Alternate earth where the governments of today’s world unified and began conducting experiments.
Played | 5 times |
Cloned | 0 times |
Created | 208 days ago |
Last Updated | 54 days ago |
Visibility | Public |
Domination
A target creature within 500 ft. must make a Wisdom saving throw against DC 16 + your Intelligence modifier + your proficiency bonus. On a failed save, you gain complete control over the creature for 1 month. The creature will do exactly as you command. On a successful save, the creature is not dominated but must take 12d12 psychic damage. The creature can attempt to break the control once per day. If broken, they suffer 12d12 psychic damage plus an additional 1d12 for each day they were under your control.
Flesh of the World
Your tendrils reach deep into the earth and you shift your environment into a mutated organism-like state. All creatures within a 240 ft. radius must make a Constitution saving throw against DC 12 + your Intelligence modifier + proficiency bonus. On a failed save the creature takes 12d10 necrotic damage and becomes petrified into natural stone. On a successful save, the creature takes half as much damage and is not petrified.
Swarm & Sovereignty
You release a swarm of parasitic insects in a 30 ft. radius from a point within 60 ft. of you. Any creature in the area must make a Wisdom saving throw against DC 10 + your Intelligence modifier + proficiency bonus. On a failed save, creatures take 4d6 psychic damage and are Charmed and controlled by you for up to an hour. The creatures will perform basic commands like "defend me," "guard this area," "fight beside me," etc. on a successful save, they take half as much damage and are not Charmed.
Bio-Tsunami
You root yourself into the ground and tap into the life force of the natural elements around you. You cause a flood of elements (vines, spores, acidic plants, poisonous plants, etc.) to surge in a 60 ft. cone. All creatures within the cone must make a Dexterity saving throw. On a failed save, they take 8d6 poison damage and are knocked prone. On a successful save they take half as much damage and are not knocked prone.
Genome Overload
Your tendrils extend and you make a ranged attack against a creature you can see within 60 ft. On a hit, they must make a Constitution saving throw against DC 8 + your Intelligence modifier + proficiency bonus. On a failed save they take 6d6 necrotic damage and you choose one of the following conditions to apply to them: blinded, charmed, deafened, frightened, grappled, paralyzed, poisoned, or stunned. On a successful save they take half as much damage and receive no conditions.
Parasitic Embrace
You make an unarmed strike against a creature. On a hit, you wrap your tendrils around them and the target makes a Constitution saving throw against DC 8 + your Intelligence modifier + proficiency bonus. On a failed save they take 6d6 necrotic damage and you gain +2 Strength, +2 Constitution, and gain advantage on Strength checks/saving throws and Athletics checks for 1 minute. On a successful save they take half as much damage and you do not gain any additional buffs.
Life Drain
You reach your tendrils into the ground and attach them to all enemy creatures within a 30 ft. radius from you. All enemy creatures within the area must make a Constitution saving throw against a DC 10 + your Intelligence modifier + proficiency bonus. On a failed save they take 5d6 necrotic damage. On a successful save they take half as much damage. You and any allies within the radius regain hit points equal to half the damage dealt.
Parasitic Ascension
You root yourself into the ground of your environment. For 1 minute you gain +2 AC, gain immunity to your choice of one of the following damage types: acid, fire, necrotic, or poison, and gain advantage on saving throws against being charmed or frightened. You half your speed during the duration.
Parasitic Puppeteer
You extend your tendrils and make a ranged attack against a creature that you can see within 60 ft. On a hit, the creature makes a Constitution saving throw against a DC 8 + your Intelligence modifier + proficiency bonus. On a failed save, the target takes 2d6 Psychic damage becomes paralyzed as parasites infiltrate their nervous system. On a successful save, they take half as much damage and are not paralyzed. While paralyzed, you can control their body, moving them up to 30 feet and performing one action (except for casting spells). This control lasts for 1 minute or until the creature makes a successful Constitution saving throw at the end of its turns.
Viral Burst
You extend your tendrils into the ground and then choose a point within 60 ft. that you can see. You cause a viral cloud to explode across a 20 ft. radius from the point you chose. All creatures within that radius must make a Constitution saving throw against a DC 8 + your Intelligence modifier + proficiency bonus. On a failed save creatures take 4d6 Poison damage as they are infected with the virus. On a successful save they take half as much damage and are not poisoned. An infected creature must succeed on a Constitution saving throw at the end of each of its turns or take an additional 2d6 poison damage.
Nightmare
You make a ranged attack against a creature within 30 ft. of you. On a hit, the creature makes a Wisdom saving throw against DC 8 + your Intelligence modifier + proficiency bonus. On a failed save the creature takes 2d6 Psychic damage and becomes frightened for 1 minute as they witness grotesque transformations to themselves and the environment around them. On a successful save they take half as much damage and are not frightened.
Mutagenic Transformation
You extend tendrils to touch a creature in melee range. You alter their biological makeup and can cause them to grow larger or shrink smaller. For the next hour, the creature's size moves up or down a single category (small to medium, medium to large, large to medium, etc.). That creature gains +2 Strength with enlargement or +2 Dexterity with shrinking. They must also take a -1 penalty to Intelligence, Wisdom, or Charisma. You choose both the buff and debuff.
Infestation
Make a ranged attack against a target creature within 30 ft. of you. On a hit, that creature must make a Constitution saving throw against DC 8 + your Intelligence modifier + proficiency bonus. On a failed save, the creature takes 2d6 necrotic damage and become stunned for 1 minute as their body is wracked with pain. On a successful save they take half as much damage and are stunned for 1 round. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Symbiotic Shield
Target another creature within 30 ft. of you. For the next hour, both you and the target gain +2 to AC and gain temporary HP equal to twice your level. For the duration, any time the target creature takes damage you each split the damage evenly (rounded down). This bond lasts until the temporary hit points are depleted or the duration ends.
Microsporidia
You extend your tendrils into the ground and release a burst of toxic cloud of spores within 30 ft. of you. The cloud has a 10 ft. radius. All creatures within the area must make a Constitution saving throw against a DC 8 + Intelligence modifier + proficiency bonus. On a failed save, they take 2d6 poison damage and are poisoned for 1 minute. On a successful save, they take half as much damage and are poisoned for 1 round.
Fleshcraft
You extend tendrils to a creature within 10 ft. of you (including yourself) and temporarily enhance their physical capabilities. For the next 10 minutes, the creature gains +2 to your choice of Dexterity, Strength, or Constitution. They also gain advantage on Acrobatics and Athletics checks for the duration.
Leech
You make a melee touch attack against a creature. On a hit, the creature suffers 1d8 necrotic damage and you gain hit points equal to the damage dealt. This scales to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.
Tendril Entanglement
You stretch multiple tendrils to each enemy within 15 ft. of you. Each creature must make a Strength saving throw against DC 8 + your Intelligence modifier. On a failed save, they are restrained and take 2d6 necrotic damage. On a successful save, they take half as much damage and are not restrained.
Siphon
Choose a creature within 30 ft. They must succeed on a Constitution saving throw of DC 8 + your Intelligence modifier or take 1d6 necrotic damage, and you regain hit points equal to half the damage dealt. On a successful save, the creature takes half as much damage and you do not regain any hit points. The creature can be affected by this ability once per short rest.
Chitinous Tendril
You can extend a small, tentacle-like appendage from your body within 30 ft. to interact with an object in your environment. You may interact with that object to complete simple tasks such as tying knots, opening/closing doors, or lifting/pushing up to 10 lbs.
