duration, up to 1 minute
  One creature you can see becomes cursed with clumsiness
  if it fails a Wisdom saving throw. While cursed, the creature
  must make a Dexterity saving throw to avoid falling prone
  whenever it moves at least half of its movement speed during
  its turn.
  It also must make a Dexterity saving throw after each
  weapon attack it makes to avoid dropping the weapon.
  Harmonic Discord
  Harmonic Discord
  6th-level enchantment
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  You create a discordant ringing sound that fills a 60-foot-
  radius sphere centered on you. When you move, the sphere
  moves with you.
  Any creature in the area must make a Constitution saving
  throw against your spell save DC when they try to cast a spell
  of 6th level or lower; if the saving throw fails, the spell fails
  and it has no effect.
  A creature maintaining a spell of 6th level or lower that
  requires concentration must make this saving throw at the
  beginning of each of its turns or it loses concentration and
  the spell ends.
  Creatures that can’t hear are immune to this effect.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, the maximum spell level that this
  spell can interrupt is less than or equal to the level of the
  spell slot you used.
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  Hesitate
  Hesitate
  2nd-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a seed)
  Duration: Instantaneous
  All creatures in a 20-foot-radius sphere centered on a point
  you can see must make Wisdom saving throws. Each
  creature that fails the saving throw hesitates briefly, reducing
  its initiative score by 5. If this changes its place in the
  initiative order, the creature uses the new position for the rest
  of the combat.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you reduce affected creature’s
  initiative by an additional 2 points for each slot level above
  2nd.
  Impeding Permission
  Impeding Permission
  5th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You choose one creature in range that you can see and that
  has an Intelligence of 5 or greater. That creature must make
  a Wisdom saving throw. If it fails, it is charmed by you for the
  duration. While the creature is charmed, they can only take
  actions that you directly approve of, such as by nodding, or by
  giving them detailed instructions to follow in advanced.
  At Higher Levels. When you cast this spell with a 6th-level
  or higher spell slot, the duration increases by one hour for
  every slot level above 5th
  Incite Fear
  Incite Fear
  Enchantment cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S, M (a part of a creature or object generally
  considered spooky, such as a spider or rat)
  Duration: Instantaneous
  You attempt to spook a creature within range. They must
  succeed on a Wisdom saving throw or become frightened of
  you until the end of their next turn.
  Inflict Madness
  Inflict Madness
  6th-level enchantment
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (an incomprehensible object from any
  other plane of existence worth at least 5,000gp)
  Duration: Instantaneous
  When you cast this spell on a creature with at least 8
  Intelligence they must succeed on a Wisdom saving throw or
  fall under the effect of a short-term madness for ten minutes.
  At the end of the 10 minutes they must succeed on a Wisdom
  saving throw or fall under the effect of a long-term madness
  for 1 week. At the end of the week they must succeed on one
  last Wisdom saving throw or fall under the effects of an
  indefinite madness.
  If the creature succeeds on any of the saving throws from
  this spell, the spell and the madness they are suffering from
  immediately ends.
  Just a Game
  Just a Game
  9th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  When you cast this spell you force a creature to succeed on
  an Intelligence check or be compelled to play a simple game
  until they are able to win. If you target a creature with less
  than 8 intelligence, the spell fails.
  The game might be one such as chess, three dragon ante,
  or similar mundane games. The pieces required for the game
  appear to be visible only to the creature afflicted with this
  spell and their opponent appears to be a featureless specter
  that will neither allow them to win, or engage them in
  conversation other than to explain the rules of the game.
  While the target is playing they appear translucent to those
  around them, and they cannot be interacted with in any way.
  The target must spend a full day attempting to win the
  game. At the end of each day they roll a DC 20 Intelligence
  check. If it succeeds, it wins the game and they are freed from
  the compulsion to play. While playing, the creature will
  neither eat, sleep, or drink, and may suffer exhaustion from
  this.
  Each day that the creature plays the game they gain an
  additive +1 bonus to their check as they learn how to beat the
  specter.
  Loosen tongue
  Loosen tongue
  2nd-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: S
  Duration: Instantaneous
  When you cast this spell, a creature within range must
  succeed on a Charisma saving throw or say a phrase of your
  choice no longer than 25 words. Whether or not the creature
  succeeds on the save, they do not know they said anything
  out of the ordinary or that they were under the effect of a
  spell.
  Lost Wanderer
  Lost Wanderer
  6th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a broken compass)
  Duration: 24 hours
  A creature you can see within range must make a Wisdom
  saving throw. If it fails, it is cursed with the inability to find its
  way for the duration of the spell. The creature can’t read
  maps or remember the route to anywhere. The creature can
  be led to a destination by another creature, but otherwise, it
  selects its path randomly.
  The curse doesn’t prevent the creature from making its way
  to destinations it can see. The effect can be ended by magic
  that lifts a curse.
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  Nature's Charm
  Nature's Charm
  5th-level enchantment
  Casting Time: 1 minute
  Range: Self (30-foot radius)
  Components: V, S
  Duration: 24 hours
  You cause one natural place to exert a special fascination
  to all creatures other than yourself and those native to the
  area. Any creature who enters the area must make an
  Intelligence saving throw to leave; otherwise, it will make up
  excuses as to why it wishes to stay.
  A creature will fight fiercely if someone attempts to make it
  leave the area, but will otherwise remain there peacefully.
  Oathbinding
  Oathbinding
  5th-level enchantment
  Casting Time: 10 minutes
  Range: Touch
  Components: V
  Duration: Agreed upon length
  You or one willing creature you touch vows to behave in a
  certain way for the length of the oath, which you both decided
  and agree to while casting. If the target breaks its vow, the
  oath includes the need to perform a certain act of contrition,
  which must be feasibly possible and not be suicidal in nature.
  Because this spell only affects willing creatures, it is effective
  on creatures that are immune to being charmed.
  If the creature breaks its vow, even unknowingly, it takes
  1d10 psychic damage. If the creature then fails to perform
  the chosen act of contrition within 1 week, it takes 5d10
  psychic damage, and its hit point total is reduced by that
  amount, until it performs the act of contrition.
  Breaking the vow and performing the act of contrition does
  not end the spell. You may choose to end the spell early by
  using an action to dismiss it, and a remove curse, greater
  restoration, or wish spell also ends it.
  Peacebinding
  Peacebinding
  4th-level enchantment
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  To cast this spell, you must be holding at least one weapon
  in your hand, and you must sheathe, sling, or drop every
  weapon you hold as the spell is cast. Each creature within a
  60ft radius must make a Wisdom saving throw. If a creature
  fails its saving throw, it too must put away its weapons, and it
  can’t attack or cast a spell that adversely affects its target for
  the duration of the peacebinding. If a creature under the
  effect of peacebinding is attacked, it is automatically released
  from the effect. If you draw a weapon or attack any creature,
  the spell ends immediately.
  Creatures with less than 7 intelligence automatically fail
  the saving throw.
  Pepper's Purpose
  Pepper's Purpose
  Enchantment cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: S, M (a pinch of pepper)
  Duration: Instantaneous
  One creature you can see sneezes loudly unless it makes a
  successful Constitution saving throw. In addition to revealing
  a creature’s presence, a failed save also gives the creature
  disadvantage on ability checks until the start of your next
  turn, as they are briefly disoriented from the force of the
  sneeze.
  Creatures that do not breath are unaffected by this spell.
  Revenge
  Revenge
  5th-level enchantment
  Casting Time: 8 hours
  Range: Self
  Components: V, S, M (an object involved in the triggering
  event, which the spell consumes. If the object is larger than
  5ft in any dimension only the portion you are touching is
  consumed)
  Duration: Until dispelled
  When you cast this spell you swear a powerful oath of
  revenge against one who has wronged you. While casting this
  spell you must lay your hand upon an object of intense
  importance to you that is representative of how they have
  wronged you.
  At the end of this ritual you spill your blood onto the object
  and it dissolves. The target must succeed on a Charisma
  saving throw or fall under the oath of revenge. The target has
  disadvantage on the save if the way they have wronged you
  was especially malicious and they did it on purpose knowing
  how malicious it was. The target has advantage on the save if
  they are genuinely mournful of their actions. If the creature is
  non-sentient, or does not know who you are, they
  automatically succeed on the save.
  If you or they stop actively pursuing each other the spell
  ends and whoever triggered this must succeed on a
  Constitution saving throw or die. This spell will also end if
  you have determined your revenge has been fulfilled, you have
  been defeated, you cast the spell again, or either of you dies.
  While this spell persists you and the target know which
  direction the other is, as long as you are on the same plane of
  existence, and you are consumed by the urge to find each
  other and settle things once and for all. Violent creatures may
  consider this to be in the form of combat, others may
  consider this to be a business deal, or some other
  competition such as a bardic duel.
  Once your showdown begins neither of you can flee until it
  is resolved. If you are forcefully removed from the situation,
  such as by teleportation against your will, the spell resumes
  as normal.
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  Scapegoat
  Scapegoat
  5th-level enchantment
  Casting Time: 1 action
  Range: 120 feet (20 foot radius sphere)
  Components: V, S, M (goat hair and a small stone)
  Duration: Concentration, up to 10 minutes
  You designate a target within range that this spell is
  centered on. Creatures within 20 feet of the target with at
  least 5 Intelligence must make an Intelligence saving throw.
  On a failure, they believe that the target is responsible for
  whatever troubles are plaguing them. This saving throw is at
  disadvantage if they already have reason to dislike or distrust
  the target.
  Given sufficient evidence to the contrary, affected creatures
  can remake the saving throw.
