Year 1347 of the Sapphire Cycle, under the Celestial Concordance calendar. In a high fantasy medieval world shaped by living magic and ancient wars, colossal city-states clash with wild, monster-haunted frontiers. Arcane storms reshape continents, lost relics and forbidden dungeons tempt heroes and villains. Over 500 unique races and 500+ classes thrive in a land of shifting alliances, legendary beasts, and secrets awaiting discovery by those bold enough to seize destiny. No 5e defaults.
Played | 362 times |
Cloned | 46 times |
Created | 29 days ago |
Last Updated | Yesterday |
Visibility | Public |

Cosmos Unbound (Genie)
You uncork your amphora and unleash the full fury of the cosmos. A vortex of stormlight, glyphs, and astral winds tears across the battlefield, obliterating foes and reshaping reality itself. The air is filled with the roar of creation and the silence of the void.

Eidolonβs Edict (Genie)
You invoke the authority of the ancient eidolons, projecting a sigil of command that dominates the will of your foes. Those who fail to resist are charmed, compelled to obey your cosmic decree as the glyph glows with astral power.

Tempest Glyph Array (Genie)
You inscribe a vast array of glyphs in the air, each one crackling with stormlight. The glyphs unleash a barrage of lightning bolts and forceful blasts, striking foes in a dazzling, orchestrated tempest.

Astral Amphora (Genie)
You conjure a massive, spectral amphora above the battlefield, pouring forth a torrent of cosmic water that floods the area with starlit waves. This celestial deluge heals allies, removes curses and hexes, and empowers them with temporary resistance to damage.

Djinnβs Mantle (Genie)
You swirl your amphora, enveloping yourself in a regal mantle of stormlight and sigils. Your form becomes semi-ethereal, moving with the speed of wind and the weight of ancient magic. This spell grants you the ability to fly, resistance to damage, and the power to move through obstacles as if they were not there. Your presence becomes awe-inspiring, intimidating foes with your ethereal majesty.

Sigillight Convergence (Genie)
You trace a complex pattern in the air, causing sigils to converge and erupt in a burst of radiant stormlight. The glyphs burn with cosmic fire, searing foes with the pure energy of the stars.

Ethereal Current (Genie)
You channel the amphoraβs power, summoning a rushing current of ethereal wind. The current surges with cosmic force, sweeping through enemies and scattering them like stardust, while glyphs spiral in its wake. This spell deals force damage in an area of effect, pushing or scattering enemies and clearing obstacles or hazards.

Stormlight Veil (Genie)
You swirl your amphora, conjuring a shimmering veil of stormlight that dances around you and your allies. The air hums with static, and the veil crackles with teal energy, deflecting projectiles and dulling hostile magic. This spell grants resistance to ranged attacks, dampens incoming spells, and creates cover for allies.

Amphoraβs Bind (Genie)
You uncork your amphora, releasing swirling bands of sigil-etched light that lash out and coil around your target. The bindings shimmer with stormlight, holding the foe in place as the glyphs pulse with ancient power. This spell restrains a single target, can bind summoned creatures, and prevents movement or escape.

Sigil Spark (Genie)
A flick of your amphora releases a glyph of golden light, which arcs through the air as a crackling spark. The sigil pulses with cosmic energy, striking your foe with a flash of stormlight and a faint scent of ozone.

Pandemoniumβs Encore (Jester)
You unleash the ultimate performanceβa cataclysmic spectacle of color, sound, and illusion. The battlefield erupts in a riot of confetti storms, thunderous applause, and reality-bending tricks. Enemies are battered by psychic force, thunder, and the overwhelming chaos of the Jesterβs final act.

Marionetteβs Dominion (Jester)
Invisible strings descend from above, latching onto your foes. For a brief moment, you control their movements like puppets, forcing them to dance, attack, or flee. The air shimmers with the tension of magical strings and the scent of old velvet.

Grand Guignol (Jester)
You conjure a phantasmal stage, complete with velvet curtains and flickering footlights. The target is forced to relive their most embarrassing moments, amplified for all to see. The psychic pain is punctuated by thunderous laughter that shakes the soul.

Tumultuous Troupe (Jester)
You summon a band of spectral jesters, each performing acrobatics, juggling, and slapstick routines. The troupe weaves through the battlefield, distracting enemies, intercepting attacks, and creating chaos. Their laughter echoes, emboldening allies and unnerving foes.

Foolβs Gambit (Jester)
You toss a deck of enchanted cards into the air. Each card explodes into a burst of illusory riddles and paradoxes, overwhelming the minds of those caught in the storm. The world spins with laughter and confusion, and reality seems to fold in on itself.

Carnival Curtain (Jester)
A swirling curtain of shimmering fabric unfurls across the battlefield, billowing with impossible colors and sparkling motes. The curtain blocks vision, muffles sound, and warps magic, creating a zone of secrecy and confusion.

Carnival Curtain
A swirling curtain of shimmering fabric unfurls across the battlefield, billowing with impossible colors and sparkling motes. The curtain blocks vision, muffles sound, and warps magic, creating a zone of secrecy and confusion.

Jugglerβs Reversal (Jester)
You snap your fingers and a cascade of spectral juggling pins whirls through the air, snatching weapons or objects from your foes and tossing them skyward. The pins spin with impossible speed, then hurl the items back to the ground with a flourish, dealing force damage to those who fail to evade them.

Mocking Mirage (Jester)
You conjure a taunting illusion that mimics your foeβs every move, exaggerating their actions with comical flair. The mirage jeers, dances, and mocks, undermining confidence and sowing confusion. The air shimmers with carnival colors and the faint sound of mocking laughter, disrupting enemy attacks and inflicting psychic damage.

Tumble Hex (Jester)
With a flourish, you conjure a slick patch of magical banana peels beneath your foes. The ground ripples with laughter as targets slip, tumble, and land with a comedic thud. The air is filled with the sound of giggles and the scent of fresh fruit.

Pranksterβs Pop (Jester)
A shimmering bubble bursts in the air above your target, releasing a spray of confetti and a sharp, echoing βpop!β The sound startles the mind, sending a jolt of psychic discomfort. The confetti lingers, swirling in impossible patterns, distracting the senses and leaving a faint scent of candied fruit.

Womb of Unbecoming (Putrid)
You open the Womb of Unbecoming β a transdimensional hive-core from which spews larval psalms. All who hear it risk losing their form and will. Those who fail to resist are reshaped into mindless rot-thralls for 1 minute. This spell serves as a mass control mechanism, capable of ending fights or disrupting strategies with its horrifying effects.

Progenesis Rupture (Putrid)
You channel the ultimate birthing surge of your fleshflask womb, erupting a titanic horror in an explosion of rot. Everything within 30ft suffers a wave of degenerative mutation, dealing devastating necrotic and poison damage to those caught in the blast.

Hiveheart Directive (Putrid)
You link all your broodspawn into a unified mind-node, amplifying their aggression and synchronizing their strikes. Enemies find themselves targeted with unrelenting, predictive ferocity, as your summoned units strike with enhanced accuracy and damage, working in perfect harmony to overwhelm foes.

Necropod Cascade (Putrid)
You disgorge a swarm of engorged necropods that tumble forward in a chitinous cascade. Their bodies rupture on impact, releasing bludgeoning force and corrosive rot mist. This spell creates a large area of effect burst, softening frontline enemies and clearing waves of foes with its toxic and bludgeoning damage.