Elemental Infusion
You gain the ability to absorb and channel elemental energy. Choose an element (fire, cold, or lightning) to harness. As a bonus action, you can deal 1d6 elemental damage with your attacks for 1 minute.
Hostile Mutation
You are able to change one of your extremities into a natural weapon that causes slashing or piercing damage. (e.g. claws, fangs, pincers, barbs, thorns, etc.) You make an unarmed strike against a creature. Your unarmed strikes deal an additional 1d6 damage.
Parasitic Whisper
As an action, you extend your tendrils toward one creature within 30 feet. You may whisper something into their mind. The creature must make a Wisdom saving throw against a DC 8 + your Intelligence modifier or take 1d4 Psychic damage and become charmed for 1 minute. On a successful save, they do not take any damage and are not charmed. While charmed, they must follow a simple suggestion (no more complicated than a few words of action), but they will not act against their nature or harm themselves. They may attempt to make the saving throw again at the end of each of their turns.
Parasitic Adaptation
Your body has begun to adapt to the mutations around you. You gain resistance to one of the following damage types: -Acid -Necrotic -Poison You may use this ability once per short rest or long rest and must choose the damage type resistance immediately following the rest.
Biofeedback
You may attach to or touch a creature (including yourself) and you expend one of your hit die to heal them. They regain HP equal to the result of the hit die + your Wisdom modifier.
Titan's Legacy
You recover from any negative effects, your speed increases by 15 ft, your Strength increases by 10, and you make 3 melee attacks on up to 3 targets within 20 ft of you. Each target takes damage equal to 10d10 + your Strength modifier, is knocked prone, and makes a Constitution saving throw (DC 10 + your Strength modifier + proficiency bonus). On a failed save, they are stunned until the end of your next turn. On a successful save, they are not stunned. You can use this ability once per week.
Boundless Strength
You increase your Strength and Constitution by 5 and then make a melee attack against a target. The target makes a Strength saving throw (DC 8 + Strength modifier + proficiency bonus). On a failed save, they take 8d6 damage, are knocked back 30 ft, and are stunned until the end of your next turn. On a successful save, they take half as much damage, are pushed back 15 ft, and are not stunned. You can use this ability once per long rest.
Invincible
You become immune to being knocked prone, knocked back, or moved by any effect that isn't telekinetic.
Indomitable
You make a melee attack against all enemy creatures within 10 ft of you. On a hit, you deal damage equal to 4d8 + your Strength modifier and they make a Strength saving throw (DC 8 + Strength modifier + proficiency bonus). On a failed save, they are knocked back 10 ft in any direction. On a successful save, they take half as much damage and are not knocked back.
Fury Unleashed
For your next 3 turns you gain the following: -You make 2 melee attacks during your attack action -Your hits deal 4d8 damage -you gain resistance to all damage -You have advantage on all Strength checks and Strength saving throws You can use this once per long rest.
Devastating Impact
You target a creature with a melee attack. If it hits, you deal 5d6 damage to the target, you create a shockwave, and then deal 2d6 to any creatures within 10 ft of you. You can use this a number of times equal to your Strength modifier and replenish expended uses after a long rest.
Earthquake
You can slam the ground, causing a 20-foot radius area to become difficult terrain. Creatures in the area must make a Strength saving throw (DC 8 + Strength modifier + proficiency bonus). On a failed save, creatures take 3d6 damage and are knocked prone. On a successful save, they take half as much damage and are not knocked prone.
Crushing Impact
You smack a target creature with a melee attack. If it hits, the attack deals 4d6 damage and the target makes a Constitution saving throw (DC 8 + Strength modifier + proficiency bonus). On a failed save, the creature is stunned until the end of your next turn. On a successful save, they are not stunned.
Titan's Resilience
You gain temporary hit points equal to your Constitution modifier (minimum 1) at the start of each of your turns, lasting until the start of your next turn. In addition, you can use your action to brace yourself, gaining resistance to all damage types for 1 minute. You can use this feature once per long rest.
Titanic Combat
You use your bonus action to make another melee attack. This attack deals 2d6 damage + your Strength modifier.
Giant's Reach
You can grow to double your height, increasing your reach to 15 ft for melee attacks and granting advantage on Strength-based attacks.
Trample
You can charge through enemies for up to your speed, making a Strength (Athletics) check against a creature's Strength or Dexterity saving throw to deal 3d6 damage and knock them prone. On successful save, they take half as much damage and are not knocked prone.
Tremors
As a bonus action, you can stomp the ground with your massive strength, causing the earth to shake. Each creature within 15 feet of you must make a Strength saving throw (DC 8 + Strength modifier + proficiency bonus). On a failed save, creatures take 1d8 damage + your Titan level and are knocked prone. On a successful one, they take half as much damage and are not knocked prone. This ability can be used once per short rest.
Power Strike
You make a melee weapon attack against a creature and deal additional damage equal to 2d8 damage + your Titan level. You can use this ability a number of times equal to your Strength modifier (minimum once), regaining expended uses after a long rest.
Titan Strength
You make a melee attack against a single creature. On a hit, your attack does 2d8 damage + your Strength modifier. You can use this ability a number of times equal to your Strength modifier. You replenish any expended uses after a long rest.
Titan Endurance
You may use this ability as a reaction. You gain advantage on saving throws against being restrained, grappled, or knocked prone. You also gain advantage on attacks that you attempt to restrain, grapple, or knock prone an enemy.
Titan Vitality
Your HP maximum temporarily increases by your Titan level + Constitution modifier, doubled, up to a maximum of 60 HP. This ability lasts for 1 hour and can be used a number of times equal to your Constitution modifier. This can be used once per long rest and you regain expended uses after a long rest.
Form of the Ancient Dragon
You can take on the form of an ancient gold dragon for 1 hour. The only stat that doesn't change is your HP. Your stats are as follows: AC 22 Speed 40 ft, Fly 80 ft, Swim 40 ft Blindsight 60 ft, Darkvision 120 ft Passive Perception 27 STR 28 (+9) DEX 14 (+2) CON 29 (+9) INT 18 (+4) WIS 17 (+3) CHA 30 (+10) You can breathe air & water. You have 3 Legendary Resistances - If you fail a saving throw, you succeed instead Actions are as follows: You have multi attack, making 3 attacks per turn - 1 bite, 1 claw, 1 tail Bite: +17 to hit, 15 ft reach, 3d10 piercing damage Claw: +17 to hit, 10 ft reach, 3d6 slashing damage Tail: +19 to hit, 20 ft reach, 3d8 bludgeoning damage OR You have a single use of Fire Breath - you exhale fire in a 90 ft come and each creature in that area must make a DC 24 Dexterity saving throw, taking 13d10 fire damage on a failed save, or half as much on a success. This form drains you, your STR, DEX, and CHA become 3 for 24 hours. You can't use this for 1 week.
Venom Injection
While in another form, you secrete a venom from whatever weapon (claws, teeth, talons, etc.) you have formed on your body and make an automatic hitting melee attack against a single creature. The creature makes a Constitution saving throw (DC 12 + Charisma modifier + proficiency bonus). On a failed save, they take 6d6 poison damage and are poisoned until they make the saving throw. They have disadvantage on ability checks and attack rolls while poisoned. They can make the saving throw at the end of each of their turns. On a successful save, they take half as much damage and are not poisoned.