  Siren Song
  Siren Song
  4th-level enchantment
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (a large conch shell and a pint of
  water)
  Duration: Concentration, up to 10 minutes
  You choose one humanoid target within range that you can
  see. That target hears haunting, beautiful music and must
  make a Wisdom saving throw or become overwhelmed with
  the need to find the source.
  As the music is illusory, it has no actual source and so the
  target will wander aimlessly, however, when you cast this
  spell you can designate a location within for the target to
  believe the music is originating from
  The target will ignore all distractions and will attempt to
  walk through any obstacle that isn’t an obvious danger. The
  target may react violently against those who try to keep them
  from finding the source of the music.
  Though they will not leave on their own, if the target is ever
  at least 300 feet away from the location they were in when
  the spell was cast, the spell ends.
  Targeted Awareness
  Targeted Awareness
  3rd-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You choose a target creature within range that must
  succeed on a Wisdom saving throw. On a failed save you can
  describe in 25 words or less something that the creature
  becomes unable to notice. For example you may choose for a
  guard to be unable to notice your thief picking a lock.
  If what is blocked changes circumstances in such a way
  that the affected creature would be able to notice it, such as
  the door the thief unlocked opening and closing, they are able
  to remake the saving throw.
  If an unaffected creature brings what is blocked to the
  attention of the affected creature, they are able to remake the
  save with advantage.
  Thought Jab
  Thought Jab
  Enchantment cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You attempt to distract the thoughts of a creature within
  range by projecting your mind towards them.
  The target must succeed on a Charisma saving throw or
  take 1d4 psychic damage, and a concentration save triggered
  by this damage is rolled with disadvantage.
  This spell’s damage increases by 1d4 when you reach 5th
  level (2d4), 11th level (3d4), and 17th level (4d4).
  Xenophobic Rage
  Xenophobic Rage
  9th-level enchantment
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 24 hours
  You sow chaos by drawing upon the secret fears of any
  number of creatures within 50 feet that you can see to make
  them instantly aggressive toward anyone not of their own
  race. Each creature must make a Wisdom saving throw. If the
  saving throw fails, the creature feels the full effect of this
  spell; on a successful save, the creature is confused (per the
  confusion spell) for one minute.
  Targets that failed their saving throws become homicidal
  against creatures of a particular race, alignment, political
  party, or other identifying feature of your choosing. They see
  them as an enemy to be destroyed. They have no allies except
  creatures of their own similar feature, even if those creatures
  were their enemies before xenophobic rage was cast. If an
  affected creature is one of the identifying featured, they
  automatically succeed on the saving throw.
  Affected creatures must use all of their powers to the best
  of their ability to destroy the nearest enemies they can see.
  Each time an affected creature reduces another creature to 0
  hit points or kills it, it can repeat the Wisdom saving throw; a
  successful save ends the spell’s effect on that creature.
  Zone of Deception
  Zone of Deception
  2nd-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 10 minutes
  You create a magical zone that guards against the truth in a
  15-foot-radius sphere centered on a point of your choice
  within range. Until the spell ends, a creature that enters the
  spell’s area for the first time on a turn or starts its turn there
  must make a Charisma saving throw. On a failed save, a
  creature can’t speak the truth while in the radius.
  You know whether each creature succeeds or fails on its
  saving throw.
  An affected creature is aware of the spell and can thus
  avoid answering questions to which it doesn’t want to lie.
  Such a creature can hint at the truth as long as the bulk of its
  statement is a lie.
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  New Necromancy Spells
  New Necromancy Spells
  Bard
  Bard
  Cantrips (0 Level)
  Cantrips (0 Level)
  Blood Proxy
  Haunt
  1st Level
  1st Level
  Clot
  Death Grip
  Detect Undead
  Exhaust
  Haunting Breeze
  2nd Level
  2nd Level
  Crippling Stare
  Ghostly Apparition
  3rd Level
  3rd Level
  Blood Purge
  Weeping Wounds
  4th Level
  4th Level
  Pestilence
  Tomb Rot
  5th Level
  5th Level
  Curse of Undeath
  Magician's Gamble
  6th Level
  6th Level
  Wail of the Banshee
  8th Level
  8th Level
  Winds of Decay
  Cleric
  Cleric
  Cantrips (0 Level)
  Cantrips (0 Level)
  Blood Proxy
  Haunt
  Prevent Death
  1st Level
  1st Level
  Clot
  Death Grip
  Detect Undead
  Embalm
  Haunting Breeze
  Life Line
  2nd Level
  2nd Level
  Blood Feast
  Ghostly Apparition
  Skull Guardian
  3rd Level
  3rd Level
  Corpse Blast
  Maintain Control
  Weeping Wounds
  4th Level
  4th Level
  Icy Miasma of Death
  Tomb Rot
  5th Level
  5th Level
  Avoid Destruction
  Curse of Undeath
  6th Level
  6th Level
  Shadow of the Dead
  7th Level
  7th Level
  Empower Undead
  Immortalize
  8th Level
  8th Level
  Winds of Decay
  Druid
  Druid
  Cantrips (0 Level)
  Cantrips (0 Level)
  Blood Proxy
  Haunt
  Prevent Death
  1st Level
  1st Level
  Clot
  Death Grip
  Detect Undead
  Embalm
  Exhaust
  Haunting Breeze
  2nd Level
  2nd Level
  Blood Feast
  Crippling Stare
  3rd Level
  3rd Level
  Blood Purge
  Grave Dust
  4th Level
  4th Level
  Icy Miasma of Death
  Pestilence
  Tomb Rot
  5th Level
  5th Level
  Avoid Destruction
  6th Level
  6th Level
  Shadow of the Dead
  Wail of the Banshee
  7th Level
  7th Level
  Empower Undead
  8th Level
  8th Level
  Winds of Decay
  Paladin
  Paladin
  1st Level
  1st Level
  Clot
  Detect Undead
  Life Line
  2nd Level
  2nd Level
  Crippling Stare
  4th Level
  4th Level
  Icy Miasma of Death
  5th Level
  5th Level
  Avoid Destruction
  Curse of Undeath
  Ranger
  Ranger
  1st Level
  1st Level
  Clot
  Detect Undaed
  2nd Level
  2nd Level
  Blood Feast
  Skull Guardian
  Sorcerer
  Sorcerer
  Cantrips (0 Level)
  Cantrips (0 Level)
  Blood Proxy
  1st Level
  1st Level
  Death Grip
  Detect Undead
  Exhaust
  2nd Level
  2nd Level
  Crippling Stare
  Ethereal Conduit
  Skull Guardian
  3rd Level
  3rd Level
  Blood Purge
  Corpse Blast
  Dark Lightning
  Maintain Control
  Weeping Wounds
  4th Level
  4th Level
  Icy Miasma of Death
  Pestilence
  5th Level
  5th Level
  Avoid Destruction
  Magician's Gamble
  6th Level
  6th Level
  Incantation of Reaping
  8th Level
  8th Level
  Winds of Decay
  Warlock
  Warlock
  Cantrips (0 Level)
  Cantrips (0 Level)
  Haunt
  1st Level
  1st Level
  Death Grip
  Detect Undead
  Exhaust
  Embalm
  Haunting Breeze
  2nd Level
  2nd Level
  Crippling Stare
  Skull Guardian
  3rd Level
  3rd Level
  Blood Purge
  Corpse Blast
  Dark Lightning
  Maintain Control
  4th Level
  4th Level
  Icy Miasma of Death
  Pestilence
  5th Level
  5th Level
  Magician's Gamble
  6th Level
  6th Level
  Incantation of Reaping
  Shadow of the Dead
  Wail of the Banshee
  7th Level
  7th Level
  Empower Undead
  8th Level
  8th Level
  Winds of Decay
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  Necromancy Spell
  Necromancy Spell
  Descriptions
  Descriptions
  Avoid Destruction
  Avoid Destruction
  5th-level necromancy
  Casting Time: 1 Reaction, which you take when you are
  reduced to 0 hit points
  Range: Self
  Components: V, S, M (a miniature golden locust, worth at
  least 500gp)
  Duration: Instantaneous
  This incantation allows you to escape bodily destruction
  when you take damage that reduces you to 0 hit points. Your
  body explodes into a swarm of locust that fly away from the
  scene as quickly and directly as possible. This spell only
  protects you from actual physical destruction due to loss of
  Hit Points, it will not protect you from being slain by a spell
  or effect that causes death without actually dealing damage.
  You must sacrifice 1 Hit Dice when this spell is cast which
  will be returned to when you reform. If you do not have a Hit
  Dice to sacrifice, then the spell fails.
  While transformed into a locust swarm you have a Flying
  speed of 60ft and may perceive your surroundings as normal.
  You may stay in this form for up to 1 hour, after which you
  will automatically reform to your natural state, with 1 hit
  point, as well as 2 levels of exhaustion unless you already
  have 3 or more.
  Blood Feast
  Blood Feast
  2nd-level necromancy (ritual)
  Casting Time: 1 minute
  Range: 30ft
  Components: V, S, M (1 pint of blood for each vial created)
  Duration: Instantaneous
  This spell takes the blood of creatures and allow it to be
  feasted upon to fulfill all of a medium-sized creature's
  nourishment requirements for the day. For each pint of blood
  taken from a creature, they lose an amount of hit dice equal
  to ¼ of their maximum, and they cannot restore these lost hit
  dice on their next long rest.
  One pint of blood is enough to nourish 1 medium sized
  creature for 1 full day. After 24 hours the blood spoils and
  cannot be used in this way.