Plaguewomb Genesis (Putrid)
You implant a massive, slow-pulsing egg sac beneath the battlefield. After 2 turns, it ruptures, birthing a towering hivebeast stitched from rot and bile, whose breath spreads corruption in waves. This spell serves as a delayed area control summon, disrupting the battlefield and infesting it with plague.

Fleshflask Bloom (Putrid)
You hurl your sealed Fleshflask into a designated zone, where it ruptures open like a seedpod. From it crawl 3β5 juvenile rot-beasts with variable mutations β eyeless, scaled, or fungal-jointed. They act autonomously for a short time, creating battlefield pressure and harassment for your enemies.

Rotlure Husk (Putrid)
You summon a grotesque shell of a failed mutation that emits psychic pheromones. Enemies become irrationally fixated, lurching toward the husk despite themselves, drawn by echoes of instinct and fear.

Broodbile Trail (Putrid)
You vomit a continuous trail of squirming bile-larvae that pulse with fungal spores. Enemies that cross the path become sluggish and nauseated, struggling through the corruption. This spell creates a 15-foot path of bile that hinders movement and creates a zone of denial on the battlefield.

Fleshmolt Detonation (Putrid)
A spawned larva molts explosively, shedding its unstable outer carapace in a burst of acid and necrotic mist. Bones sizzle, and armor corrodes as enemies scream and recoil.

Larval Spit (Putrid)
A twitch of the jaw and the Broodseeder vomits a bile-coated larva, hurling it toward a foe. On impact, it bites and secretes corrosive bile before dissolving. The air stings with rot, and the soil smokes briefly where it lands.

Vaultline Exegesis (Bonevault)
You activate the deepest core lines of your vault, unleashing a recursive reading of all encrypted souls within. An explosive exegesis of forgotten commands lashes out in a radiant glyphstorm, rewriting targets from the inside out.

Writ Recompiler (Bonevault)
You press the Runevault Core to a fallen construct or ally, rewriting its glyph-matrix and reconstructing its functionality. The revived form is flawed, but temporarily functional β living an after-routine. This spell allows you to animate fallen summoned or allied constructs, bringing them back to a semblance of life, albeit with imperfections.

Algorithmic Haunt (Bonevault)
A haunting algorithm runs ambiently around you, mirroring enemy targeting logic and subtly scrambling their predictions. Enemies inside the field hesitate, strike late, or miss entirely.

Bonepath Sigmarch (Bonevault)
You generate a programmed path of sigil plates that animate bones into a regimented march. These partial constructs step precisely and detonate with structured precision at the pathβs end, creating an area denial trap that activates after a delay.

Nullscript Reverb (Bonevault)
You strike the battlefield with a void-script that erases sound through necrotic echo. Spellcasters forget incantations mid-syllable, and even commands to summons fizzle into mist. This spell serves as a powerful anti-caster utility, disrupting spellcasting and interrupting summoned unit directives.

Recursive Collapse (Bonevault)
You force a logical paradox through an active summonβs command code. The eidolon implodes in a flare of compressed sigils, detonating stored command energy and splintering reality around it.

Glyphbind Field (Bonevault)
A net of shifting runes erupts from your feet and expands outward, projecting hexagonal lattices that capture and root all who step through them. Those entangled appear frozen in place as if time were being interpreted incorrectly.

Runecode Simulacra (Bonevault)
You transcribe a complex string into the Runevault Core, summoning a programmable eidolon of lightbone and script. The construct lasts until destroyed or recompiled, obeying logical if-then battle directives. This spell allows for tactical automation on the battlefield, providing utility through a summoned entity that can execute commands based on your programming.

Excrypt Lash (Bonevault)
Thin script-chains surge from your palm, flaring with red runes as they wrap around the target. Their flesh blackens where the glyphs sear contact, embedding encrypted decay that gnaws from within.

Sigil Spark (Bonevault)
A single floating glyph pulses from your Runevault Core, accelerating toward your target with a hiss of compressed incantation. The symbol shreds the air like etched glass, delivering a sharp pulse of force energy before crumbling into data ash.

Echo Collapse (Eidolash)
You forcefully fold every active echo, memory, and illusion within range into a single collapsing point. The implosion creates a brief vacuum of perception, then erupts in a brain-rending blast, dealing devastating psychic and force damage to all creatures in the area.

Cognitive Shardstorm (Eidolash)
You shatter your mental projection into a storm of jagged cognition. Each shard carries fragments of thought so sharp they draw mental blood, dealing devastating psychic damage to those caught within its path.

Eidolash Choir (Eidolash)
You manifest a field of singing memory-echoes β warped voices of those long dead β that hum with harmonic dissonance. All who hear it lose their sense of time, identity, and threat. The echoes create an area of confusion, disorienting enemies and leaving them vulnerable to your allies' attacks.

Archive Pulse (Eidolash)
You trigger an overload of ancestral memory through the Dreadlens Collar, blasting the area with encoded history that fractures unprepared minds. This spell unleashes a wave of psychic energy, disrupting the mental faculties of those caught within its radius.

Mindvault Decoy (Eidolash)
A fully autonomous echohost is created from a sliver of your memory, crafted to run a decoy program for several seconds. It reflects your voice, aura, and outline β then bursts into memory shards on impact, creating an explosive disruption that can bait enemy spells or attention.

Writhe of the Forgotten (Eidolash)
Your voice speaks in forgotten tones, summoning the buried shame of a dozen lives. The target sees flickering versions of themselves committing atrocities they never chose, causing them to confront their deepest fears and regrets.

Shardloop Containment (Eidolash)
An array of spinning glass shards circles a zone of space, distorting echoes and perception. Those who step into the loop lose orientation and can no longer act freely, becoming immobilized for one turn if they fail to resist its effects.

Mirrorflesh Summons (Eidolash)
You pull a distorted echo from the memory of a fallen foe, animating a writhing mirrorflesh construct that mimics their stance but not their soul. It obeys a single instinctual command before shattering, creating a moment of battlefield misdirection and threat.

Dreadlens Aperture (Eidolash)
The Dreadlens opens, unleashing a sudden flash of inverted cognition that lashes at the target's mind, distorting their perception of space and time. For a brief moment, they are left questioning the reality of their position, suffering psychic damage and minor confusion.

Fracture Blink (Eidolash)
You briefly split your mindβs image from your body, flickering a translucent ego-projection behind or beside you. The confusion forces one enemy to hesitate, thinking youβve moved before you have.

Testament Cataclysm (Gravecoil)
You unbind the Graven Writ in its entirety, invoking every sin etched upon it. A maelstrom of divine curses rains upon the land, obliterating the unworthy in a flood of parchment and penitence.

Excommunication Field (Gravecoil)
You declare a sacred silence across the battlefield, cutting all divine magic and healing within range for one minute. Angels, clerics, and spiritual summons within fall inert, unable to channel faith.

Scroll of Eternal Sentence (Gravecoil)
You seal an enemy's fate with an invocation of eternal guilt. A scroll brands their soul, pinning them to deathβs script. If slain while cursed, their body is erased from resurrection attempts permanently.

Divine Redaction (Gravecoil)
You strike the targetβs memory with a divine seal of censure. The sin within them is overwritten by a void of self. For a turn, they forget all allies, actions, and intentions, acting erratically or passing.