Two Can Play That Game
You become a doppelganger of an enemy creature and the enemy creature makes a Wisdom saving throw (DC 10 + Charisma modifier + proficiency bonus). On a failed save, you leave the enemy in confusion and surprise and are allowed two melee attacks that deal an additional 4d8 slashing/bludgeoning/piercing damage. On a successful save, they are not surprised but you can still make a single melee attack with no additional damage.
Pack Leader
You inspire ally creatures within 30 ft of you when in your animal forms. You grant them temporary hit points equal to your Metamorph level + Charisma modifier + proficiency bonus. You grant them a bonus to attack rolls and bonus damage equal to your Charisma modifier. You and your allies must target against a common enemy to receive the attack and damage bonuses.
Unrivaled Adaptation
You automatically succeed on ability checks and saving throws related to Strength and Dexterity when in a beast form. You can succeed on other ability checks and saving throws as long as the form you take is related to the check/throw in some way.
Titanic Form
You increase the size of the creature you have shifted into up to Huge or Massive. While in this form you increase your HP by 1d12 + Charisma modifier, can add your Charisma modifier to your attack rolls, and deal an additional 1d10 on your damage rolls.
Chimeric Mastery
Choose one of the following: -You gain resistance to all damage types -You deal an additional 1d8 of any damage type during your attacks
Beast's Instincts
You gain enhanced senses while in animal forms, granting you advantage on Strength & Dexterity saving throws and Perception checks for 1 minute. You also gain advantage on finding & disarming traps and the ability to track creatures with heightened senses for up to 1 hour.
Regenerative Shift
When you shift into a new form, you can heal 1d10 hit points. This healing increases to 2d10 at 10th level and 3d10 at 15th level. You can use this ability once per short rest.
Greater Shapeshift
You can shift into any creature you know of any your shapeshifting is now up to 8 hours. You can change your form at will during this time as long as the form remains within the same size category (Small, Medium, or Large).
Morphic Might
As a bonus action, you can do one of the following: -Make a melee attack that deals 1d8 slashing, bludgeoning, or piercing damage. -Make a range attack up to 30 feet that deals 1d8 cold, fire, or poison damage.
Hybrid Shift
You can combine the traits of two creatures to create a hybrid form. This allows you to mix physical traits, such as wings with claws or enhanced senses with natural armor. You can hold this shift up to 1 minute and then choose to shift into one of the creatures you utilized for the hybrid creation.
Primal Form
You can transform into powerful creatures (such as wolves, bears, lions, sharks, etc.) gaining their unique abilities and features. **Please refer to list of races and monsters for abilities/features/modifiers**
Versatile
As a bonus action, you can shift minor traits of your form to adapt to different environments. You gain temporary resistance to one of the following damage types: bludgeoning, piercing, slashing - based on the traits chosen, for up to 1 minute. You can use this ability a number of times equal to your Charisma modifier (minimum of once) and regain all uses after a long rest. Each shift/change to a bodily part counts as 1 use (changing both legs or both arms counts as 2 uses).
Morphic Memory
You can recall and mimic the physical appearance and voice of creatures you’ve encountered in detail. You gain advantage on Deception checks when impersonating a creature you’ve seen, and you can perfectly replicate the sound of any creature’s voice you have heard for up to 1 minute.
Mutated Adaptation
You are naturally attuned to the changes you make to your form. As a bonus action, you can add a bonus to an ability check or saving throw related to your shapeshift, equal to your Charisma modifier (minimum of +1). This bonus applies when you are adapting to new forms or using shapeshifting for tasks requiring subtlety. This can be used once per short rest.
Shapeshift
As an action, you can transform your appearance or physical form into any creature or humanoid you have seen before. This transformation lasts for up to 1 hour and you can choose to alter your size, features, and capabilities. Your new form can have a size category of Small, Medium, or Large. You gain the physical traits of your new form (such as movement speed, natural weapons, or limbs), but you retain your original statistics (hit points, ability scores, etc.). **Please refer to list of races, the monsters in your starting area and on world, and/or use generic household animals for shape shifting abilities**
Telekinetic Rapture
As an action, you can unleash the full force of your telekinetic abilities, causing all objects within 100 feet of you to tremble and shake. Every creature within range must make a Dexterity saving throw (DC 10 + your Intelligence modifier + your proficiency bonus) or take 12d6 force damage and are knocked prone. On a successful save, creatures take half damage and are not knocked prone. Additionally, you can move any and all objects up to 200 pounds to locations of your choice as a part of this action. This ability consumes most of your mental energy, preventing you from using telekinesis abilities for 1 minute after activation.
Telekinetic Unbound
You release a wave of telekinetic force in a 30 ft radius from your current position. Every creature within range must make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or take 6d6 force damage. On a successful save, creatures take half damage.
Mind Over Matter
You can lift any object(s) weighing up to 5,000 pounds within 90 ft of you. You can use this ability as a bonus action, and it lasts for up to 10 minutes. This gives you the power to rearrange the battlefield by lifting weapons, shields, and even environmental features to your advantage.
Telekinetic Grasp
As an action, target a creature within 30 feet to make a Wisdom saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, the creature takes 3d6 force damage and is paralyzed for 3 turns. On a successful save, they take half as much damage and are paralyzed for 1 turn.
Force Wave
As an action, you can target all creatures in a 30-foot cone in front of you. Each creature in the area must make a Strength saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, the creature takes 6d6 force damage and is pushed 20 feet away. On a successful save, the creature takes half damage and is not pushed.
Telekinetic Wall
As an action, you can summon a wall of telekinetic force that is 10 ft high and 10 ft across. This barrier lasts for 1 minute, blocks movement, blocks range attacks, and causes 2d6 force damage to creatures that attempt to pass through it.
Unseen Strike
As an action, you can target a creature within 60 feet. The creature must make a Wisdom saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, they take 5d6 force damage and have disadvantage on their next attack roll. On a successful save, they take half damage and suffer no other effects.
Force Slam
Choose an object within 30 feet, if it’s large enough, you can forcefully slam it into a creature in the same area. The creature must make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, the target takes 3d6 force damage and is knocked prone. On a successful save, they take half as much damage and shrug off the object.
Levitate Objects
You can levitate one or many object(s) weighing up to 100 pounds at once. The object(s) can be moved up to 30 feet per round for 10 minutes, or until you choose to stop.
Helping Hand
As an action, you can create a floating, invisible hand that can carry out straightforward tasks, such as picking up objects, opening doors, picking locks, or delivering items. The construct can lift objects up to 30 pounds and can be used for 15 minutes per short rest.
Kinetic Leap
As a bonus action, you can propel yourself or an ally up to 20 feet in any direction. This movement doesn’t provoke opportunity attacks and allows for strategic repositioning in battle.
Forceful Strike
You lift and move an object at least 10 feet and hurl it at a target. The target takes 2d6 force damage for every 60 lbs of weight the thrown object has.
Power Lifter
As a bonus action, you can move a willing creature within 10 feet of you by telekinetically propelling them, causing them to move up to 20 feet. You can move other creatures without provoking opportunity attacks.
Telepathic Link
You can establish a telepathic connection with another creature within 30 feet, allowing you to communicate mentally for 1 hour. This connection allows you to manipulate their movements subtly, granting them advantage on a number of attacks and saving throws equal to your Wisdom modifier. You can use this ability on one creature at a time.