  Blood Proxy
  Blood Proxy
  Necromancy cantrip
  Casting Time: 1 action
  Range: Self
  Components: S, M (your own blood)
  Duration: Instantaneous
  This spell allows you to substitute a vial of fresh blood for
  the spell slot normally required to cast a spell. When you cast
  this spell, choose another spell with a casting time no higher
  than 1 action. You do not consume a spell slot for the spell
  you choose. Instead you take 1d12 necrotic damage for each
  spell slot level. This damage cannot be reduced or negated in
  any way.
  Blood Purge
  Blood Purge
  3rd-level necromancy
  Casting Time: 1 action
  Range: 30ft
  Components: V, S, M (a syringe)
  Duration: Instantaneous
  This grotesque spell causes a single victim who fails a
  Constitution saving throw to uncontrollably vomit up their
  blood. They take ¼ of their current Hit Points as poison
  damage. Undead and Constructs are immune to this spell.
  Clot
  Clot
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 minute
  With this minor incantation you are able to cause a
  creature's own blood to clot instantly if it should begin to flow
  due to a wound.
  For the duration all non-magical induced damage they
  suffer is reduced by your spellcasting modifier.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, you can target one additional
  creature for each slot level above 1st.
  Wizard
  Wizard
  Cantrips (0 Level)
  Cantrips (0 Level)
  Blood Proxy
  Haunt
  1st Level
  1st Level
  Death Grip
  Detect Undead
  Embalm
  2nd Level
  2nd Level
  Crippling Stare
  Ethereal Conduit
  Ghostly Apparition
  Skull Guardian
  3rd Level
  3rd Level
  Corpse Blast
  Dark Lightning
  Grave Dust
  Maintain Control
  Weeping Wounds
  4th Level
  4th Level
  Flight of the Scarabs
  Icy Miasma of Death
  Tomb Rot
  5th Level
  5th Level
  Avoid Destruction
  Curse of Undeath
  Magician's Gamble
  6th Level
  6th Level
  Incantation of Reaping
  Wail of the Banshee
  Shadow of the Dead
  7th Level
  7th Level
  Empower Undead
  Immortalize
  8th Level
  8th Level
  Winds of Decay
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  Corpse Blast
  Corpse Blast
  3rd-level necromancy
  Casting Time: 1 action
  Range: 120ft
  Components: V, S, M (cracked bones)
  Duration: Instantaneous
  With this incantation you cause a single corporeal Undead
  under your control to explode sending deadly bone fragments
  flying outwards to a range of 15ft. Creatures within the area
  must succeed on a Dexterity saving throw or take 10d8
  piercing damage, half damage on a success. The targeted
  Undead will be completely destroyed.
  If the chosen undead is under ½ of its maximum hit points,
  the damage done by this spell is only 5d8.
  Crippling Stare
  Crippling Stare
  2nd-level necromancy
  Casting Time: 1 action
  Range: Sight
  Components: S
  Duration: Concentration, up to 1 minute
  When you invoke this terrible spell your eyes fill with the
  hunger of death. The focus of your gaze will begin to have
  their life drained for as long as you maintain your stare upon
  them. When you cast this spell, and on each of your turns
  thereafter, you can choose to do 2d6 necrotic damage against
  any creature that you can see. This does not require an action
  as you simply look towards a creature you hope to harm.
  A creature can avert their gaze to avoid you targeting them,
  but they are effectively blinded when they do so.
  Curse of Undeath
  Curse of Undeath
  5th-level necromancy
  Casting Time: 1 action
  Range: 30ft
  Components: V, S, M (a hand from a lich, mummy, or
  vampire)
  Duration: Until Dispelled
  When you cast this spell on a living humanoid they must
  succeed on a Constitution saving throw or become cursed.
  Each of their ability scores is reduced by 1 and they lose 1 hit
  dice from their maximum, to a minimum of 1. After each
  minute that passes each of their ability scores are reduced by
  1 again.
  This process may only be halted with a remove curse spell,
  a greater restoration spell, or a wish spell. When ALL their
  ability scores reach 1, or they reach 0 Hit Dice maximum, the
  creature dies and rises as a zombie under the control of the
  caster of this spell.
  Dark Lightning
  Dark Lightning
  3rd-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a piece of obsidian)
  Duration: Instantaneous
  You call forth 3 charges of crackling black energy which
  hone in on a creature of your choice within range. Each
  charge deals 1d8+3 necrotic damage.
  Death Grip
  Death Grip
  1st-level necromancy
  Casting Time: 1 Action
  Range: 60 feet
  Components: V, S, M (a small, straight piece of bone)
  Duration: Concentration, up to 1 minute
  Choose a humanoid that you can see within range. The
  target must succeed on a Constitution saving throw or be
  stunned for the duration as they suffer the full effects of rigor
  mortis. At the end of each of its turns, the target can make
  another Constitution saving throw. On a success the spell
  ends.
  This spell has no effect on those without blood.
  Detect Undead
  Detect Undead
  1st-level necromancy (ritual)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a pair of eyes)
  Duration: Concentration, up to 10 minutes
  You are able to sense the presence of Undead, both
  corporeal and incorporeal, within range. You also know the
  Intelligence score of the undead you sense.
  The spell can penetrate most barriers, but it is blocked by 3
  feet of stone, 3 inches of common metal, a thin sheet of lead,
  or 10 feet of wood or dirt, unless the barrier blocking your
  detection is part of consecrated ground.
  Embalm
  Embalm
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  An undead creature you touch regains a number of hit
  points equal to 1d8 + your spellcasting ability modifier.
  This spell has no effect on living creatures or Ethereal
  Undead.
  At Higher Levels. When you cast this spell using a slot of
  2nd level or higher, the amount of hit points restored
  increases by 1d8 for each slot level above 1st.
  Empower Undead
  Empower Undead
  7th-level necromancy (ritual)
  Casting Time: 1 minute
  Range: 30ft
  Components: V, S, M (a full skeleton worth at least 100gp for
  each undead you are empowering, which the spell
  consumes)
  Duration: Instantaneous
  When you cast this spell choose up to 3 undead that are
  under your control within range. Each of these undead
  become empowered by you and gain the following benefits:
  You may command them as long as they are within 1 mile
  Their Strength, Dexterity, and Constitution are increased
  to 14 if they were not already higher, and their maximum
  hit points double
  They have advantage on saving throws against turn
  undead
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  Ethereal Conduit
  Ethereal Conduit
  2nd-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (blood in an ethereal state)
  Duration: 1 round
  This incantation allows your next spell to be able to affect
  the physical world while you are in an Ethereal state.
  Exhaust
  Exhaust
  1st-level necromancy
  Casting Time: 1 action
  Range: 30ft
  Components: V, S
  Duration: Concentration, up to 1 minute
  When you cast this spell you drain the energy rapidly from
  a creature within range. The creature must succeed on a
  Constitution saving throw or gain 1 level of exhaustion. At the
  end of each of the creature's turns they can roll the save
  again, gaining an additional level of exhaustion each time
  they fail the saving throw. A creature cannot gain more than 5
  levels of exhaustion from this spell. On a successful save the
  spell ends and the target returns to however many levels of
  exhaustion they had prior to the casting of this spell.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the number of creatures you can
  target increases by 1 for each slot level above 1st.
  Flight of the Scarabs
  Flight of the Scarabs
  4th-level necromancy (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (golden scarab pendant, worth at least
  500gp)
  Duration: Special
  When this spell is cast you summon forth a swarm of
  Scarabs (or other similarly small flying creatures) which
  descend upon, and seemingly devour, you as they carry you
  away to a new location that you are familiar with. The
  destination of the Scarab's travel is determined during the
  casting of the spell and may not be altered during the flight.
  Only a location known to you and that the beetles may freely
  enter may be chosen as a destination. If for some reason this
  location becomes inaccessible during their flight the Scarabs
  will deposit you as near to the desired site as possible. These
  Scarabs are able to fly at a speed of 20 mph, and fly 300 feet
  above the ground.
  The Swarm has resistance to Slashing, Piercing, and
  Bludgeoning damage, and is vulnerable to fire damage. The
  Swarm has ½ of your maximum hit points. If the swarm is
  destroyed the spell ends wherever it may be.
  It requires a full round for the Scarabs to consume you and
  carry you away, and for them to reform your body at your
  chosen destination. Flight of the Scarabs has a duration of
  however long is required for them to fly you to your chosen
  location.
  Ghostly Apparition
  Ghostly Apparition
  2nd-level necromancy
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (hair from a dead person)
  Duration: 10 minutes
  You create the appearance of a number of up to 5 soft
  glowing, ghostly humanoid shapes within range. When you
  cast this spell, and on each of your turns thereafter, the
  figures will move up to 30 feet. They naturally follow
  corridors or paths, and do not need to be controlled or
  overseen in any way. You can control them more closely as an
  action if desired, but only as long as they remain in sight.
  The first time a creature sees these humanoids, they must
  succeed on a Wisdom saving throw or become afraid of them.
  They can remake their save at the end of each of their turns.
  Grave Dust
  Grave Dust
  3rd-level necromancy
  Casting Time: 1 action
  Range: Self (15-foot cone)
  Components: S, M (dirt from a grave)
  Duration: 1 minute
  With a wave of your hand you blast out a cloud of necrotic
  dust in a 15ft cone originating from you which saps the
  senses of creatures caught in the cloud. Any creatures hit by
  the dust must succeed on a Constitution saving throw or lose
  access to their senses and become blinded and deafened for
  1 minute. A creature can use an action to douse themselves
  or an affected creature with holy water to remove the effect. A
  remove curse spell is also effective.