Graven Legion (Gravecoil)
You call forth three cursed penitents β undead bound in chains of unrepented crime. Each one carries spectral manacles that bind enemies struck, dragging them closer or locking them down with spectral weight. The summoned undead serve to harass foes and control the battlefield, creating a zone of fear and restraint.
Revel Inquisition (Gravecoil)
You unleash a storm of divine interrogation, each whisper shaped as an accusation. The voices compel the guilty to relive their misdeeds, stunning them briefly in a wave of internal trial.
Parchment Golem (Gravecoil)
You summon a sentient construct composed of cursed prayer-scrolls and ritual scripts. The golem shields allies and absorbs sin-based magic, unraveling its form to project wards of interdiction, providing battlefield support and magic mitigation.

Shackles of Penitence (Gravecoil)
Two spectral manacles clamp onto the limbs of your target, dragging them into a kneeling position. The chains pulse with spiritual guilt, forcing the creature to bow and skip its next movement action.

Sentence of Wither (Gravecoil)
The caster marks a sigil of judgment in the air, causing the targetβs skin to peel in decrees of rot. Each flake carries away a sin unconfessed, turning flesh brittle with every breath.

Chain of Confession (Gravecoil)
A spectral iron chain inscribed with words never spoken lashes toward the target. It tightens around their throat with a whisper of guilt, echoing their suppressed secrets in spectral murmurs only they can hear.

Thryxgen Overburst (Thryxgen)
You overload the Spinal Loomβs core, causing a chain-reaction of volatile marrow ruptures across the battlefield. Every corpse, enemy, and exposed wound becomes a detonation point for alchemical bile and hybrid decay.

Vitagraft Rebellion (Thryxgen)
You force the living tissue of your enemies to reject their own healing instincts. Their wounds fester, their blood solidifies. Magical healing becomes corrupted, turning sustenance into strain.

Boneclade Encasement (Thryxgen)
You encase yourself or an ally in a semi-living exosuit of plated graft-bone. This armor grants temporary hit points, immunity to poison and critical hits, and upon expiration, it explodes into a shower of needle-shrapnel, dealing damage to nearby foes.

Spinal Chorus (Thryxgen)
You unleash a harmonic scream via your Spinal Loom, causing every harvested vertebra in your collection to resonate at full pitch. Enemiesβ skeletons vibrate violently, rupturing marrow and silencing spellcasters. This spell creates a shockwave of sound that disrupts foes in a 30-foot radius, dealing necrotic damage and deafening them for one turn.

Hybridogenesis Surge (Thryxgen)
You graft two corpses into a single combat-ready fusion horror. This summon inherits half of each corpse's abilities (within GM allowance), and emits pulses of volatile biomass each time it attacks or is struck. The fusion horror serves as an adaptive summon, providing hybrid utility for battlefield imbalance.

Staincall Bloom (Thryxgen)
You cause a bloom of volatile graft-fluid to rupture from beneath the battlefield. The geyser stains flesh and gear alike in sizzling marrow-acid. The ground becomes slick and diseased for one round, creating a hazardous area that can deny movement and force enemies to reconsider their positioning.

Marrowspire Husk (Thryxgen)
You summon a bioengineered tower grown from graftbone and marrow tendrils. This spire acts as a stationary minion, lobbing cystic bile pods every turn and absorbing necrotic attacks directed at allies within 10 feet. The spire serves as a zone control and defensive mechanism, providing support to your allies while hindering enemies.

Clonebind Harvest (Thryxgen)
By igniting a spore of hybrid lineage in your targetβs bloodstream, you momentarily bind them to a phantom version of themselves β a genetic echo that anchors them to their position and cannibalizes their own flesh. The target must make a Constitution saving throw. On a failed save, they take 3d6 necrotic damage and are restrained for 1 round. On a successful save, they take half damage.
Ossic Bypass (Thryxgen)
You reconfigure the bones of a willing creature, rerouting marrow flow and hardening skeletal support. For 1 minute, the target gains resistance to bludgeoning and becomes immune to being stunned, at the cost of 5 movement speed.
Graftlash Tendril (Thryxgen)
A barbed biomechanical tendril erupts from your palm, lashing toward the target with jagged graft-hooks and synthetic sinew. It leaves behind writhing filaments that pulse with necrotic intent, stripping vitality and tissue residue from the target.

Nullcipher Cataclysm (Murkmind)
You shatter the boundary between mind and void, invoking the Cataclysm of Unspoken Truths. Every creature in range is overwhelmed by a flood of denied thought, unvoiced pain, and forgotten history. The silence screams.

Thoughtbane Gallery (Murkmind)
You summon an ephemeral archive of every regret a creature has buried. The memories manifest as paintings in the air, each revealing truths too painful to comprehend. The target suffers as their psyche collapses under the weight of their forgotten sins.

Hollowmantle Spiral (Murkmind)
You wrap yourself in layers of unspoken memories, forming a mantle of hollow light. Enemies that enter or start their turn within 30 feet must confront echoes of their forgotten selves, losing grasp on the present. This spell creates an aura of confusion, disrupting the battlefield and controlling the flow of combat.

Lacuna Forge (Murkmind)
You create a fixed Lacuna β a null-thought furnace that absorbs mental noise. For 1 minute, it silences all verbal actions in its area, erasing active thoughts and interrupting all memory-based effects. This spell is particularly effective in countering illusions and commands, creating a tactical advantage on the battlefield.

Nullpulse Chorus (Murkmind)
You detonate a silent pulse of raw memory suppression at a point you can see. The sound disappears β and so do the screams. Those caught in the blast clutch their heads as inner monologues fracture into incoherent waves. This spell creates an area of effect psychic burst that denies verbal spellcasters the ability to cast spells, leaving them deafened for 1 round.

Sentence of Absence (Murkmind)
You mark a foe with an inverse sigil β a sentence that declares their absence from the world. For the duration, the creature becomes half-real, half-forgotten: attacks pass through them more easily, but so do alliesβ healing effects. This spell allows you to bypass resistances, weaken the target's defenses, and serves as an anti-support debuff.

Hollowform Seed (Murkmind)
You conjure a Hollowform β a faceless, translucent echo shaped from withheld regrets and unsaid truths. It manifests within 5 feet of you, tethered by a filament of psychic resonance, and mirrors your silhouette in muted synchronization. The Hollowform moves in tandem with you unless mentally directed otherwise (no action required). While present, it performs the following functions: Mirrored Guard: As a reaction, it can impose disadvantage on a melee attack against you if within 5 feet of both you and the attacker. Displacement Flicker: Once per turn, when you take the Dodge or Disengage action, it may teleport up to 10 feet to remain adjacent. Distracting Echo: Creatures within 5 feet of the Hollowform have disadvantage on opportunity attacks provoked by you. Hollowform cannot attack, cast spells, or manipulate objects, but is treated as a creature for the purpose of targeting. If reduced to 0 HP or if you fall unconscious, it dissolves into a swirl of silent, unraveling thought.

Unword Echo (Murkmind)
You channel a moment that was never spoken β a confession that rotted on the tongue. The target hears their own voice speaking what they most refused to say, fracturing the mind and soul. This spell forces psychological pressure, dealing hybrid damage with mental disruption.

Voicethief Binding (Murkmind)
You steal the voice of a creature within range, sealing it in a spectral lock. For the duration, the target cannot speak, cast spells with verbal components, or utter commands. In the silence, their own thoughts echo back louder.