Crushing Blow
As an action, you can focus your telekinetic power into one single target, causing them to take 3d6 force damage as if struck by an invisible heavy object.
Pull
As an action, you can target a creature within 15 feet. The creature must make a Strength saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, the creature takes 1d6 force damage, is pulled 15 feet toward you, and the target is knocked prone. On a successful save, the creature is not pulled, you are pulled toward them instead, the target takes no damage, and stays upright. You can use this ability once per short rest.
Push
As an action, you can target a creature within 15 feet. The creature must make a Strength saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, the creature takes 1d6 force damage, is pushed 15 feet away, and knocked prone. On a successful save, the creature is not pushed, takes no damage, and stays upright. You can use this ability once per short rest.
Kinetic Shield
As a reaction, you can create a barrier of force around you to add a +4 bonus to your AC for 1 round. You can use this feature once per short rest.
Levitation
As a bonus action, you can levitate up to 10 feet off the ground. You can move 1/3 of your walking speed (rounded down) while levitating and you remain in the air for 1 minute, or until you choose to land.
Telekinetic Strike
As an action, you can hurl a loose object within 30 ft of you at a creature that is also within 30 ft of you, dealing 1d8 force damage. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
Telekinetic Lift
As an action, you can move or lift an object weighing up to 15 pounds per Levitan level. The object can be moved up to 30 feet in any direction. You can use this ability a number of times equal to your Wisdom modifier per long rest.
Eternal Winter
Your control over cold becomes absolute. You are capable of creating freezing storms and dropping the temperature to extremely low levels. Additionally, your cold-based damage becomes necrotic damage and, for the rest of combat, creatures damaged by your frost have disadvantage on saving throws against being charmed, frightened, paralyzed, and/or slowed for 1 minute. This storm deals 10d10 necrotic damage to every creature within 90 ft of you.
Frozen Stiff
You create a snowstorm that has a radius of 60 ft from your position. All creatures within the snowstorm make a Constitution saving throw (DC 10 + Intelligence modifier + proficiency bonus). On a failed save, creatures take 3d6 cold damage at the beginning of their turn, are paralyzed for one turn, slowed on their following turn, and all creatures have disadvantage on any attacks against you for 1 minute. On a successful save, they take half as much damage, are not paralyzed, do not get slowed, but will still have disadvantage on attacks against you.
Glacial Avalanche
You can unleash an avalanche of ice upon your enemies, causing a 30-foot radius to become difficult terrain. Enemies in the area must make a Dexterity saving throw (DC 8 + Intelligence modifier + proficiency bonus). On a failed save creatures take 6d8 cold damage and be knocked prone. On a successful save, they take half as much damage and are not knocked prone.
Dance of the Frostwinds
You create a blizzard that has a 20 ft radius from your position. You can blend into the winds, becoming nearly invisible in the icy cyclone. Creatures within this radius take 2d6 cold damage at the beginning of each of their turns while in the blizzard and all creatures have disadvantage when making attacks against you while you are in this icy wind. It is considered difficult terrain for every creature in the cyclone that is not able to move freely through ice and snow. This blizzard lasts for 10 minutes or until it is dispelled.
Cataclysmic Chill
You can summon an area-wide freezing storm as an action. All creatures in a 30-foot radius centered on a point within 60 feet must make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or take 8d6 cold damage and be paralyzed for 1 minute. A successful save halves the damage and prevents the paralysis. You can use this ability once per long rest.
Frozen Wrath
You can summon a blizzard in a 20-foot radius centered on a point within 60 feet of you. This storm lasts for 1 minute and reduces visibility to 10 feet. Creatures within the radius must make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) at the start of their turn or take 6d6 cold damage. On a successful save, they take half damage.
Frozen Grasp
As an action, you can freeze the ground beneath a creature, causing it to make a Strength saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failure, the creature takes 3d6 cold damage and is restrained by ice for 1 minute. On a successful save, they take half as much damage and are not restrained. A restrained creature can use its action to make a Strength check against your spell save DC to break free at the end of their next turn.
Winter's Grace
You can Dash on the ground or through the air, leaving behind a trail of ice and snow. You move 30 feet in a burst of chill, and all creatures within 5 feet of your path make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, they take 4d6 cold damage. On a successful save, they take half damage. This does not provoke attacks of opportunity.
Ice Puppet
You can create an ice golem and can animate it for 2 minutes. You use your actions to direct the ice golem. They have an HP equal to your Frostweaver level + Intelligence modifier + proficiency bonus. They can only make unarmed melee range attacks that deal 3d6 cold damage and have a walking speed of 15 ft. Their stats are as follows: STR 18 DEX 10 CON 16 INT 6 WIS 6 CHA 8
Frost Mirage
You leave behind 2 illusory copies of yourself made of ice, confusing enemies. Once per short rest, when a creature attacks you, you can force them to make a Wisdom saving throw (DC 8 + Intelligence modifier + proficiency bonus). On a failed save, the attack misses as they strike the illusion.
Frozen Ward
You conjure a shield of ice around yourself that lasts for 1 minute. During this time, you reduce the damage you take by your Frostweaver level + your Intelligence modifier. You can use this once per long rest.
Ice Shard Barrage
As an action, you can conjure sharp shards of ice and launch them at your enemies. Choose a point within 30 feet. All creatures within a 10-foot radius of that point must make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or take 3d6 cold damage. On a successful save, they take half damage. You can use this ability once per short rest.
Frostbite
You make a melee attack against a creature and they must make a Constitution saving throw (DC 8 + Intelligence modifier + proficiency bonus). On a failed save, they take 1d6 cold damage and become slowed until the end of your next turn. On a successful save, they are not slowed. This damage increases to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 19th level.
Frostscape
You create a path of ice up to 20 ft in a straight line. You can move with great speed across icy terrain, doubling your movement speed when moving on snow or ice. You may Disengage as a free action after doing this, but must move in a singular direction. You can also use this speed to Dash as a bonus action.
Ice Fortress
You can raise 10 ft. walls of ice around you as a bonus action, granting you and your allies within 20 ft of you partial cover for 1 minute. This increases you and your allies' AC +2 during this time. This feature can be used a number of times equal to your Intelligence modifier per long rest.
Icecraft
You use your action to craft one of the following: - Ice Sword (Offensive): Deals 1d8 cold damage on a hit. - Ice Shield (Defensive): Provides a +2 bonus to AC for 1 minute. - Ice Barrier (Defensive): Creates a 5 ft-by-5 ft ice wall, blocking movement and attacks through it. It requires a Strength check to break it down (DC 8 + Intelligence modifier + proficiency bonus). These constructs last for 1 minute. You can create a number of ice constructs equal to your Intelligence modifier (minimum of 1) per long rest.
Iceforge
You can create armor that envelops your body in ice. You are granted resistance to fire and ice damage and enemies that land melee attacks against you suffer 1d4 cold damage. This armor lasts for 1 minute or until dispelled.
Cool Under Pressure
You can use your Intelligence modifier when making saving throws to avoid being slowed, paralyzed, or restrained. This must be declared before making the saving throw. You can use this ability once per short rest.
Glacial Aura
You can surround yourself with a subtle aura of freezing cold. Creatures within 10 feet of you have their movement speed reduced by 15 feet. The aura extends to 20 feet at 15th level.