  Haunt
  Haunt
  Necromancy cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: S, M (a pure black feather)
  Duration: Instantaneous
  Whispering to the spirits you manifest a supernatural
  omen within range. You create one of the following magical
  effects within range:
  You cause a chilling breeze to sweep through the area to
  unsettle those within.
  You cause a creature to glimpse something evil and
  unnatural out of the corner of their eye that they cannot
  see even if they turn towards it, for 1 minute.
  You cause a creature to feel an uncomfortable urge for 1
  minute such as hunger, lust, or greed.
  You cause a creature to believe something unknown in the
  area is dangerous for 1 minute.
  You fill the area with vague whispers of the dead for 1
  minute, which creatures cannot source nor hear clearly.
  Creatures outside the area cannot hear the whispers.
  You harmlessly fling a small object a short distance.
  If you cast this spell multiple times, you can have up to
  three of its 1-minute effects active at a time, and you dismiss
  such an effect as an action.
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  Haunting Breeze
  Haunting Breeze
  1st-level necromancy
  Casting Time: Bonus action
  Range: 30 feet
  Components: M (a pure black raven's feather worth at least
  5gp, which is consumed by the spell)
  Duration: Instantaneous
  With a simple exhalation of your breath you cause a
  chilling breeze to sweep through an area in a 30ft radius
  centered on you. The breeze invokes an unsettling feeling
  upon those who feel it. Loose papers and other such light
  object will scatter and any unprotected flames will blow and
  flicker heavily, while small candles will be extinguished.
  Shadows seem darker and the creature may view the area to
  be more foreboding and ominous.
  The casting of this spell can only be detected by passive or
  active Wisdom (Perception) check against your spellsave DC.
  Icy Miasma of Death
  Icy Miasma of Death
  4th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  This spell infuses the area around you with the unholy
  coldness of death. Any living entity who enters this area feels
  the icy touch of death chill them to their bones, the area
  counts as difficult terrain for affected creatures, and they
  must succeed on a Constitution saving throw or take 5d8
  cold damage at the start of each of their turns, half damage
  on a successful save.
  Immortalize
  Immortalize
  7th-level necromancy
  Casting Time: 24 hours
  Range: Touch (60-foot radius)
  Components: V, S, M (a group of living people, who will die
  in place of the target)
  Duration: 1 year
  When you cast this spell you merge the lifelines of the
  target and a living person or group of people whose
  combined CR (minimum ⅛) meets or exceeds that of the
  target's CR, or level if they are a player character.
  The creature you touch at the conclusion of the casting of
  this spell becomes immortal to an extent. The first time this
  creature dies, they are instead restored to their maximum hit
  points, all their Hit Dice are restored, and they are cured of all
  curses, poisons, and diseases afflicting them. If the creature
  died of old age they are also reduced in age by 1 year,
  effectively granting them another year of life. When this
  happens, the living people used as the material component to
  this spell, who must be within 60 feet of you the entire
  duration of the casting, will die suddenly.
  If a person who was used as a material component for this
  spell dies at some point between the casting time and the
  time of the target's death, the target loses 1 maximum hit
  point for each person who has died. These lost maximum hit
  points cannot be restored in any way, as the creature was
  unable to fully revive and will never be whole.
  Finally, if by the end of 1 year the target has not died, the
  spell ends and all the creatures used for the material
  components are freed from their obligation. Otherwise, only
  a casting of the wish spell can end one's obligation to this
  spell.
  Incantation of Reaping
  Incantation of Reaping
  6th-level necromancy (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  This truly vile incantation formed the very cornerstone of
  many ancient foul sorcerers throughout history. When cast
  upon one who has recently expired this evil spell temporarily
  binds the soul of the victim to their own blood, which you are
  then able to mystically devour. This of course utterly destroys
  the soul of your victim as it in turn grants you great power.
  Invigorated by the raw vitality of your victim's blood you
  gain the ability to make a spell attack roll with advantage, or a
  saving throw a target makes against a spell you have cast
  have disadvantage. You may choose to do this for a number of
  spell castings of a total spell level equal to the target's
  maximum Hit Dice.
  Incantation of Reaping must be cast within 1 minute of the
  target's death or else their soul will have separated from their
  body completely. This spell may only be cast upon mortals
  that had a soul in life. Constructs and the Undead are
  immune to the spell's effects.
  Additional castings of this incantation while currently
  under its effect will increase the number of spells that may be
  cast with its imparted bonus. If the energies of the mystically
  devoured blood are not used within 24 hours they will dilute
  and become useless to you.
  Life Line
  Life Line
  1st-level necromancy
  Casting Time: 1 action
  Range: 30ft
  Components: V, S
  Duration: 1 hour
  When you cast this spell you create a connection between
  yourself and up to 3 willing creatures within range. As long as
  you are on the same plane of existence as a linked creature,
  they are resistant to all damage, and you take the same
  amount of damage they take.
  You can end this spell on one or more creatures as a
  reaction after they take damage, or as a bonus action on your
  turn, or you can simply end the spell on everyone for no
  action.
  At Higher Levels. When you cast this spell using a spell
  sot of 2nd level or higher, you can target 3 additional
  creatures for each slot level above 1st.
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  Locate Corpse
  Locate Corpse
  1st-level necromancy (ritual)
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a finger bone from a sentient creature,
  worth at least 10gp)
  Duration: Concentration, up to 10 minutes
  The finger bone you provide for this spell points you in the
  direction of any corpse within 100 feet, buried or no. It will
  choose randomly among corpses but will prioritize sentient
  creatures, however at any time you can describe a creature
  and the finger will direct you to a corpse that best matches
  that description. You can only provide descriptions of
  physical features.
  This spell can be used to locate undead, but not any corpse
  that has been mutilated beyond recognition, such as by
  disintegration.
  Magician's Gamble
  Magician's Gamble
  5th-level necromancy
  Casting Time: Bonus action
  Range: Self
  Components: V
  Duration: 1 hour
  When you cast this spell you flush your body with the raw
  arcane malleability of magic. Each time you roll a d20 you
  must flip a coin, on a heads you add +20 to the result, on a
  tails you subtract -20 from the result.
  You can end this spell as a bonus action.
  Maintain Control
  Maintain Control
  3rd-level necromancy
  Casting Time: Reaction
  Range: 60ft
  Components: V, S, M (vial of tainted holy water worth at
  least 15gp, which the spell consumes)
  Duration: Instantaneous
  When an undead creature under your control fails a saving
  throw to resist being turned, you can cast this spell to force
  them to succeed on the saving throw instead.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the amount of undead under your
  control you can allow to succeed on the save increases by 1
  for each slot level above 3rd.
  Pestilence
  Pestilence
  4th-level necromancy
  Casting Time: 1 action
  Range: 30ft
  Components: V, S
  Duration: Concentration, up to 1 minute
  You belch forth a streaming mass of scarabs and locust
  upon your foes. Those struck by this mass of insects become
  completely engulfed by them for the duration of the spell.
  This causes your victims to suffer 4d10 piercing damage at
  the start of each of their turns. Additionally, all actions by
  those affected are done with disadvantage due to the pain
  and distractions wrought by this foul swarm.
  Prevent Death
  Prevent Death
  Necromancy cantrip
  Casting Time: Reaction, which you take when a creature
  within 30 feet takes damage.
  Range: 30 feet
  Components: V, S, M (a shield)
  Duration: Instantaneous
  You reduce the damage the target takes by your
  spellcasting modifier (minimum 1). You have disadvantage on
  your next attack roll or ability check before the end of your
  next turn due to substituting the lost energy with your own.
  The amount of damage reduced increases by your
  spellcasting modifier when you reach 5th level (2x
  spellcasting modifier), 11th level (3x spellcasting modifier),
  and 17th level (4x spellcasting modifier)
  Shadow of the Dead
  Shadow of the Dead
  6th-level necromancy (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a broken lamp)
  Duration: 24 hours
  You cause an area around you up to a 1000ft radius to be
  plunged into the dark shadows of night. For all intents and
  purposes this area counts as night time, you can choose what
  phase the moon is in and roughly what the weather is like
  within, though you cannot create an entirely different climate
  from the area you are in. Within the area creatures of the
  night such as undead, vampires, werewolves, and others are
  invigorated. Shadows also seem darker and the area carries a
  sense of foreboding.
  Invigorated creatures within the area of effect, whether
  under your control or not, gain the following benefits:
  Advantage on Wisdom saving throws
  +2 to AC, Attack rolls, and Damage rolls
  10 Temporary Hit Points, which regenerate each hour
  These bonuses vanish when the spell ends, or when they
  exit its confines. The area affected by this spell is stationary
  once cast: it does not move with you. This spell will enhance
  you as well if you are Undead.
  If you cast this spell every day for 1 year, it becomes
  permanent until dispelled.
  Skull Guardian
  Skull Guardian
  2nd-level necromancy
  Casting Time: Bonus action
  Range: Self
  Components: V, S, M (A humanoid's skull worth at least
  10gp, which the spell consumes)
  Duration: 1 minute
  You animate an intact skull for the sole purpose of
  defending you from attacks.
  The risen skull will float around you at approximately waist
  level and increases your AC by your spellcasting modifier.
  When a melee attack misses you, you may use your reaction
  to parry and make one weapon attack against the attacking
  creature, with the skull acting as a 1d6 weapon using your
  spellcasting ability.
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  When a ranged attack misses you, you may use your reaction
  to catch the missile (if possible) and launch it back at the
  attacking creature if you can see them and they are within 60
  feet.