Whisper Knot (Murkmind)
A thread of unspoken thought lashes from your focus and coils around your targetβs mind. The knot tightens on hesitation β squeezing with each unsaid word. Victims feel their thoughts snag, fragment, and twist, causing minor confusion and disrupting their actions.

Epitaph of the Unbroken (Brawler)
While raging, you become a living legend. Your melee attacks deal an extra 3d8 bludgeoning damage. When you hit a creature, you can choose to mark it; marked creatures must attack you on their next turn or take 4d8 psychic damage. You gain advantage on saving throws against being restrained or paralyzed. The extra damage increases by 1d8 at 17th level.

Legendβs Rampage (Brawler)
While raging, you surge through the fray, making a melee attack against up to five creatures within 10 feet, each dealing normal weapon damage plus 3d10 bludgeoning damage. Targets hit must succeed on a Strength saving throw or be pushed 15 feet in a direction of your choice. The damage increases by 2d10 at 17th level, embodying the Brawlerβs ultimate chaotic glory.

Triumphβs Gaze (Brawler)
While raging, your fierce gaze marks up to two creatures within 60 feet. Marked creatures have disadvantage on attack rolls against anyone but you. When you hit a marked creature, you gain temporary hit points equal to your Barbarian level. The number of targets increases by one at 14th level. This spell embodies the Brawlerβs glory-driven defiance, forcing foes to focus on you and enhancing your durability in battle.

Maelstrom of Defiance (Brawler)
While raging, you unleash a chaotic barrage. Each creature within 10 feet must succeed on a Dexterity saving throw or take 5d10 bludgeoning damage and be unable to take reactions until the end of your next turn. On a successful save, they take half damage. The damage increases by 1d10 at 13th and 19th levels, embodying the Brawlerβs storm of primal power.

Scatterstorm Leap (Brawler)
While raging, you leap to a point within 40 feet, slamming down with force. Choose two creatures within 10 feet; they must succeed on a Strength saving throw or swap positions and take 4d8 force damage. You can make one melee attack against one of them. The damage increases by 1d8 at 12th and 18th levels, disrupting formations for the Brawlerβs chaotic mobility.

Gloryβs Escalation (Brawler)
While raging, your strikes grow fiercer with each hit. After hitting a creature with a melee attack, your next melee attack deals an extra 1d8 bludgeoning damage, stacking up to 3d8. If you miss an attack, the bonus resets to 0. The maximum bonus increases by 1d8 at 11th and 17th levels, rewarding the Brawlerβs relentless momentum for glory.

Tempest of Blows (Brawler)
While raging, you deliver a flurry of strikes to a creature within 5 feet, making three melee weapon attacks, each dealing normal weapon damage. If at least two attacks hit, the target must succeed on a Strength saving throw or be disoriented, granting advantage on attacks against it until the end of your next turn. The number of attacks increases by one at 10th and 16th levels.

Riotous Taunt (Brawler)
While raging, you unleash a mocking bellow, targeting up to three creatures within 30 feet. Each must succeed on a Wisdom saving throw or use its reaction to move up to its speed toward you. For the duration, your melee attacks against affected creatures have advantage. The number of targets increases by one at 9th and 15th levels, making it a powerful tool for disrupting enemy formations and drawing them into melee combat.

Chained Fury (Brawler)
While raging, you strike one creature within 5 feet with a melee attack. On a hit, you can immediately make another melee attack against a different creature within 5 feet, chaining up to three attacks total. Each hit deals normal weapon damage plus 1d6 bludgeoning damage, increasing by 1d6 at 8th and 14th levels.

Mark of the Frenzied (Brawler)
While raging, you mark a creature with a primal shout, compelling it to move toward you on its turn. The target must succeed on a Wisdom saving throw or be forced to use at least half its speed to approach you. Additionally, your melee attacks against the marked creature deal an extra 1d4 bludgeoning damage, increasing by 1d4 at 5th, 11th, and 17th levels.

Oath of the Unbreaking (Warden)
You swear an unbreakable oath of protection, gaining immunity to fear, charm, paralysis, and stun effects for 1 minute. If an allied creature within 30 feet would be reduced to 0 HP, you may use your reaction to absorb half of the incoming damage, allowing the ally to remain at 1 HP. This reaction can be used once per round, and while active, your AC increases by +1, emitting a faint aura of silver light.

Adamantine Reprisal (Warden)
For 1 minute, your very presence punishes those who harm you. When you take damage from a creature within 5 feet, that creature immediately takes 3d6 force damage. This effect can trigger once per turn per creature, and the damage dealt ignores resistances. The reprisal manifests as a shockwave of retaliatory energy rippling off your hardened form.

Echoes of Endurance (Warden)
Invoking the strength of ancient Wardens, you refuse to fall. When you are reduced to 0 HP, you may make a Constitution saving throw (DC 10 + half the damage received). On a success, you instead remain at 1 HP. This effect can trigger up to two times per casting, but no more than once per turn. After the second use, the spell ends and cannot be recast until you complete a long rest.

Wardenβs Wall (Warden)
You become a moving bulwark, a living wall of stone and steel. While active, enemies who enter or start their turn within 5 feet of you take 1d8 bludgeoning damage and have their movement speed halved until the start of their next turn. You gain advantage on checks made to resist being shoved or moved.

Stonebind Vow (Warden)
You forge a sacred bond with an ally, pledging to share in their suffering. Choose one creature you can see within 30 feet. While the bond is active, you take half the damage that creature would receive (rounded down). Damage transferred to you bypasses your resistances but can trigger features such as Rage resistance. The effect ends if either of you is reduced to 0 hit points.

Punishing Bastion (Warden)
You retaliate with overwhelming force. When you are hit by a melee attack, you may use your reaction to make a melee weapon attack against the attacker. On a hit, deal normal weapon damage plus 2d8 additional damage, and the creature is pushed 10 feet away from you and must succeed on a Strength saving throw or be knocked prone.

Bulwark Surge (Warden)
You generate a shimmering barrier of force that radiates from your body. For 1 minute, you and all allied creatures within 10 feet gain a +1 bonus to AC and resistance to one elemental damage type of your choice: fire, cold, or lightning. You may change the elemental resistance as a bonus action during the spell's duration. This spell can be used once per short or long rest.

Aegis Roar (Warden)
You unleash a deafening roar charged with ancestral authority. Each hostile creature within 30 feet that can hear you must succeed on a Wisdom saving throw or be compelled to attack only you until the end of your next turn. While this effect is active, you gain +2 AC against attacks from affected creatures. Creatures that fail their saving throw have disadvantage on attacks against targets other than you for the spellβs duration.

Shieldbound Grasp (Warden)
With a surge of protective instinct, you intercept an enemyβs aggression. When a hostile creature within reach targets an ally with a melee attack, you may attempt to seize them using your reaction. Make a contested Strength (Athletics) check against the creatureβs Strength (Athletics) or Dexterity (Acrobatics). On a success, the target is grappled, takes 2d6 bludgeoning damage, and has disadvantage on all attack rolls until the end of its next turn. While you maintain this grapple, the creature cannot target any creature other than you.

Ironroot Stance (Warden)
Rooting yourself like an ancient tree, you become immovable and unyielding. Until the start of your next turn, you cannot be forcibly moved by any non-magical or magical effect (except teleportation), gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons, and any creature attempting to shove or grapple you does so at disadvantage. If you are reduced to 0 hit points while in this stance, you remain standing until the end of your turn before falling.