Arctic Resilience
You can cast this as an action, bonus action, or reaction. You are resistant to cold damage. This resistance protects you from cold, ice, and other cold-based attacks. If you are of the Frostweaver class, you also gain 2d6 HP whenever you are hit with cold damage.
Froststrike
You cast a ranged spell attack that deals 1d10 cold damage on a hit. At 5th level, this damage increases to 2d10, at 11th level it increases to 3d10, and at 17th level it becomes 4d10.
Raining Hellfire
Your control over fire becomes absolute. You are capable of creating storms of fire and raising the temperature to extreme levels. Additionally, your fire-based damage becomes necrotic damage and, for the rest of combat, creatures damaged by your flames must make a Wisdom saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or become frightened of you for 1 minute. This storm deals 10d10 necrotic damage to every creature within 120 ft of you.
Blazing Fury
You can unleash your full mastery over fire in a massive, uncontrolled conflagration. As an action, all creatures within 30 feet must make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, creatures take 8d6 fire damage and are knocked prone. On a successful save, they take half damage and are not knocked prone. You can use this ability once per long rest.
Forge of Destruction
You can forge a massive golem made entirely of flame. These beings serve you and can be summoned for up to 1 hour at a time. They have HP equal to you Flareweaver level plus your Intelligence modifier, doubled. They deal 4d6 fire damage on attacks that hit.
Ember Fortress
You can create a massive fiery wall to protect you and your allies, granting total cover to any ally behind it. The wall also deals 6d6 fire damage to any creature that comes within 5 ft of it.
Eruption
You can trigger a massive fiery explosion within 30 ft of you. Creatures in a 20 ft radius must make a Constitution saving throw (DC 10 + Intelligence modifier + your proficiency bonus). On a failed save, the explosion deals 8d6 fire damage. On a successful save, the creature takes half as much damage. This leaves the area scorched, causing it to become difficult terrain for 1 minute.
Scorched Path
You gain immunity to fire damage and can pass through non-magical fire unharmed. Additionally, you can use your action to pass through a 10-foot cube of fire or lava without taking damage. You can create a trail of flame when moving, causing creatures that move through it to take 3d6 fire damage.
Fiery Cataclysm
You can conjure a devastating firestorm at a point within 60 feet, creating a 20-foot-radius blast of flame. All creatures within the area must make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or take 6d6 fire damage and be blinded for 1 minute. A successful save halves the damage, and they are not blinded. You can use this ability once per long rest.
Flickering Feet
You can Dash on the ground or through the air, leaving behind a trail of fire. You move 30 feet in a burst of flame, and all creatures within 5 feet of your path make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, they take 4d6 fire damage. On a successful save, they take half damage. This does not provoke attacks of opportunity.
Fires of Creation
You can forge a living flame elemental that fights alongside you for 2 minutes. Your actions are used to direct this construct. This construct has HP equal to your Flareweaver level + Intelligence modifier + proficiency bonus, and deals 3d6 fire damage with each attack. They can only make unarmed melee attacks and have a walking speed of 20 ft. Their stats are as follows: STR 10 DEX 18 CON 16 INT 8 WIS 6 CHA 6
Field of Flame
You can create a 10 ft x 10 ft field of fire at a point you can see within 15 ft of you. Enemies entering or starting their turn within the field take 4d6 fire damage.
Fiery Ward
You can conjure a shield of fire that absorbs damage. You can reduce the damage taken by an amount equal to your Flareweaver level + your Intelligence modifier. You can use this feature once per long rest.
Flameburst
As an action, you can unleash a burst of fire from yourself. All creatures within a 10-foot radius of you must make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or take 3d6 fire damage. On a successful save, they take half damage. You can use this ability once per short rest.
Combustive Movement
Your movement for 1 round leaves behind small explosions that deal 3d6 fire damage on any creature that ends up in your melee range. You must still disengage from creatures and will provoke opportunity attacks.
Ember Shroud
You create a cloak of ember that grants you resistance to all damage from ranged attacks. The cloak lasts for 1 minute.
Inferno Blast
As an action, you can release a blast of flame in a 15-foot cone. Creatures must make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, creatures take 4d6 fire damage. On a successful save, they take half as much damage.
Flameforge
You can create armor that envelops your body in flame. You are granted resistance to fire and ice damage and enemies that land melee attacks against you suffer 1d4 fire damage. This armor lasts for 1 minute or until dispelled.
Flamecraft
You use your action to craft one of the following: - Flame Sword (Offensive): Deals 1d8 fire damage on a hit. - Flame Shield (Defensive): Provides a +2 bonus to AC for 1 minute. - Firetrap (Tactical): Creates a 5-foot radius area of fiery spikes that causes creatures to make a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or take 2d6 fire damage. On a successful save, they take half damage. These constructs last for 1 minute. You can create a number of fiery constructs equal to your Intelligence modifier (minimum of 1) per long rest.
Infernal Aura
You can surround yourself with a subtle aura of heat. Creatures within 10 feet of you have disadvantage on attack rolls to hit you with ranged weapons. The aura extends to 20 feet at 15th level.
Ignition
You can ignite objects with a touch, setting them on fire for up to 10 minutes. The flames can’t deal damage to living creatures, but you can use this ability to create lighting effects or produce fire in your surroundings.
Firefeast
You can cast this as an action, bonus action, or reaction. You are resistant to fire damage. This resistance protects you from heat, flames, and other fire-based attacks. If you are of the Flareweaver class, you also gain 2d6 HP whenever you are hit with fire damage.
Flarestrike
You cast a ranged spell attack that deals 1d10 fire damage on a hit. At 5th level, this damage increases to 2d10, at 11th level it increases to 3d10, and at 17th level it becomes 4d10.
Legacy Blossom
An act defining of your connection to nature, you can summon a massive, radiant blossom that heals all allies within 60 feet of you for 12d8 hit points. Additionally, all creatures who are healed by this blossom gain resistance to all damage for 1 minute. You can use this ability once per week.
Floral Dominion
You cast a domain made of plant life to surround you and any creatures within 30 ft of you. All of your healing spells provide the most amount of healing possible to your allies. All enemies within a 30 ft radius from you make a Constitution saving throw against a DC 10 + your Wisdom modifier + proficiency bonus. On failed save, the enemy takes 6d6 radiant damage and is stunned. On a successful save, the enemy takes half as much damage and is not stunned. You can use this ability once per long rest.
Blooming Sanctuary
You create a sanctuary of life and protection. As an action, you can create an area of 30-foot radius where all creatures within the area (including enemies) heal 2d6 hit points at the start of each of their turns. Enemies in the area suffer disadvantage on saving throws against your plant-based abilities, half their speed, and have disadvantage on melee attacks against you or your allies. This sanctuary lasts for 10 minutes and can be used once per long rest.
Blessed Vines
You can target up to 4 creatures within 30 feet of you, causing vines to sprout around them. The creatures regain 4d6 hit points and any creature that hits them with a melee attack takes 2d6 piercing damage. This spell lasts until the end of your next turn.
Mother Nature's Embrace
You may use this when you or another creature you touch drops to 0 HP. You cause a bed of flowers to bloom underneath the body of you or the creature, healing you/them for 5d6 HP. You can use this once per long rest. This spell must be cast within 1 minute of you or the creature falling to 0 HP.
Wild Burst
You cause a burst of flowers and energy to bloom around you. All creatures within 15 feet must make a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus) or take 6d6 poison damage. Creatures that succeed on the save take half damage. You can use this ability once per long rest.