  Tomb Rot
  Tomb Rot
  4th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (bandages of a mummy worth 100gp,
  which the spell consumes)
  Duration: Instantaneous
  You attempt to lay your hand on your target and drain their
  health. Make a melee spell attack against the target. On a hit
  the target's skin blisters and decays where you touch,
  inflicting 6d8 Necrotic damage.
  In addition, the target must succeed on a Wisdom saving
  throw or be stricken by the Tomb Rot disease. The target
  ages 1d10+5 years and has disadvantage on Strength,
  Dexterity, and Constitution checks and saves until they
  complete a long rest. At the end of each long rest the target
  must succeed on a Wisdom saving throw again or age
  1d10+5 years and have disadvantage again. On a successful
  save they are cured of Tomb Rot.
  Wail of the Banshee
  Wail of the Banshee
  6th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a banshee feather)
  Duration: Instantaneous
  You rear back and emit a terrifying howl of pure evil,
  creatures who have taken damage within 120ft must succeed
  on a Wisdom saving throw or become afraid of you and be
  immediately reduced to ½ of their maximum hit points.
  Creatures immune to fear, that can't hear you, or are below ½
  of their maximum hit points already automatically pass the
  save.
  Weeping Wounds
  Weeping Wounds
  3rd-level necromancy
  Casting Time: 1 action
  Range: 10ft
  Components: V, S, M (a vial of poisoned blood)
  Duration: 1 minute (concentration)
  This incantation causes your target to bleed profusely and
  uncontrollably. The target must succeed on a Constitution
  saving throw or become vulnerable to all damage except for
  psychic damage.
  Winds of Decay
  Winds of Decay
  8th-level necromancy
  Casting Time: 1 action
  Range: 120ft
  Components: V, S, M (a handful of dust from an ancient
  civilization)
  Duration: Instantaneous
  You conjure forth an ancient wind from a time long
  forgotten that causes any and all inanimate objects it should
  blow upon to age in a matter of moments. In a 15ft radius
  within range, all non-magical items within this area are
  immediately aged by a thousand years and may crumble to
  dust. The size and weight of an object affected by this spell
  matters not, though if the target is larger than the template
  only those parts that fall within the area of effect will be
  destroyed, though this could cause large objects (such as a
  building) to collapse on their own.
  If a creature is within the area of this spell, they must
  succeed on a Dexterity saving throw to dive out of the area of
  the spell. On a failed save they age 1d10 x 10 years and all
  their non-magical equipment crumbles to dust. On a
  successful save they are unaffected.
  Animate Dead Variant
  Animate Dead Variant
  In order to better accomodate necromancy characters, this
  spell is a variation on the Animate Dead spell found in the
  player's handbook.
  Animate Dead
  Animate Dead
  1st-level necromancy (ritual)
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a drop of blood, a piece of flesh, and a
  pinch of bone dust)
  Duration: Instantaneous
  This 1st level variation of Animate Dead has the following
  changes:
  Instead of the undead being animated for 24 hours, it
  remains animated for just 1 hour.
  Each time 1 hour passes, you must suceed on a
  Concentration saving throw with a cumulative +2 to the
  DC. On a failed save it breaks free of your control.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, you can raise one additional
  undead per spell slot level above 1st.
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  New Miscellaneous Spells
  New Miscellaneous Spells
  Bard
  Bard
  Cantrips (0 Level)
  Cantrips (0 Level)
  Bring To
  Dissolve
  Forbid
  1st Level
  1st Level
  Bestow Enchantment
  Suppress
  Swap Position
  2nd Level
  2nd Level
  Equalize
  Sound Bubble
  Spike Armor
  3rd Level
  3rd Level
  Enchant Grenade
  Trick
  4th Level
  4th Level
  Command Trap
  Instant Audience
  8th Level
  8th Level
  Decree
  Cleric
  Cleric
  Cantrips (0 Level)
  Cantrips (0 Level)
  Detect Truth
  Forbid
  1st Level
  1st Level
  Bestow Enchantment
  Enchanted Shield of Agathys
  Leomund's Shield Wall
  Suppress
  2nd Level
  2nd Level
  Sense Death
  3rd Level
  3rd Level
  Detect Residents
  Summon the Depths
  4th Level
  4th Level
  Command Trap
  6th Level
  6th Level
  Set Time
  8th Level
  8th Level
  Decree
  9th Level
  9th Level
  Wrath
  Druid
  Druid
  1st Level
  1st Level
  Bestow Enchantment
  Corrupt Lines
  Enchanted shield of Agathys
  Geyser
  Leomund's Shield Wall
  3rd Level
  3rd Level
  Conjure Vehicle
  Summon the Depths
  4th Level
  4th Level
  Command Trap
  6th Level
  6th Level
  Set Time
  9th Level
  9th Level
  Wrath
  Paladin
  Paladin
  1st Level
  1st Level
  Bestow Enchantment
  Enchanted Shield of Agathys
  Leomund's Shield Wall
  2nd Level
  2nd Level
  Equalize
  Sense Death
  Spike Armor
  4th Level
  4th Level
  Detect Residents
  Ranger
  Ranger
  1st Level
  1st Level
  Corrupt Lines
  Enchanted Shield of Agathys
  Geyser
  Leomund's Shield Wall
  2nd Level
  2nd Level
  Spike Armor
  3rd Level
  3rd Level
  Conjure Vehicle
  Summon the Depths
  Sorcerer
  Sorcerer
  Cantrips (0 Level)
  Cantrips (0 Level)
  Bring To
  Dissolve
  Duplicate
  Forbid
  Telekinetic Flutter
  1st Level
  1st Level
  Bestow Enchantment
  Corrupt Lines
  Geyser
  Malleable Defense
  Swap Position
  3rd Level
  3rd Level
  Enchant Grenade
  Negate
  4th Level
  4th Level
  Command Trap
  5th Level
  5th Level
  Redirect Spell
  8th Level
  8th Level
  Decree
  Warlock
  Warlock
  Cantrips (0 Level)
  Cantrips (0 Level)
  Dissolve
  Forbid
  1st Level
  1st Level
  Enchanted Shield of Agathys
  Geyser
  Leomund's Shield Wall
  Swap Position
  2nd Level
  2nd Level
  Spike Armor
  3rd Level
  3rd Level
  Summon the Depths
  5th Level
  5th Level
  Redirect Spell
  9th Level
  9th Level
  Wrath
  Wizard
  Wizard
  Cantrips (0 Level)
  Cantrips (0 Level)
  Barrier of Force
  Bring To
  Detect Truth
  Dissolve
  Duplicate
  Forbid
  Reinforce
  Telekinetic Flutter
  1st Level
  1st Level
  Antigrav
  Bestow Enchantment
  Corrupt Lines
  Geyser
  Malleable Defense
  Remedy
  Shield of Cleansing
  Swap Position
  2nd Level
  2nd Level
  Conjure Platform
  Equalize
  Sense Death
  Spike Armor
  3rd Level
  3rd Level
  Conjure Vehicle
  Detect Residents
  Enchant Grenade
  Greater Alarm
  Negate
  4th Level
  4th Level
  Command Trap
  5th Level
  5th Level
  Redirect Spell
  6th Level
  6th Level
  Set Time
  8th Level
  8th Level
  Decree
  9th Level
  9th Level
  Perfect Teleportation
  Wrath
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  Spell Descriptions
  Spell Descriptions
  Antigrav
  Antigrav
  1st- level transmutation
  Casting Time: 1 bonus action
  Range: 10 feet
  Components: V, S
  Duration: 1 round
  When you cast this spell you reduce the effect of gravity on
  1 creature or object no larger than medium size. If the target
  is unwilling, it can make a Constitution saving throw. On a
  success, the spell has no effect.
  The target's weight is reduced to 10 pounds, unless it was
  already less than that. Its mass remains the same as before.
  Until the spell ends, the target is immune to falling damage.
  If the target was a creature, its jump distance is tripled
  until the spell ends, and it has advantage on Strength checks
  to climb. It has disadvantage on saving throws and ability
  checks made to resist being moved against its will.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, you can target 1 additional
  creature for each slot level above 1st.
  Barrier of Force
  Barrier of Force
  Conjuration cantrip
  Casting Time: 1 Action
  Range: 60 feet
  Components: V, S, M (a shard of glass)
  Duration: 1 round
  A spectral wall of force springs into existence at an empty
  point you choose within range. The wall appears in any
  orientation you choose, as a horizontal or vertical barrier or
  at an angle. It can be free floating or resting on a solid
  service. The barrier is 5ft by 5ft, and is ¼ inch thick. It lasts
  for the duration.
  The wall has an AC of 15, and has 10 hit points. The wall
  shatters if it holds a weight exceeding 50 pounds, but can
  resist shoves and attacks like normal.
  Bestow Enchantment
  Bestow Enchantment
  1st-level evocation
  Casting Time: Same as the chosen spell
  Range: Self
  Components: V
  Duration: Instantaneous
  When you cast this spell, choose a spell of equal or lower
  level with a range of Self that you can cast. You give another
  willing creature the effects of that spell, and they are able to
  control and benefit from that spell as if they had cast it
  themself.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, you can choose a spell of equal or
  lower level of the spell slot level used to cast this spell.
  Bring To
  Bring To
  Evocation cantrip
  Casting Time: 1 Action
  Range: 60 feet
  Components: V, S, M (a magnet with a piece of twine tied to
  it)
  Duration: Instantaneous
  When you cast this spell, you choose a creature no bigger
  than Large, or an object no bigger than 10 feet in any
  dimension. You attempt to either move yourself up to 30 feet
  towards the target, or to move the target up to 30 feet
  towards you. The movement is silent, as the object or you
  hover very slightly above the ground, but it must end in a safe
  space. An unwilling creature can succeed on a Strength
  saving throw to prevent the movement from this spell.