Titanβs Judgment (Ravenger)
You unleash an apocalyptic strike that rends the very fabric of the battlefield. Choose one creature within 30 feet of you; it must make a Strength saving throw or take 10d6 force damage and be knocked 50 feet away from you, landing prone. If the creature is reduced to 0 hit points, all creatures within a 20-foot radius must make a Constitution saving throw or take 5d6 bludgeoning damage.

Fury of Ares (Ravenger)
You enter a state of godlike rage, transforming your body into a force of destruction. For the duration, your melee attacks deal an additional 3d6 damage, you gain resistance to all damage types except force damage, and you have advantage on all Strength checks and saving throws.

Battlelordβs Presence (Ravenger)
Your overwhelming presence on the battlefield inspires fear and dominance. For the duration, all allies within 30 feet of you gain advantage on saving throws against fear and gain resistance to all damage. Enemies within the radius must make a Wisdom saving throw or have disadvantage on their attack rolls against creatures that are not you.

Godsβ Wrath (Ravenger)
You invoke the wrath of the gods to smite your foes. Your next melee attack deals 6d6 force damage, and the target must make a Constitution saving throw or be stunned until the end of your next turn. If the target is reduced to 0 hit points by this attack, you can immediately make another melee attack as a bonus action.

Crater of the Fallen (Ravenger)
You slam your weapon into the ground, causing the earth to tremble and crack beneath you. Creatures within a 15-foot radius must make a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked prone. On a successful save, they take half damage and are not knocked prone. The area becomes difficult terrain for 1 minute.

Warriorβs Unleashing (Ravenger)
You tap into the deepest well of your rage, unlocking devastating power. For the duration, your melee attacks score a critical hit on a roll of 19 or 20, and your melee damage increases by 2d6. Additionally, any creature that hits you with a melee attack takes 1d6 bludgeoning damage in return.

Spartan Charge (Ravenger)
You charge with unstoppable fury, moving up to your movement speed in a straight line. During this movement, you may move through creatures, knocking them prone if they fail a Strength saving throw. Any creature you pass through or end your movement within 5 feet of takes 3d6 bludgeoning damage. You may use your action to make a melee attack against any creature you end your movement within range of.

Crimson Warcry (Ravenger)
You unleash a primal battle roar, channeling your fury to embolden allies and terrify enemies. All creatures within 30 feet must make a Wisdom saving throw or be frightened for the duration. Allies gain advantage on attack rolls and temporary hit points equal to your Barbarian level. Creatures that succeed on the saving throw are unaffected.

Phalanx Breaker (Ravenger)
You channel the power of a battering ram, delivering a crushing blow. On a successful melee attack, you deal an additional 2d6 force damage, and the target must make a Strength saving throw or be knocked back 10 feet and knocked prone. If the target is already prone, they take an additional 1d6 bludgeoning damage.

Spartan Vanguard (Ravenger)
You tap into the battlefield discipline of ancient warriors, enhancing your combat prowess. For the duration, your AC increases by 2, and you gain advantage on Strength saving throws. If a creature within 5 feet of you hits a friendly creature with a melee attack, you can use your reaction to make a melee attack against that creature.

Executionerβs Blow (Slayer)
You channel all your rage into one final, lethal blow. Make a melee weapon attack with advantage; on a hit, the target must make a Constitution saving throw or be reduced to 0 hit points. If they succeed, they take 6d6 slashing damage and are knocked prone. This spell can only be used once per long rest.

Relentless Pursuit (Slayer)
You become an unstoppable force, tracking and attacking your prey with relentless focus. For the duration, you gain the ability to Dash as a bonus action, and when you make a melee attack against a creature you have hit previously in this encounter, you can make another attack as a bonus action. Additionally, you gain resistance to all damage from the creature you are pursuing.

Unyielding Precision (Slayer)
Your strikes become almost impossible to evade. For the duration, your melee attacks score a critical hit on a roll of 19 or 20, dealing an extra 2d6 damage on a critical hit. Additionally, you can add your Strength modifier to your AC, as your focus and control over your rage make you more difficult to hit.

Surgical Strike (Slayer)
You strike with pinpoint accuracy, aiming for weak points in the enemyβs defenses. Upon hitting a creature, you can inflict additional necrotic damage and potentially impose disadvantage on its attack rolls against you for a short duration.

Crushing Focus (Slayer)
You channel all of your rage into a single, devastating blow. Your next melee attack is made with advantage, and if it hits, you can deal double damage. Additionally, if you score a critical hit, the target must make a Constitution saving throw or suffer a penalty to their movement speed equal to your Strength modifier for 1 minute.

Keen Strike (Slayer)
You strike with deadly precision, exploiting an enemyβs vulnerability. Choose a creature within 5 feet of you to make a melee weapon attack with advantage. If the attack hits, deal 3d6 extra damage, increasing to 5d6 if the target is below half its maximum hit points. After using this ability, you must finish a short or long rest before using it again.

Predatory Instinct (Slayer)
Your instincts sharpen, allowing you to anticipate your enemies' moves. For the duration, you gain advantage on Dexterity saving throws and all attacks against creatures you have already attacked during this fight. Additionally, if a creature misses you with an attack, you can use your reaction to make a melee attack against that creature.

Eye of the Slayer (Slayer)
You focus your senses to pinpoint weak points in your enemyβs defenses. For the duration, you can see through any hidden or invisible creature within 60 feet of you. Additionally, when you attack a creature, you can ignore the creatureβs resistance to your damage type. This effect ends if you lose concentration.

Vengeful Assault (Slayer)
You lash out at a foe that has wronged you, striking with unyielding precision. When you hit a creature that has dealt damage to you in the last turn, your attack deals an extra 2d6 damage, and the target must succeed on a Strength saving throw or be knocked prone. You can use this feature once per short rest.

Focused Fury (Slayer)
You focus your rage into a controlled frenzy, sharpening your precision in battle. For the duration, your melee attacks gain a +2 bonus to attack rolls, and you deal an additional 1d6 damage with all melee attacks. If you hit a creature that is at or below half of its maximum hit points, you gain advantage on your next attack against that creature. This effect ends early if you are reduced to half hit points or fewer.

Titanβs Wrath (Titan)
You tap into the full force of your inner rage, becoming an unstoppable force of nature. For the duration, your Strength score increases by 2 (up to a maximum of 24), and when you hit a creature with a melee attack, it takes an additional 3d10 bludgeoning damage. You also gain resistance to all damage except force, psychic, and radiant.

Earthshatter Slam (Titan)
You bring down your weapon with unrelenting force, shattering the earth beneath you. Make a melee weapon attack with advantage. On a hit, the target takes 4d10 bludgeoning damage, and all creatures within a 10-foot radius must make a Dexterity saving throw or take 3d6 bludgeoning damage and be knocked prone. The ground in the area becomes difficult terrain for 1 minute. The damage increases by 1d10 and 1d6 at 15th level.

Titanβs Fury (Titan)
Your rage intensifies, shaking the very air around you. For the duration, any creature within 30 feet of you that starts its turn must make a Strength saving throw or take 3d6 force damage and be pushed back 5 feet. You can use your bonus action to target one creature within range, causing them to take 2d6 force damage and become stunned until the end of their next turn. The damage increases by 1d6 at 15th level.