Overgrowth
You can cause plants to overrun the battlefield. You create an area of wild plant growth that spreads over 30 feet in a direction of your choice, causing vines, flowers, and shrubs to grow quickly. Any creature that starts their turn in this area must make a Strength saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature takes 3d6 piercing damage and is restrained. On a successful save, the creatures takes half as much damage and is not restrained. The creature can make the saving throw again as an action during their next turn.
Wild Growth
Choose a point within 30 ft of you, you can cause rapid plant growth in an area of 20 feet in diameter. This area becomes difficult terrain for 1 minute and causes any creature that enters the area to make a Dexterity saving throw (DC 8 + your Wisdom modifier + your proficiency bonus) or take 4d6 piercing damage from thorns.
Floral Explosion
You can cause a plant to explode with healing energy. Choose a point within 30 feet; all creatures within a 15-foot radius of that point heal for 4d6 hit points. Enemies within the radius must make a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus) or take 4d6 poison damage. On a successful save, they take half damage.
Thornlash
You can cause vines with thorns to lash out from your hand, dealing 4d6 piercing damage. This damage increases to 5d6 at 11th level, and 6d6 at 17th level.
Camouflage
You can use the plants in your surroundings to hide in plain sight. As an action, you can meld into plant life, granting you advantage on Stealth checks when hiding in areas with dense foliage, flowers, or vegetation.
Bloom and Blossom
Your connection with plants allows you to summon a large blooming, magical flower that grants healing energy to nearby allies. This flower heals allies within 30 ft of you for 3d6 hit points whenever they start their turn within the 30 ft range. This flower remains on the field for 1 minute.
Floral Shield
You can create a protective barrier of flowers and vines around an ally within 45 ft of you. This barrier grants them temporary hit points equal to your Wisdom modifier + your Bloomweaver level.
Guardian of the Grove
You can summon a guardian spirit in the form of a massive tree or flower that provides help to your allies within 30 ft of you. The spirit grants them advantage on saving throws against enemy effects and 2d6 healing to allies at the start of each of their turns. This spirit lasts until the end of your next turn.
Entangling Vines
You can entangle a group of enemies within 30 ft of you in vines, restraining them for 1 minute. They must make a Strength saving throw against DC 8 + your Wisdom modifier + your proficiency bonus. On a failed save, they take 2d6 piercing damage, then 1d6 at the start of each of their turns, and are restrained. On a successful save, they take half as much damage, do not take the additional damage during their turns, and are not restrained.
Thorn Barrage
You can cause thorns to burst from the ground in a 20-foot radius around a target. Enemies must make a Dexterity saving throw against DC 8 + your Wisdom modifier + your proficiency bonus. On a failed save they take 3d6 piercing damage. On a successful save, they take half as much.
Gift of the Earth
You can enhance the healing power of plants, restoring extra hit points when using your Blooming Touch and Flowering Field abilities. As a bonus action, you can apply an additional 1d4 plus your Wisdom modifier in HP to your target creature(s). Your healing abilities also remove poison and disease from affected creatures.
Healing Bloom
You can create a massive burst of healing energy through a blooming flower. As an action, you can target an ally within 30 feet, instantly healing them for 3d6 hit points. This ability can be used once per short rest.
Entwining Vines
You can create vines that snare an enemy. As an action, you can cause thick vines to erupt from the ground, forcing a creature within 30 feet to make a Strength saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature is restrained. They can repeat the saving throw at the end of each of their turns to break free.
Weave the Green
You can create and shape plants around you, weaving them into various forms. As an action, you can use your magic to create plant-based objects or structures within 15 feet of you. This could include: - Thorny Bushes to create a barrier or difficult terrain. Any creature that attempts to enter the Thorny bushes or is in the middle of one when it is cast will take 1d4 piercing damage and then take another 1d4 piercing damage at the beginning of their next turn. Their speed is halved when entering/exiting the difficult terrain. - Lush greenery to hide or camouflage yourself or others. Increases Stealth check by +5 when taking the Hide action. These creations last for 1 hour or until you dismiss them. You can create a number of plant constructs equal to your Wisdom modifier (minimum of 1) per long rest.
Floral Resilience
If you are a Bloomweaver, you may use this as a free action, otherwise this is a bonus action. You become resistant to poison and disease. If you are already poisoned or diseased, then you are no longer poisoned or diseased after using this ability. If you are attacked with a poison, then you take half as much damage from those attacks for the remainder of combat.
Flowering Field
As an action, you can conjure a patch of vibrant, flowering plants within 15 feet of you. The patch is an 8 ft x 8ft square. The area lasts for 1 minute, and any ally creature that starts its turn in the field regains 1d4 hit points (this healing is not cumulative) plus your Wisdom modifier. You can use this ability once per short rest.
Blooming Touch
You can channel your connection with plants to heal and restore life. As an action, you can touch a creature to heal it for 1d6 hit points. This healing increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level.
Limitless Blitz
Your speed is no longer bound by any natural law. You can take up to four actions during your next 3 turns. This takes the first action of the first turn. You can use any of the class abilities/spells/features that are of a lower level than this ability during each of these actions. Additionally, you may move between these actions, your speed is tripled, and you do not provoke attacks of opportunity. You may instantly disappear and then reappear within 60 feet of your previous position. Each action taken in this manner reduces your enemies' movement by 10 feet for 1 minute. You gain a bonus to your attack rolls equal to your Dexterity modifier plus your proficiency bonus and enemies have disadvantage on their attack rolls against you between these turns. At the end of the 3rd turn, you are exhausted. You fall prone and are considered stunned at the beginning of the following turn. The stun lasts for 3 rounds and you cannot be restored by any abilities, spells, or features.
Blitzlash
As an action, you can Disengage, Dash, and then melee attack against a creature with an explosive wave of speed, dealing 8d10 force damage. Then, every other creature within 30 feet must make a Constitution saving throw against a DC 12 + your Dexterity modifier + your proficiency bonus. On a failed save, you deal 5d10 force damage to each creature. On a successful save, the creatures take half as much damage rounded down. You can use this ability once per long rest.
Speed Unbound
Your mastery of super speed allows you to move at the apex of human capability. You can now Dash, Disengage, and/or Hide as a bonus action, and creatures you pass while Dashing take 3d6 force damage. This does not provoke attacks of opportunity. Additionally, you can take two turns during initiative: one on your normal turn, and another immediately after it. During your second turn, you can take only one action and one movement, and your movement speed is increased by 50% for the second turn turn.
Blazing Barrage
You can unleash a flurry of quick attacks in a single burst. You take the Dash action and can make up to three attacks on a single target at any point during the Dash. The attacks deal an additional 1d8 force damage.
Unyielding Force
Your speed becomes impossible to counter. Once per long rest, when a creature attempts to grapple or restrain you, you can use your reaction to escape and Disengage, causing the creature to take 2d8 force damage. If you use this ability when already grappled or restrained, then you may escape and Disengage. If you do, both you and the opposing creature take 2d8 force damage.
Blitz Fury
You become a devastating force of nature. As a bonus action, you can activate Blitz Fury for 1 minute. During this time, your movement speed is doubled, and you can make 2 melee attacks when you take the Attack action. Each of your attacks deals an additional 1d8 force damage. You can use this ability once per long rest.
Blitzbane's Scar
As a bonus action, you can mark a creature you’ve successfully hit with a melee attack. For the duration of combat, any attack rolls you make against that creature have advantage and the creature takes an additional 1d6 damage from all of your attacks. You can use this feature once per long rest.