  Command Trap
  Command Trap
  4th-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  When you cast this spell you choose one trap you can see
  within range and make an ability check using your casting
  ability to attempt to seize control of the trap. The DC equals
  10 + the trap maker's relevant ability modifier. If you fail the
  check by 5 or more, the trap activates.
  On a success you learn how the trap works and you can
  magically alter the circumstances the trap's activation using
  no more than 25 words.
  Conjure Platform
  Conjure Platform
  2nd-level conjuration
  Casting Time: 1 Action
  Range: 120 feet
  Components: V, S, M (a cube of precious metal worth at
  least 15gp)
  Duration: 1 minute
  When you cast this spell you create a 10 foot cube within
  range that is made of either wood or stone. The cube is
  locked to its position, can hover in the air, and can hold up to
  1000 pounds.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the amount of cubes you can create
  increases by 1 for each slot level above 2nd.
  Conjure Vehicle
  Conjure Vehicle
  3rd-level conjuration (ritual)
  Casting Time: Up to 8 hours
  Range: Touch
  Components: S, M (see description)
  Duration: Up to 1 month
  With this spell you can build a vehicle to carry you and your
  party. When you cast this spell you can spend up to 8 hours
  crafting using any supplies on hand, such as driftwood,
  barrels and boxes, or scrap steel. The spell guides your hand
  and automatically instills the knowledge required to make the
  vehicle. For each hour you spend crafting, the vehicle can
  safely hold one additional person.
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  The vehicle has 8 hit points for every hour spent crafting it, it
  is immune to psychic and poison damage, and has resistance
  to all other damage types.
  Your vehicle can function for 1 week + 1 day per hour you
  spend building it, after which it begins to fall apart from wear
  and tear. You can prevent this by spending the time you
  originally spent crafting the vehicle maintaining it. Each day
  you do this extends the vehicle's lifespan for an additional day.
  If you do not maintain your vehicle, or at the end of the
  month limit, it will be slowly cease functioning and become
  unsalvageable over the 24 hours after its last maintenance.
  If you have high quality supplies, such as manufactured
  wood or fresh fully grown trees, as well as manufactured
  tools to make your vehicle, double all the numbers in this
  spell description including casting time and duration.
  After the vehicle falls apart, you cannot use these materials
  a second time as the material component for this spell. If you
  make a vehicle that requires a horse or similar creature to
  pull it, this spell does not supply one.
  Corrupt Lines
  Corrupt Lines
  1st-level evocation
  Casting Time: 1 Action
  Range: 30 feet
  Components: V, S, M (a small knife)
  Duration: Instantaneous
  You shout a command and gesture at any number of ropes
  and chains, such as fishing rods, nets, and bow strings. You
  can choose to destroy the lines, knot them to render them
  unusable, or manipulate them in any other number of ways
  such as to turn on their user. The line must be less than one
  inch in diameter. Magical lines can only become inoperable
  for up to 1 minute, as if they refuse to follow the user's
  commands.
  Creatures actively using a line can succeed on a Dexterity
  saving throw to avoid their tool being broken.
  Decree
  Decree
  8th-level transmutation
  Casting Time: 1 action
  Range: Self (up to 10-mile radius)
  Components: V, S, M (a bundle of copper wire)
  Duration: 1 round
  You choose a radius around you up to a maximum of 10
  miles and either whisper or shout a message. Each conscious
  creature within the area individually hears the message as
  whisper if that is how you spoke the message. If you shout
  the message then your voice will crash across the lands like
  the echo of thunder.
  This spell will not penetrate into areas of magical silence.
  At Higher Levels. When you cast this spell using a spell
  slot of 9th level, you can choose to deliver your message to
  the entire plane of existence.
  Detect Residents
  Detect Residents
  3rd-level Divination (ritual)
  Casting Time: 1 Action
  Range: Touch
  Components: V, S, M (a scroll with information on the
  location of the home written on it worth at least 50gp,
  which the spell consumes)
  Duration: Instantaneous
  You lay your hand upon the entrance to a home or other
  residency that is no more than 50 feet in any dimension. You
  learn the name that each creature who has lived there within
  the last week goes by. If a creature has multiple identities you
  learn the name of the one they most commonly used when
  within the home. If no one has lived in the home within the
  last week, you learn this and the spell ends.
  When casting this spell you can choose to target only one
  part of a building, such as an apartment, a tower in a castle,
  or a secret basement.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the maximum size of a dimension
  of the building increases by 50 feet for each slot level above
  3rd.
  Detect Truth
  Detect Truth
  Divination cantrip
  Casting Time: 1 Action
  Range: Touch
  Components: S
  Duration: Instantaneous
  You lay your hand on a willing creature and speak a yes or
  no question out loud. The creature's answer is revealed to you
  as a truth or a lie. You must be able to understand the
  language spoken.
  A clever target can pass a half truth off as a truth, or a dim
  witted creature can potentially misinterpret the question, or
  simply not know the answer.
  Dissolve
  Dissolve
  Transmutation cantrip
  Casting Time: 1 Action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  With a wave of your hand you create a sphere of energy
  within range that has a 1 foot diameter and dissolves objects
  within it. You do not need to be able to see the space that you
  cast this sphere into.
  This sphere deals 2d8 force damage to objects. Living
  substance is unaffected by this spell.
  This spell's damage increases by 2d8 when you reach 5th
  level (4d8), 11th level (6d8), and 17th level (8d8).
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  Duplicate
  Duplicate
  Conjuration cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S, M (a mirror)
  Duration: Concentration, up to 1 hour.
  You create a perfect copy of an inanimate object within
  range. The target must fit within a 5 foot cube and weigh no
  more than 10 pounds.
  The copy appears in your hand or, if you prefer, in an
  unoccupied space adjacent to you. If the original target is
  magical, the copy does not share any of its magical
  properties.
  The copy disappears when the spell ends.
  Enchant Grenade
  Enchant Grenade
  3rd-level transmutation
  Casting Time: 1 Action
  Range: Touch
  Components: V, S, M (up to 10 small objects to enchant)
  Duration: 10 minutes
  With this spell you enchant up to 10 small objects about 1
  inch in radius with an activation word of your choice. For the
  next 10 minutes, these items can be used by anyone as a
  grenade, or remote bomb. A creature who has held the
  grenade within the last minute is deemed the "owner" and is
  the only one who can activate the grenade with the keyword,
  until another creature holds the grenade. If no one has held
  the grenade for 1 minute, it cannot be activated until
  someone holds it.
  When the keyword is spoken for no action, one grenade of
  the speaking creature's choice will detonate if they can see it.
  Creatures within a 5ft radius of the detonation must succeed
  on a Dexterity saving throw against your spell save DC or
  take 2d6 + your spellcasting modifier fire damage, half
  damage on a miss.
  A creature can also throw the grenade and detonate it once
  it reaches another space.
  Enchanted Shield of Agathys
  Enchanted Shield of Agathys
  1st-level abjuration
  Casting Time: 1 Action
  Range: Touch
  Components: V, S, M (a glass bottle containing one of the
  following; a handful of leaves for acid, a cup of water for
  cold, a lump of coal for fire, a small metal rod for lightning,
  or a stick for poison)
  Duration: Concentration, up to 1 minute
  When you cast this spell, a coating of elemental energy
  covers the shield you touch. Choose acid, cold, fire, lightning,
  or poison.
  For the duration, every time a melee attack misses the
  creature wielding the shield, the spell deals 5 points of the
  chosen damage type to the creature that made the attack.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the damage dealt by the spell
  increases by 5 for each slot level above 1st.
  Equalize
  Equalize
  2nd-level abjuration
  Casting Time: 1 bonus action
  Range: 60 feet
  Components: V, S, M (a pair of balanced scales)
  Duration: Concentration, up to 1 minute
  When you cast this spell choose 2 creatures within range.
  You change one of the target's AC into the other target's AC
  for the duration. This can be used to grant a low AC creature
  another creature's much higher AC, or vice versa. An
  unwilling creature can roll a Constitution saving throw to
  negate the effect.
  On each of your turns you can use a bonus action to swap
  the two target creature's AC once again, this grants an
  unwilling creature another saving throw.
  Forbid
  Forbid
  Abjuration cantrip
  Casting Time: 1 Action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You point your finger at a creature within range and speak
  aloud something you forbid them from doing, such as
  attacking a certain creature, fleeing, hiding, standing up, or
  even crying or eating. Your forbidden action must be
  described in no more than 5 words.
  If the target fails a charisma saving throw, they cannot
  choose to do what you have forbidden them from doing until
  the end of your next turn.
  Geyser
  Geyser
  1st-level evocation
  Casting Time: 1 Reaction
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  When a creature moves within range you can use your
  reaction to force the creature to make a Dexterity saving
  throw as a 5x5 geyser appears and erupts beneath their feet.
  On a failed save the creature is flung 30ft into the air. The
  creature must be moving on solid ground, and when they land
  they are knocked prone. If they cannot go 30 feet upwards,
  they take 1d6 bludgeoning damage for each 10ft they go
  before they hit an object preventing their movement, such as
  a ceiling.
  If you cast this on a moving boat that could reasonably be
  flipped by the geyser, then the boat capsizes.
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  Greater Alarm
  Greater Alarm
  3rd-level abjuration (ritual)
  Casting Time: 1 minute
  Range: 300 feet
  Components: V, S, M (a tiny bell and a piece of fine gold
  wire)
  Duration: Until dispelled
  You set an alarm that activates on a trigger of your choice.