Overwhelming Force (Titan)
You channel pure brute force into your strikes. For the duration, your melee weapon attacks deal an additional 2d6 bludgeoning damage. Additionally, when you reduce a creature to 0 hit points with a melee attack, you can use your reaction to make another melee attack against a creature within 10 feet. The additional damage increases by 1d6 at 10th and 15th level.

Shockwave Smash (Titan)
You focus all of your might into a single, earth-shattering blow that sends a shockwave outward. Make a melee weapon attack. On a hit, the target takes 3d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed back 15 feet and knocked prone. The shockwave also affects all creatures within 10 feet of the target, forcing them to make a Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. The damage increases by 1d10 and 1d6 at 10th and 15th level.

Mighty Cleave (Titan)
You unleash a devastating swing, striking multiple enemies in your path. Make a melee weapon attack with advantage; on a hit, deal 2d8 slashing damage and can make a second attack against a different creature within 10 feet, dealing an additional 2d8 slashing damage. The damage increases by 1d8 at 10th level and 15th level.

Titanβs Endurance (Titan)
Your sheer physical power bolsters your endurance. For the duration, you gain temporary hit points equal to 1d12 + your Strength modifier at the start of each of your turns. While these temporary hit points are active, you also have advantage on Strength saving throws and checks to avoid being grappled or restrained. The temporary hit points increase by 5 at 5th, 10th, and 15th level.

Ragequake (Titan)
You channel your rage into the ground, causing the earth to quake violently. All creatures within a 20-foot radius must make a Dexterity saving throw or take 3d6 bludgeoning damage and be knocked prone. Creatures that succeed on the saving throw take half damage and are not knocked prone. The radius and damage increase by 5 feet and 1d6 respectively at 5th, 10th, and 15th level.

Titan's Grasp (Titan)
You reach out with your immense strength, attempting to seize a target in your grasp. Make a Strength (Athletics) check contested by the targetβs Strength (Athletics) or Dexterity (Acrobatics) check. On a success, you grapple the target, pulling them 15 feet toward you and dealing 2d6 bludgeoning damage. While grappling, you can throw the target up to 10 feet in any direction, knocking them prone. The damage increases by 1d6 at 5th level, 10th level, and 15th level.

Crushing Stomp (Titan)
You stomp the ground with such force that the earth trembles beneath you. All creatures within a 15-foot radius must make a Strength saving throw or be knocked prone and take 1d6 bludgeoning damage. If the target fails the saving throw by 5 or more, they are also stunned until the end of your next turn. The damage increases by 1d6 at 5th level, 10th level, and 15th level.
Predictive Counter (Chrono Lurker)
Once per short rest, when a creature makes an attack roll against you, you may use your reaction to glimpse a moment into the future, forcing the attacker to roll twice and take the lower result. If the attack misses, your next attack against that creature has advantage, allowing you to capitalize on their moment of vulnerability.
Erase From Time (Chrono Lurker)
You phase a creature partially out of time, rendering it invisible and unable to interact with the world. While affected, the target must make a Charisma saving throw every 6 seconds; on three failures, it is permanently erased from the timeline.

Temporal Looptrap (Chrono Lurker)
You create a temporal distortion around a creature, forcing it to repeat the same action it took on its previous turn. At the start of each of its turns, the target must succeed on a Wisdom saving throw or be compelled to repeat its last action, causing confusion and tactical paralysis.

Chrono Collapse (Chrono Lurker)
You target a creature's timeline and forcefully collapse it inward, distorting its existence. The creature must make a Constitution saving throw or take 6d10 force damage and be stunned until the end of its next turn; on a success, it takes half damage and is not stunned.

Flicker Veil (Chrono Lurker)
You blur across short temporal gaps, becoming a fleeting shadow in the eyes of your foes. While this spell is active, you gain advantage on Dexterity saving throws, attacks of opportunity against you are made at disadvantage, and once per round, you can become invisible until the start of your next turn when you miss with a melee attack.
Chrono Anchor (Chrono Lurker)
You bind a creatureβs fate to a stable moment in time. Once during the duration, the target can choose to rewind to its current HP, location, and condition as they were when the spell was cast, effectively undoing any damage or effects they have suffered since then. Doing so ends the spell.
Echo Step (Chrono Lurker)
You rewind a second in time, causing the triggering attack to automatically miss. You then teleport up to 30 feet to an unoccupied space you occupied within the last minute, allowing you to evade danger and reposition yourself strategically.
Moment Split (Chrono Lurker)
You split your presence across two nearby points in time, allowing you to act twice in quick succession. After your turn ends, you may take another full turn, but you cannot cast spells or take bonus actions during that second turn, and you gain 1 level of exhaustion afterward.

Timeburn Mark (Chrono Lurker)
You mark a creature with a temporal fracture. The next time the creature takes damage, it suffers 1d6 temporal damage at the start of each of its turns for the duration, as moments of that strike repeat in short bursts.
Temporal Feint (Chrono Lurker)
You briefly step a half-second into the future, creating a momentary distortion in time. Until the start of your next turn, the next attack against you has disadvantage, and if that attack misses, you can teleport up to 10 feet and make a melee attack with advantage as a reaction.

Shadow Passage (Specter Knife)
You can phase through a solid wall or door up to 5 feet thick as a bonus action. After emerging, you may immediately make one melee attack with advantage against a creature within 5 feet of your exit point.

Blade of Final Judgment (Specter Knife)
You summon a spectral blade of divine reckoning that strikes a creature with irresistible force, dealing 6d10 necrotic damage. If the target is below half its maximum hit points, it must succeed on a Constitution saving throw or be destroyed instantly.

Spectral Form (Specter Knife)
You assume a ghostlike state, gaining resistance to all damage except force. You can move through solid objects and creatures as if they were difficult terrain, allowing you to pass through walls up to 5 feet thick without harm.

Abyssal Vision (Specter Knife)
You grant a creature the ability to see through the boundaries of reality. The target can perceive invisible, hidden, or extraplanar creatures as if they were on the material plane, and see into the Ethereal Plane for the duration.

Phantom Echo Cut (Specter Knife)
You conjure a phantom afterimage of yourself at a point you can see within range. This echo mimics your movements with delayed aggression, dealing additional psychic damage when you hit a creature with a melee weapon attack. The echo is incorporeal and cannot be targeted, allowing you to teleport to its location as a bonus action, passing through obstacles as if you were ethereal.

Ethereal Leap (Specter Knife)
You teleport up to 30 feet to an unoccupied space you can see. Until the end of your next turn, you become invisible, remaining so until you attack or cast a spell, allowing for a strategic repositioning in combat.

Specterβs Touch (Specter Knife)
You reach out and touch a creature, unleashing a wave of necrotic energy that deals 3d6 necrotic damage. If the target is below half its maximum hit points, it must succeed on a Constitution saving throw or be paralyzed until the end of its next turn.

Shadow Step (Specter Knife)
You briefly become incorporeal, phasing through a solid wall or barrier up to 5 feet thick. After emerging, you may make one melee weapon attack with advantage against a creature within 5 feet.

Phantasmal Sight (Specter Knife)
You grant yourself or a willing creature the ability to see through up to 30 feet of solid material and invisibility. While under this effect, the target's vision slips slightly into the Ethereal Plane, allowing them to perceive hidden objects and creatures as if they were partially transparent.