Forceful Step
After taking the Dash action, you can take your bonus action to make a melee attack and push the target away from you. The target makes a Strength saving throw against a DC 8 + your Dexterity modifier + your proficiency bonus. On a failed save, the target takes 1d6 force damage and is pushed back 10 feet. On a successful save, they take half as much damage and do not get pushed back.
Momentum Burst
You take the Dash action. As a bonus action, you give yourself a 20-foot bonus to your movement speed for 1 round. While this bonus is active, you gain a +2 bonus to attack rolls, +2 bonus to AC, and you must make a melee attack on all creatures that enter your melee range. This will provoke attacks of opportunity where applicable. The creatures that entered your melee range then take 2d6 force damage at the beginning of their next turn.
Swift Counter
When a creature misses you with a melee attack, you can immediately use your reaction to make a melee attack against that creature.
Blitz Takedown
As an action, you can use your speed to disorient and unbalance your target. You can make a single melee attack, and if it hits, the target must succeed on a Strength saving throw against a DC 8 + your Dexterity modifier + your proficiency bonus. On a failed save, they take 2d8 damage, are knocked prone, and are stunned until the end of your next turn. On a successful save, they take half as much damage, are not knocked prone, and are not stunned.
Shifting Gears
You can alter the course of your movement mid-air or on the ground. When you take a Dash or Disengage action, as a bonus action you can move through difficult terrain without it costing extra movement for 1 minute. This ability can be used once per short rest.
Enhanced Reflexes
As a free action: Your heightened reflexes give you advantage on Dexterity saving throws and any checks to avoid being grappled or restrained. You can use this ability a number of times equal to your Dexterity modifier and regain any expended uses after a long rest.
Hindering Strike
Once per short rest, make an attack against a creature in melee range. You can reduce its movement speed to 0 for the next turn. If the creature is immune to being restrained, its speed is halved instead.
Blitzbreaker
When you take the Dash action, you can make one melee attack against any creature you pass within 5 feet of, without provoking opportunity attacks. These attacks deal 1d6 extra damage. This increases to 2d6 at 11th level, 3d6 at 15th level, and 4d6 at 19th level.
Speed Manipulation
You can manipulate the speed of your enemies, forcing them to make a Dexterity saving throw against a DC 10 plus your spellcasting modifier when they enter your melee range. On a failed save, the enemy falls prone in a random space next to you. On a successful save, they come to a stop in a position of their choice within 10 feet of you.
Frenzied Speed
After you deal melee damage to an enemy, as a bonus action you may gain temporary hit points equal to half the total damage dealt for the turn.
Rapid Assault
You specialize in quick, successive strikes. As a free action, when you use your Blitz Rush, you can make an additional melee attack as part of the Dash action.
Blitz Kick
As a bonus action, you can launch yourself at an enemy with incredible force. When you make a melee attack on a creature within 10 feet of you, you can add extra force to your strike, dealing an additional 1d6 damage. You can use this ability a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses after a short or long rest.
Constant Blur of Motion
As a reaction, you vibrate your molecules at such a high rate of speed that you become a complete blur to those around you. You increase your AC +5 against range attacks. If the attack misses, you may move up to 10 feet from your original position. You can use this ability once per round.
Speed Disruptor
Your fast movements allow you to hinder enemies in combat. As a bonus action, after you hit a creature with a melee attack, you can impose disadvantage on their next attack roll against you or an ally.
Bane of the Swift
You gain advantage on all attack rolls against enemies with higher movement speeds than you or those who rely on speed as their primary tactic. Additionally, your speed allows you to reduce an enemy's movement speed by 10 feet for 1 round when you hit them with a melee attack. This ability lasts 1 minute plus any additional minute(s) equal to your Constitution modifier.
Blitz Rush
As a bonus action, you can tap into your innate super-speed for a burst of movement. You can take the Dash and/or Disengage action without provoking opportunity attacks, and your movement speed is doubled for 1 round. You can use this feature a total number of times equal to your Constitution modifier (minimum of once) and regain all expended uses after a short or long rest.
Divine Lightning Strike
You can call upon the greatest force of electricity you can wield. As an action, you unleash a bolt of divine lightning at a creature within 120 feet, dealing 10d6 lightning damage and stunning the target for 1 minute. The creature rolls a Constitution saving throw against a DC of 10 plus your spellcasting modifier. On a failed save, the target takes full damage and is stunned. On a successful save, they take half damage (rounded down) and are not stunned. You can use this ability once per long rest.
Tempest Overload
As an action, you can generate a massive storm of pure electricity, calling down lightning strikes to overwhelm enemies. All creatures within 60 feet of you must make a Dexterity saving throw against a DC of 10 plus your spellcasting modifier. On a failed save they take 4d6 lightning damage at the start of their turn for 1 minute. On a successful save the creatures take half as much damage only at the beginning of their next turn. You can use this once per long rest.
Overcharged Blast
You can overload your electrical powers to deal massive damage. As an action, you can spend all your remaining spell slots (if any) to release an overcharged electrical burst dealing 6d6 lightning damage. For each spell slot spent, you release an additional 4d6 lightning damage to all creatures in a 30-foot radius around you. All creatures around you make a Constitution saving throw against a DC 10 plus your spellcasting modifier. On a failed save creatures are stunned for 1 minute and take full damage. On a successful save, they take half damage and are not stunned.
Thundersmack
You can create a deafening burst of sound and lightning. As an action, you can release a thunderclap in a 30-foot cone, causing creatures in the area to make a Constitution saving throw against a DC of 10 plus your spellcasting modifier or take 3d6 thunder damage and be deafened for 1 minute. On a successful save, creatures take half damage and are not deafened.
Lightning Storm
You can summon a powerful storm of electricity. As an action, you can create a 60-foot-radius storm of lightning from your position. Each creature in the area must make a Constitution saving throw against a DC of 10 plus your spellcasting modifier or take 6d6 lightning damage, or half as much on a successful save. You can use this ability once per long rest.
Electromagnetic Grasp
You can reach out with a burst of electromagnetic force, pulling a creature or object towards you. As an action, you can target a creature within 30 feet. The creature must make a Strength saving throw against a DC of 10 plus your spellcasting modifier. On a failed save the target is pulled 15 feet towards you and takes 2d6 lightning damage. On a successful save the target remains where they currently are and take half damage rounded down.
Arc Infusion
As an action, you can imbue a weapon or object with electrical power. The next time the weapon strikes, it deals an additional 3d6 lightning damage. If the object is thrown or used by another creature, it still deals the lightning damage. If the attack misses, the electrical power is lost. You can use this once per long rest.
Conductive Terrain
You can manipulate the ground around you to become conductive. As a bonus action, you can target a 15-foot square area within 30 feet. The area becomes charged, and any creature stepping on it must make a Dexterity saving throw against a DC of 10 plus your spellcasting modifier. On a failed save, the creature takes 4d6 lightning damage and another 4d6 damage at the start of its turn. On a successful save, they take half as much damage when the spell is cast and half as much at the beginning of their turn. You can maintain this effect for 10 minutes and use it once per short rest.
Thunderous Presence
Your connection to the storm enhances your presence. You can cast this as a bonus action targeting all creatures within 15 feet of you. Those creatures have disadvantage on saving throws to avoid your lightning attacks.