  Choose a door, window, or an area within range that is no
  larger than a 100-foot cube. Until the spell ends, an alarm
  alerts you whenever an event that you describe happens
  within the warded area. When you cast the spell describe a
  situation in no more than 25 words that activates the alarm,
  such as "Dinner is ready" or "Our note is found in the empty
  chest". You also choose whether the alarm is mental or
  audible.
  A mental alarm alerts you with a ping in your mind if you
  are on the same plane of existence as the warded area. This
  ping awakens you if you are sleeping.
  An audible alarm produces a sound of your choice for 10
  seconds that can be heard up to 300 feet away.
  Instant Audience
  Instant Audience
  4th-level conjuration (ritual)
  Casting Time: 1 Action
  Range: 30 feet
  Components: V, S, M (a bundle of tickets)
  Duration: 1 hour
  When this spell is cast, you determine a performance or
  contest of some kind that will occur within range of you. If
  the event does not begin at least 1 minute after casting, the
  spell ends. When cast, a crowd of audience members are
  magically conjured, entering the location from around
  corners, doors, trees, or simply fading into existence where
  no one is looking. The actual number of audience members
  appears to fluctuate depending on the scope of the
  performance, but the crowd, and individual audience
  members, will go no more than 60 feet away from the
  performance.
  The conjured audience contains a combination of races,
  gender, and social class appropriate to the occasion.
  Instant audience members act in every way like any other
  members of the audience. They walk around during
  intermission, talk, eat snacks, and so on. However, they
  always evade questions about their past, their history, or
  current events, as they have no past, no history, and have no
  idea as to what is going on in the world outside of the area
  they are in.
  Instant audience members will never fight or cast spells
  against a real creature, but they may fight amongst
  themselves and they can be bullies or braggarts if that is
  appropriate. A rogue shot or spell from an instant audience
  member will do no damage to a real creature.
  An instant audience member will vanish, along with all of
  the items they appeared with, if they take any damage from a
  real creature. Once the performance or the spell ends, instant
  audience members leave in an appropriate manner and
  vanish as soon as they are out of view.
  Leomund's Shield Wall
  Leomund's Shield Wall
  1st-level abjuration
  Casting Time: 1 Action
  Range: Touch
  Components: V, M (a small shard of glass)
  Duration: Concentration, up to 1 hour
  When you cast this spell, a barrier of force extends out of
  the shield you touch. The barrier extends 5 feet to the left and
  right, and 3 feet above and below the shield. Leomund's
  shield wall provides half cover to creatures behind it, and
  creatures behind the wall gain advantage on dexterity saving
  throws from spells cast from the other side of the wall.
  Malleable Defense
  Malleable Defense
  1st-level abjuration
  Casting Time: 1 Action
  Range: 60 feet
  Components: V, S, M (a set of dice worth at least 10gp)
  Duration: Concentration, up to 1 minute
  When you cast this spell you gain 2 glowing orbs of
  protective energy for the duration. Each of these orbs
  contains a +1 bonus. As a bonus action you can distribute
  these glowing orbs amongst any creatures within range,
  including yourself, and change any number of orbs from red
  to blue, or blue to red.
  Each red orb applies the +1 bonus to the creature's AC, and
  each blue orb applies the +1 bonus to a creature's saving
  throws. If a creature with a red orb is hit by an attack, one of
  the red orbs is destroyed. If a creature with a blue orb fails a
  saving throw, one of the blue orbs is destroyed.
  A single creature can only have 4 orbs at one time.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, you create 2 more orbs for each
  slot level above 1st.
  Negate
  Negate
  3rd-level abjuration
  Casting Time: 1 reaction
  Range: 30 feet
  Components: V, S, M (a pocket watch)
  Duration: Instantaneous
  When you cast this spell you can reverse time by a split
  second, allowing you to negate an action you saw within
  range. Everyone who witnessed the action remembers it
  happened, and the creature whose action was negated still
  has their action, allowing them to simply try again if they are
  so inclined.
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  Perfect Teleportation
  Perfect Teleportation
  9th-level Conjuration
  Casting Time: 1 minute
  Range: Special
  Components: V, S
  Duration: Instantaneous
  You teleport yourself and any number of creatures or
  objects within 30 ft of you to a location of your choice
  anywhere in the multiverse. Each object teleported can be no
  larger than 30 feet in any dimension. Unwilling creatures can
  make a Charisma saving throw; on a success, they are not
  teleported. If your chosen destination does not exist, you
  become aware of this fact, the casting is canceled, and the
  spell slot is not consumed.
  If the location is shielded against teleportation or planar
  travel, you can make an ability check with your spellcasting
  ability against the save DC of the effect blocking the
  teleportation. On a success, you pass through the shield and
  arrive at your intended location.
  On a fail, you cannot break through. You can either remain
  where you are, or the DM will describe up to 3 nearby
  locations you can teleport to instead. The spell slot is
  consumed either way.
  Redirect Spell
  Redirect Spell
  5th-level transmutation
  Casting Time: 1 reaction, which you take when you see a
  creature within 60 feet of you casting a spell
  Range: 60 feet
  Components: S
  Duration: Instantaneous 
  You attempt to redirect a creature in the process of casting
  a spell. If the creature is casting a spell of 5th level or lower,
  you learn what, and if relevant where, the creature is
  targeting and you can choose new targets for the spell. If it
  is casting a spell of 6th level or higher, make an ability
  check using your spellcasting ability. The DC equals 10 +
  the spell's level. On a success, you can redirect the spell.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, you can redirect the spell if its level
  is less than or equal to the level of the spell slot you used.
  Reinforce
  Reinforce
  Abjuration cantrip
  Casting Time: 1 Action
  Range: Touch
  Components: S
  Duration: Concentration, up to 1 minute
  At your touch an object solidifies and is magically
  reinforced against damage. The object gains DR 5, its AC
  becomes 10 if it was not already higher, and it gains 10
  temporary hit points. If you touch a structure such as a
  building or vehicle then only 1 brick, plank, or a single
  component such as a door or window will be reinforced.
  Living objects such as an animated sword or a warforged
  cannot be affected by this spell.
  Remedy
  Remedy
  1st-level evocation (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (25gp worth of grinded herbs)
  Duration: Instantaneous (see text)
  You perform one of several health care rituals. When you
  cast the spell, choose one of the following rituals, the target of
  which must be within 10 feet of you throughout the casting.
  In addition to the effect described, the target restores 1 hit
  point.
  Mend. You mend a minor injury on a creature. This ritual
  can heal a lingering injury (DMG pg. 272) unless the
  injury requires the regenerate spell, or perform minor
  surgeries such as setting a bone or repairing a fracture.
  Purify. You bolster a creature's immune system, allowing
  them to make a save against a poison or disease afflicting
  them. A creature cannot benefit from this ritual again until
  they complete a long rest.
  Anaesthetic. The creature cannot feel pain for 10
  minutes, the creature will still know it is being harmed.
  Cleanse. The creature has all scarring removed from the
  spots you touch. In addition, any wounds you touch cannot
  become infected.
  Sense Death
  Sense Death
  2nd-level divination (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a clear stone worth at least 50gp)
  Duration: Instantaneous
  You lay your hand on a humanoid corpse whose identity
  you can recognize. You replay the last minute of the creature's
  life, seeing and hearing from their senses. If the creature
  spoke while they could not hear, you can still tell what they
  were trying to say. If the creature falls unconscious or asleep
  during the minute you are seeing, your replay of the events
  ends. If the creature was not of their right mind, such as
  targeted by the charm person spell, you know they are under
  the effects of the spell.
  You must cast this spell within 1 day of the creature's
  death.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the amount of time you can see
  before the creature's death, and the casting time of this spell,
  increases by 1 minute for each slot level above 2nd.
  Set Time
  Set Time
  6th-level evocation (ritual)
  Casting Time: 1 hour
  Range: Self
  Components: V, S, M (a lit lantern filled with oil, which
  extinguishes when the spell is cast)
  Duration: 24 hours
  When you cast this spell choose a time of day. You cause an
  area around you up to 1 mile in radius to be forced to the
  time you choose for the duration. The time of day does not
  actually change when you cast this spell, it merely appears to
  be that time for the duration of the spell. However for all
  intents and purposes it is the chosen time within the area.
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  You can set the phase of the moon and make small
  adjustments to the weather in the area as well, but you
  cannot change the climate.
  If you cast this spell in the same place each day for 1 year,
  the duration becomes permanent.
  Shield of Cleansing
  Shield of Cleansing
  1st-level abjuration
  Casting Time: 1 Action
  Range: Touch
  Components: V, S, M (a broom)
  Duration: 24 hours
  When you cast this spell you touch a creature or object. For
  the duration the target cannot become dirty, rusted, or
  become spoiled if perishable.The target has advantage on
  saving throws they make to resist poisons and diseases. The
  target will also appear as clean as possible during this time. If
  a target object is broken or otherwise physically damaged in
  a way that prevents it from being used, the spell ends.
  If the target is a container such as a jar or a crate, this spell
  effects everything in the container.
  Sound Bubble
  Sound Bubble
  2nd-level abjuration
  Casting Time: 1 Action
  Range: 30 feet
  Components: S, M (a hollow glass ball at least 1-inch in
  radius)
  Duration: Concentration, up to 10 minutes
  When you cast this spell, an invisible bubble with a 5 foot
  radius springs into existence within range. Sound cannot
  pass through the walls of the bubble. Any sound made within
  cannot be heard from those outside of it, and sound outside
  of the bubble cannot be heard by those inside of it.