Ethereal Blade (Specter Knife)
You create a spectral blade that functions as a magical dagger. It deals 1d6 necrotic damage and counts as magical for overcoming resistance and immunity to nonmagical attacks. You can use Dexterity for the attack and damage rolls.

Curseweaver's Brand (Curseweaver)
When you cast a spell that affects an enemy, a faint cursed sigil appears on them, glowing when they lie or conceal their true intentions. This effect lasts until your next long rest or until the target is purified, allowing you to sense deceit and hidden motives.

Rewrite Cataclysm (Curseweaver)
You unleash the ultimate curse: a rewriting of fate. Choose up to 5 creatures. Each must succeed on a Charisma saving throw or have one major past decision in their timeline erased, resulting in the loss of a class feature, magic item attunement, or resistances granted by originβyour choice. This effect lasts for 1 hour and can only be removed by a wish or similar magic.

Hexed Idol's Grasp (Curseweaver)
You invoke the power of a cursed shrine, summoning shadowy tendrils that ensnare your enemies. The tendrils, glowing with a venomous green hue, sap the strength of those caught within, leaving them weakened and vulnerable.

Doomstitch Web (Curseweaver)
You weave an invisible web of hexed threads across a wide area. Whenever a creature within the area moves or takes an action, roll a d6. On a 1β2, they are caught in a delay thread, and their action is wasted. On a 6, they take 5d6 necrotic damage and are cursed (disadvantage on attack rolls) until their next turn.

Serpent of Spite (Curseweaver)
You conjure a spectral serpent made of pure spite, coiled around a targetβs soul. It lashes into them each time they target an ally of yours with a harmful effect, dealing 4d10 psychic damage. If the creature kills an ally, it is stunned until the end of its next turn.

Mirrorhex Reversal (Curseweaver)
This spell allows you to redirect the next hostile spell or harmful magical effect that targets you back to the original caster, as if they were the intended target. The spell lasts for 10 minutes or until it successfully redirects a spell, and it does not affect creatures immune to being charmed or cursed.

Fractured Allegiance (Curseweaver)
You instill conflicting memories and loyalties into the target. It must make a Wisdom saving throw or be cursed with dissonance: on its next turn, it must choose between using its action to attack an ally or take psychic damage equal to 3d8. At the end of each of its turns, it repeats the saving throw.

Hexsuture Veil (Curseweaver)
You unravel fate itself and re-stitch a nearby curse into your defense. When you are hit by a melee or ranged attack, you may reflect the suffering, causing the attacker to suffer the same damage dealt to you if they fail a Wisdom saving throw.

Bleeding Omen (Curseweaver)
You place a blood curse on a target. When the target takes piercing or slashing damage during the spellβs duration, it begins to bleed spectral threads of fate. At the start of its turn, it takes 1d8 necrotic damage for each visible enemy within 15 feet of it. Only one creature can be affected at a time.

Whisperbind Curse (Curseweaver)
You hex a creatureβs ability to speak or warn others. Until the spell ends, the target cannot speak above a whisper and has disadvantage on Charisma (Persuasion or Intimidation) checks. If the target attempts to cast a spell with a verbal component, it must succeed on a Constitution saving throw or the spell fails.

Trustfall (Trustflayer)
You cause a creature you can see within range to fall into a deep, trusting sleep. The target must make a Wisdom saving throw. On a failed save, the target falls unconscious for 1 hour, immune to all damage and effects that would wake it. The effect ends early if the target is harmed or if a creature uses an action to shake it awake.

Master of Deceit (Trustflayer)
You become a master of deception. For the duration, you can cast Disguise Self at will without expending a spell slot. Additionally, you gain advantage on Charisma (Deception) checks, and creatures have disadvantage on Wisdom (Insight) checks to discern your lies.

Web of Lies (Trustflayer)
You weave a complex web of lies around a creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target believes all creatures within 30 feet of it are allies, and it cannot distinguish between friend and foe. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Verdict of Shadows (Trustflayer)
In the heart of a ruined tribunal, you summon the echoes of lost judgments. Shadows coalesce into spectral figures that bind your enemies in a web of guilt and despair, dealing psychic damage and potentially paralyzing them with the weight of their past transgressions.

Unravel Trust (Trustflayer)
You unravel the bonds of trust between two creatures. Choose two creatures within range that are friendly to each other. Each target must make a Wisdom saving throw. On a failed save, the target becomes hostile to the other target and perceives it as an enemy. The effect lasts for the duration or until the targets are more than 60 feet apart. The targets can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.

Cloak of Betrayal (Trustflayer)
You cloak yourself in an aura of mistrust, becoming invisible to hostile creatures. While under this effect, any creature that makes an attack roll against you does so with disadvantage. The invisibility ends if you attack or cast a spell.

Saboteur's Strike (Trustflayer)
You deliver a precise strike that disrupts the target's ability to function. Make a melee weapon attack against a creature within your reach. On a hit, the target takes normal weapon damage and must make a Constitution saving throw. On a failed save, the target suffers one of the following effects of your choice: disadvantage on attack rolls, cannot take reactions, or unable to cast spells that require verbal components until the end of its next turn.

False Allegiance (Trustflayer)
You cause a creature you can see within range to believe it is an ally. The target must make a Wisdom saving throw. On a failed save, the target is charmed by you and perceives you and your allies as friendly. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Veil of Deception (Trustflayer)
You create an aura of illusory duplicity around you. Allies within the aura gain advantage on Charisma (Deception) checks and saving throws against being charmed, while enemies have disadvantage on Wisdom (Insight) checks to discern lies. The aura moves with you and is centered on you.

Whispered Doubt (Trustflayer)
You plant a seed of uncertainty in the mind of a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) checks and attack rolls against creatures other than you. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Edict of Royal Blood (Bloodline Paladin)
You issue a divine proclamation, binding the fate of all creatures within 1 mile to a sacred lineage. Designate one 'Heir' within rangeβwilling or unwilling. For the duration, any creature that willingly harms the Heir takes 4d8 radiant damage (once per turn). The Heir automatically succeeds on death saving throws, and allies within 60 feet of the Heir have advantage on attack rolls and saving throws. You always know the Heirβs exact location, current HP, and any conditions affecting them. If the Heir dies during the duration, all creatures of your choice within the area must make a Wisdom saving throw or be paralyzed with despair until the spell ends. This effect ends early if you die or willingly renounce the blood pact.

Throne Ascendant (Bloodline Paladin)
You invoke the might of a forgotten royal pantheon, merging yourself or an heir with the divine blood of ancient sovereigns. The target is wreathed in spectral banners and ancestral sigils, gaining resistance to all damage, a +3 bonus to attack rolls and saving throws, and causing enemies within 30 feet to have disadvantage on saving throws against their spells or abilities. Additionally, the first time the target is reduced to 0 HP, they remain at 1 HP instead.

Crimson Legacy (Bloodline Paladin)
You anoint a wounded ally with royal blood, awakening an ancestral power. The chosen ally gains +2 AC, resistance to all damage, and can make one weapon attack as a bonus action on each of their turns. When the spell ends, they must succeed on a DC 15 Constitution saving throw or fall unconscious.

Sovereign's Command (Bloodline Paladin)
You speak a divine command with the weight of ancient thrones. Choose up to 6 creatures within range. Each must make a Wisdom saving throw or be compelled to obey a single action (e.g. kneel, drop a weapon, walk away, or surrender). The command lasts for 1 round, but if the target fails by 5 or more, it repeats the action for the spellβs full duration.