Lightning Fury
You can summon additional bolts of lightning to strike down your enemies. When you deal lightning damage, you can use a bonus action to choose one other creature within 10 feet of the original target to be struck by an additional bolt, dealing 1d6 lightning damage to them.
Stormcaller's Rage
You can call upon the fury of a storm. As an action, you create a 20-foot radius, electrically charged storm cloud centered on you. The storm lasts for 1 minute and all creatures within the cloud make a Dexterity saving throw against DC 8 + your Intelligence modifier. On a failed save they take 1d8 lightning damage and then an additional 1d8 lightning damage at the start of their turn across the full minute. On a successful save, they take no damage. The storm also causes difficult terrain for all other creatures within the cloud. You can use this ability once per long rest.
Electric Conduit
You can create an electrical conduit between you and a willing creature. As an action, you link yourself with another creature within 30 feet, transferring electrical energy. You can heal that creature up to 4d8 worth of HP. You lose half the amount of HP given to the creature you healed (rounded down). You can do this once per long rest. This cannot be used to heal an unconscious creature nor can it revive a dead creature.
Chain Arc
You can unleash your lightning powers in a chain reaction. As an action, you can target one creature within 30 feet. The creature makes a Dexterity saving throw against DC 8 + your Intelligence modifier + proficiency bonus. On a failed save, the target takes 4d6 lightning damage and half damage on a successful one. Then the arc jumps across up to 3 other creatures within 10 feet of the previous target. Each subsequent target must make as Dexterity saving throw. On a failed save the additional targets take half the damage of the original target. On a successful save, they take a quarter of the damage. You can use this ability once per short rest.
Lightning Reflexes
Your reflexes are heightened by electrical energy. You gain advantage on Dexterity saving throws for the rest of the combat encounter.
Arc Surge
When you deal lightning damage, you can choose to increase its potency. As a bonus action, you can double the damage of your next lightning attack or electric-based ability. You can use this once per long rest.
Electrokinetic Push
As an action, you can target a creature within 15 feet and force it to make a Strength saving throw against a DC of 10 plus your spellcasting modifier. On a failed save, the creature is pushed back 10 feet and takes 1d6 lightning damage. On a successful save, the creature takes half damage and is not pushed.
Arc Shield
You can create an electrical shield around you. You gain a +2 bonus to your AC for 1 round. As a reaction, when you are hit by a melee attack, you can activate this shield, dealing 1d4 lightning damage to the attacker. You can use this feature once per short rest.
Static Discharge
As a bonus action, you can create an electrical pulse that extends to a 10 ft radius from you. Any creature in this area must make a Dexterity saving throw against a DC 10 plus your spellcasting modifier or take 1d4 lightning damage. Damage increases by 1d4 at Arcweaver level 6 (2d4), level 10 (3d4), level 14 (4d4), and level 18 (5d4).
Charged Body
Your body is attuned to electrical energy. When you take lightning damage, you can absorb the energy and convert it into temporary hit points equal to half the damage taken (rounded down). You can do this once per short rest.
Arc Touch
As an action, you can make a melee spell attack against a creature within 5 feet. On a hit, the creature takes 1d6 Lightning damage. This damage increases to 2d6 at 5th Arcweaver level, 3d6 at 10th Arcweaver level, and 4d6 at 15th Arcweaver level.
Arcane Conductor
You can channel electricity through your body and transfer it to objects or enemies. Objects can hold the charge for 1 minute. Enemies make a Constitution saving throw against a DC 10 plus your spellcasting modifier. On a failed save, the enemy takes 1d6 Lightning damage. On a successful save they take half as much damage rounded down. Add 1d6 at level 8 (2d6), level 12 (3d6), level 16 (4d6), and level 19 (5d6).
Stormbringer
At the height of your mastery, you can summon the fury of the sky. As an action, you can create a violent storm centered on you that extends to a 30-foot radius. This storm lasts for 1 minute, causes difficult terrain, and all creatures within it must succeed on a Strength saving throw (DC 10 + spellcasting modifier + proficiency bonus). On a failed save, all creatures within the storm take 6d10 bludgeoning damage and are knocked prone. On a successful save, creatures take half damage and stay upright. In addition, any ranged weapon attacks made against you have disadvantage. You can use this once per long rest.
Unstoppable Flight
You have mastered aerial resilience. You gain resistance to all damage while flying, except for force damage.
Skyward Charge
As an action, you fly straight toward a target and make a melee attack. If the attack hits, the target rolls a Strength saving throw against a DC of 15. On a successful save, the target takes half damage and stays upright. If the target fails, they take the melee damage plus an additional 2d6 bludgeoning damage and are knocked prone as you slam them with the full force of your speed and momentum.
Aerobatic Master
You have perfected your control in the air. You can now perform advanced aerial maneuvers, such as loops, rolls, and barrel turns. When you take the Dash action while flying, you can choose to Disengage or Dodge as a free action. Additionally, you can now hover in place, allowing you to stay stationary in mid-air.
Wind Slash
As part of an attack while flying, you can channel the power of the wind into your weapon. When you hit a creature with a weapon attack while flying, you can deal additional wind slashing damage (1d6) to the target. This damage increases to 2d6 at 11th level and 3d6 at 17th level.
Squadron Leader
You give an inspiring command to all allies within 30 ft of you to grant them flying speed equal to their walking speed and advantage on their next attack roll.
Air Superiority
One enemy within 30 feet of you and in line of sight makes a Wisdom saving throw against a DC of 15. On a failed save the enemy takes 1d4 Psychic damage and is frightened of you for 1 minute.
Commander's Strike
You gain the ability to give a command to a willing target, granting them extra mobility or an extra attack during your turn. If the target would Disengage from combat, they cannot be targeted by attacks of opportunity.
Hurricane Surge
You create a small localized storm to conceal your movement and make you harder to hit. Your AC increases by 2 in this storm and all attacks against you while flying in this storm have disadvantage.
Blinding Speed
You run or fly 30 ft in a straight line and make a melee attack. If the melee attack hits the target, the target makes a Constitution saving throw against a DC 8 + plus your spellcasting modifier + proficiency bonus. On a failed save, the target takes 1d8 force damage and is blinded until the end of your next turn. On a successful save, the target takes half as much damage and is not blinded. Increase damage by 1d8 at level 10 (2d8), again at level 13 (3d8), again at level 16 (4d8), and again at level 19 (5d8).
Fast as the Wind
Bonus Action or Free Action when already flying: Your flying speed becomes 60 ft for the duration in which you can fly. (1 minute per Aviator level)
Flying Tactics
Your mastery of aerial combat allows you to use your bonus action to impose disadvantage on an enemy’s range attack roll against you while you’re flying, as long as you’re at least 10 feet above them.
Aerial Maneuvering
Action or Bonus Action: You gain the ability to use the Dash action to Disengage or Dodge while flying. This makes you exceptionally mobile and hard to hit while airborne.
Featherstep
Allows the spellcaster to land with no damage, even from great heights.
Expert Pilot
As a bonus action, you gain proficiency in vehicles (air), enabling you to operate airships, gliders, or any flying mount. This also grants you the ability to assist others with airship navigation or aerial combat.
Aerial Affinity
As a bonus action, you gain the ability to fly at a speed of 30 feet. You can maintain flight as long as you’re not wearing heavy armor or carrying more than a light load. You can use your flying speed for a number of minutes equal to your level, and it refreshes after a long rest.