  Until the spell ends, you can use a bonus action on each of
  your subsequent turns to move the bubble up to 30 feet. If
  you move more than 30 feet away from the bubble, the spell
  ends.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the radius of the bubble increases
  by 5 feet for each slot level above 2nd.
  Spike Armor
  Spike Armor
  2nd-level abjuration
  Casting Time: 1 Action
  Range: 10 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  A willing creature you choose within range gains a spectral
  armor that attaches to them for the duration. While they have
  this armor, ½ of the damage dealt to them from any melee
  weapon attacks that hit them is dealt back to the attacking
  enemy as the armor lashes out at them.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the number of creatures you can
  target increases by 1 for each slot level above 2nd.
  Summon the Depths
  Summon the Depths
  3rd-level evocation
  Casting Time: 1 Action
  Range: Self
  Components: V, S, M (a living aquatic plant)
  Duration: Concentration, up to 1 minute
  A spherical area around you with a radius of 30ft becomes
  dark and cold and tinted blue, becoming dim light if it is in an
  area of bright light, or total darkness if in an area of dim light.
  A creature that enters the area or starts its turn there must
  succeed on a Wisdom saving throw or become afraid of you.
  When afraid from this spell the creature begins to drown and
  becomes incapacitated. They can remake the save at the start
  of each of their turns.
  Suppress
  Suppress
  1st-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  When you cast this spell you lay your hand onto a creature
  or object under the ongoing effects of a spell. If the spell is of
  1st level or lower the spell is suppressed for the duration. If
  the spell is of 2nd level or higher you must make an ability
  check using your spellcasting ability. The DC equals 10 + the
  spell's level, on a success the spell is suppressed.
  Once this spell ends, the spell resumes as if no time had
  passed for it. A creature that is concentrating on the effect
  must continue concentrating on the spell even while it is
  suppressed.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, you can suppress the spell if its
  level is less than or equal to the level of the spell slot you
  used.
  Swap Position
  Swap Position
  1st-level conjuration
  Casting Time: 1 Action
  Range: 60 feet
  Components: V, S, M (a pair of alike humanoid carvings)
  Duration: Instantaneous
  When you cast this spell, two creatures, including yourself,
  within range teleport to each other's spaces. An unwilling
  creature can succeed on a Charisma saving throw to prevent
  either person from teleporting.
  Trick
  Trick
  3rd-level illusion
  Casting Time: 1 bonus action
  Range: Self
  Components: S
  Duration: Special
  When you cast this spell, the next ability check you perform
  within the next 10 minutes appears to have a different result
  from what actually occurs. Those observing you, regardless
  of your roll, see a result of your choice as if you had rolled a
  either a 10 or a 20 on the d20 roll before adding your
  relevant modifiers.
  You do not actually roll a 10 or 20 however.
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  For example, if you cast this spell then fail an attempt to leap
  over a pit, others might see you succeed while you have
  actually failed and fallen.
  In addition, this spell will not enable you to appear to do
  the impossible, as some tasks are simply not able to be
  accomplished.
  The duration of this spell is however long the chosen ability
  check takes. If you are not in a position to have succeeded the
  check once the illusion fades however (such as by having
  fallen from the bridge in the example above), the illusion will
  fade and everyone will know it was an illusion. Otherwise,
  the spell shapes the illusion of you to move into a position
  you are currently in just as the spell ends to avoid any
  discrepency.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher you can appear to do the impossible
  regardless of what is able to be accomplished.
  Telekinetic Flutter
  Telekinetic Flutter
  Transmutation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You telekinetically move an object up to 30 feet in any
  direction. This movement is not fast enough to deal damage
  or break any tethers. The object can be no larger than 5 feet
  in any dimension, and no heavier than 50 pounds. You cannot
  target an item being worn by a creature, but you can target an
  item being held by a creature. When targeting an item held by
  a creature, the creature must succeed on a Strength saving
  throw against your spell save DC, or have the item ripped
  from their hand.
  If more than 50 pounds of force are applied to the object in
  any direction, the spell ends.
  Wrath
  Wrath
  9th-level evocation (ritual)
  Casting Time: 1 hour
  Range: Same plane of existence
  Components: V, S, M (a special component that varies
  according to the version of the spell you choose, worth at
  least 10,000gp, which the spell consumes)
  Duration: Until dispelled
  You unleash the fury of a god upon a location you are
  familiar with. The effect of this spell will affect out to
  whatever you deem is the borders of the area, but no further
  than 10 miles in any direction.
  When you cast the spell, you choose one of the following
  forms of your wrath.
  Describe a deity-like effect to plague the area as specifically
  as you can, such as poisoned water, indefinitely burning fires,
  or plagues of locust. At the end of this description you must
  declare an event that will end the wrath.
  Plague. The area is inflicted with a devastating plague.
  This can take the form of rotting the minerals which prevents
  them from being used, locusts which roam the area and
  devour all the vegetation they can, poisoned water and foods,
  forced undeath against any who die in the area, or other
  similar applications of a plague as determined by you and
  agreed upon by the DM.
  The special component for this version of the spell is the
  preserved hand of a dead creature.
  Storm. The area is wracked by a never ending storm. This
  can be a sandstorm, ice storm, hurricane, lightning storm,
  sporadic earthquakes, whirlpool, or any other similar natural
  phenomenon that can churn unendingly as determined by
  you and agreed upon by the DM.
  The special component for this version of the spell is a
  gemstone of a colour representing the storm you are creating.
  Flames. The area is ignited nearly entirely by ever burning
  flames. These flames cannot be put out with water, will not
  catch to any area outside of the determined location, and will
  move in such a way as to devour anything, or anybody, in their
  path. The flames will emphasize its spreading to target
  individuals or objects you determine and agreed upon by the
  DM.
  The special component for this version of the spell is a
  chunk of condensed volcanic rock.
  Imprisonment. The area becomes trapped in a literal or
  metaphorical prison. This prison can be in the form of a
  dome of force surrounding the location, the whole area
  becoming frozen in time, a command to act a certain way and
  never leave, or the conjuration and regeneration of powerful
  monsters that prevent anyone from leaving.
  The special component for this version of the spell is a
  clear crystal.
  Ending the Spell. During the casting of the spell, you must
  specify a condition that will cause the spell to end. The
  condition can be as specific or as elaborate as you choose,
  but the DM must agree that the condition is reasonable and
  has a likelihood of coming to pass. The conditions can be
  based on a creature's name, identity, or deity but otherwise
  must be based on observable actions or qualities and not
  based on intangibles such as level, class, or hit points.
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  CHAPTER 2 | MAGIC
  
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  N
  Sources and
  Sources and
  Changelog
  Changelog
  ot every single spell here was created
  completely originally by me. The ideas have
  come from all over the internet, and I
  modified them to make them better, more
  balanced, more interesting, more fun.
  In addition, the Rogue Hoard Raider was an idea originally
  made by Middle Finger of Vecna. The idea was revamped by
  me to make it more useful outside of extremely specific
  adventures and campaigns.
  Here are the spells I have edited as well.
  Agitate Crowd: The Book of Lost Spells
  Modified to make it 8th level to balance impact, added to
  warlock spell list
  Befuddle: The Book of Lost Spells
  Modified to more closely follow game mechanics
  Character Flaw: Book of Lost Spells
  modified to clarify usage and to place on the Bard spell list
  Dire Charm: The (Not Really) Complete Tome of Spells
  Modified to simplify
  Disbelief: The (Not Really) Complete Tome of Spells
  Modified to remove components to better match flavour
  Empathic Resonance: Book of Lost Spells
  Modified to follow 5th edition game design objectives, and
  balance
  Excessive Indulgence: D&D 2nd edition
  Updated to 5th edition rules
  Fumble: Book of Lost Spells
  Modified to simplify effects
  Harmonic Discord: Book of Lost Spells
  Modified to match spell level to strength of the spell, and to
  function in the same way as similar official spells. Due to this
  change, added to sorcerer, warlock, and wizard spell list
  Hesitate: Book of Lost Spells
  Modified to add higher spell slot casting effects
  Impeding Permission: The (Not Really) Complete Tome
  of Spells Creators forgot to put it on any spell lists, placed it
  onto some
  Lost Wanderer: Book of Lost Spells
  Modified to clean up description and match range with
  existing standards
  Nature’s Charm: The (Not Really) Complete Tome of
  Spells
  Modified to balance casting time
  Oathbinding: The (Not Really) Complete Tome of Spells
  Modified to allow caster and target to choose duration of
  the oath
  Peacebinding: Book of Lost Spells
  Modified to add to cleric and druid spell list
  Pepper’s Purpose: Book of Lost Spells
  Modified to make more of a competitive pick against other
  cantrips
  Scapegoat: The (Not Really) Complete Tome of Spells
  Modified to balance usage on groups of people
  Siren Song: The (Not Really) Complete Tome of Spells
  Modified to allow choosing a location the music originates
  from, and to allow a way for the spell to end on the target
  Xenophobic Rage: Book of Lost Spells
  Modified to be 9th level to balance impact and power of
  spell
  Zone of Deception: The (Not Really) Complete Tome of
  Spells
  Modified to add to paladin’s spell list
  Image Credits
  Image Credits
  Illustrations: DMs Guild Creator Resource
  Dice Image from GoodFreePhotos.com, licensed for use
  commercially.
  Cartoon Bee Image from PublicDomainPictures.net,
  licensed for use commercially.
  Second Cartoon Bee Image from Wikimedia Commons,
  licensed for use commercially.
  49
  CHAPTER 3 | SOURCES AND CHANGES
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/A Thousand Classes A Thousand More v1.1.pdf