Bloodline Severance (Bloodline Paladin)
You sever a creature from the metaphysical thread of legacy. A creature you can see must make a Constitution saving throw. On a failure, the target becomes unable to benefit from healing for 1 minute and loses all active buffs that rely on blood, ancestry, or divine favor, including effects such as regeneration, bloodline-based resistances, or clerical blessings.

Crownforged Aegis (Bloodline Paladin)
You raise an aura of royal defense. Allied creatures within 30 feet that share a sworn oath with you gain resistance to all damage from opportunity attacks and are immune to forced movement. Enemies within the aura have disadvantage on attack rolls against these protected allies.

Mark of the True Heir (Bloodline Paladin)
You designate a creature as a 'true heir' of divine lineage. While this mark persists, they gain advantage on Charisma checks and saving throws. If the creature would die during the spellβs duration, they instead fall to 1 hit point and become immune to death effects until the start of their next turn. Once this feature activates, the spell ends.

Dynastic Sacrifice (Bloodline Paladin)
You draw the pain of another into yourself. When an ally within range takes damage, you may redirect half that damage to yourself. If this reduces you to 0 hit points, you explode in a pulse of ancestral wrath: enemies within 10 feet of you must make a Constitution saving throw or take 4d10 radiant damage and be pushed 10 feet.

Bloodbound Ward (Bloodline Paladin)
You shield a creature you consider 'of noble blood' with divine protection. The target gains +2 AC and cannot be moved against its will by magical effects. If the warded creature is hit by a critical hit, the attack becomes a normal hit instead.

Vow of Lineage (Bloodline Paladin)
You sanctify an ally with a drop of your own blood, forging a temporary ancestral bond. The target gains +1 to all saving throws, and you gain resistance to damage dealt to that ally as long as they remain within 30 feet. If either of you falls to 0 hit points, the other gains temporary hit points equal to your paladin level.

Divine Rest (Mercy Paladin)
You perform a sacred ritual over a deceased creature that has been dead for no longer than 1 year. The creature is restored to life with full hit points and gains immunity to disease and poison for 1 year. This spell cannot return a creature to life if it has been dead for more than 1 year.

Embrace of Eternity (Mercy Paladin)
You offer a compassionate release to a creature within range that has died within the last hour. The creature's soul is gently escorted to the afterlife, and its body is restored to life with full hit points. This spell cannot return a creature to life if it has been dead for more than 1 hour.

Final Benediction (Mercy Paladin)
You deliver a final blessing to a creature within range that has died within the last minute. The creature is restored to life with full hit points and gains a +2 bonus to its AC and saving throws for 1 hour. This spell cannot return a creature to life if it has been dead for more than 1 minute.

Sacred Repose (Mercy Paladin)
You create an area of peaceful repose centered on you. Allies within the area are healed for 1d6 hit points at the start of each of their turns. Enemies within the area must succeed on a Wisdom saving throw or be paralyzed for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Benediction of the Departed (Mercy Paladin)
You call upon the spirits of the departed to bless a creature within range. The target gains resistance to necrotic damage and advantage on death saving throws. Additionally, the first time the target drops to 0 hit points during the spell's duration, it automatically succeeds on its death saving throw.

Comforting Presence (Mercy Paladin)
You exude an aura of peace and compassion. Allies within the aura gain temporary hit points equal to your paladin level at the start of their turns. Enemies that start their turn within the aura must succeed on a Charisma saving throw or be charmed by you until the aura ends.

Soul's Passage (Mercy Paladin)
You call upon the divine to guide a departing soul. Choose one creature within range that has died within the last minute. The creature's soul is gently escorted to the afterlife, preventing any attempts to raise it from the dead. This spell does not affect creatures that have been dead for more than 1 minute.

Last Rites (Mercy Paladin)
You perform a sacred ritual over a deceased creature that has been dead for no longer than 1 minute. The creature is restored to life with 1 hit point. If the creature died due to old age, it is restored to life as if it had died of natural causes, but this spell cannot return a creature to life if it has died of old age.

Veil of Tranquility (Mercy Paladin)
An aura of serene light envelops you, calming those within its radius. Allies within the aura have advantage on saving throws against fear and charm effects, while enemies that start their turn within the aura must succeed on a Wisdom saving throw or be frightened until the start of their next turn.

Gentle Embrace (Mercy Paladin)
You channel soothing energy into a creature you touch, easing its pain. The target regains hit points equal to 1d8 + your Charisma modifier, or if at 0 hit points, it is stabilized and gains 1 hit point instead.

Tidal Sovereign (Sea Paladin)
You call forth the incarnate essence of ancient oceanic law. A Tidal Sovereign appears in a space within 60 feet, using the stat block of an ancient water elemental. It is immune to cold and psychic damage and can flood zones with magical pressure that slows and silences enemies. The Sovereign lasts 1 hour and follows your verbal commands as a loyal extension of your vow.

Oathbreakerβs Grasp (Sea Paladin)
You summon the chains of the deep to punish betrayal. Choose one creature within 60 feet that has broken an oath, contract, or magical pact. The creature must succeed on a Wisdom saving throw or become paralyzed for 1 hour and suffer 10d6 necrotic damage. While paralyzed, you can use an action to deal an additional 2d6 necrotic damage. The target may repeat the saving throw at the end of each of its turns.

Crushing Depths (Sea Paladin)
You conjure a vortex of oceanic pressure centered within 60 feet, creating a powerful force that crushes all within its grasp. Each creature in a 30-foot radius must make a Strength saving throw, taking 8d6 force damage on a failure and becoming immobilized for 1 minute, or half damage on a success without immobilization.

Tidal Vow (Sea Paladin)
You renew a sacred oath with a summoned creature or bonded ally within 60 feet. That creature immediately regains 6d6 hit points and gains advantage on all saving throws against charm, fear, and possession for 1 hour. Additionally, the first time the target drops below half HP during this duration, all incoming damage is halved for 1 minute.

Abyssal Ward (Sea Paladin)
A translucent ward of deep-sea power envelops an ally within 30 feet for 10 minutes. The ward grants resistance to all damage types and immunity to enchantment spells, allowing the protected creature to withstand various forms of harm. Once per round, the protected creature can choose to nullify an opportunity attack made against it, providing an additional layer of defense.

Pressure Surge (Sea Paladin)
You concentrate the seaβs crushing weight into a violent detonation. Choose a point within 60 feet; all creatures in a 20-foot radius must succeed on a Constitution saving throw or take 4d6 force damage and be pushed 15 feet away from the center. Creatures that succeed take half damage and are not pushed.

Covenantβs Call (Sea Paladin)
You summon a spectral guardian from the Deep Pact, a water-bound creature tethered to forgotten oaths. It appears in a space within 30 feet and lasts for 1 hour or until destroyed, using the stat block of a water elemental, gaining resistance to cold, and dealing additional psychic damage equal to your Charisma modifier (minimum +1) with its Slam attacks.

Tidal Grasp (Sea Paladin)
You summon tendrils of heavy seawater to burst from the ground or a nearby surface. Choose up to two creatures within 15 feet. Each must make a Strength saving throw or become restrained for 1 minute, taking 2d6 bludgeoning damage at the start of each of its turns. Targets may repeat the save at the end of each of their turns.

Depthward Aura (Sea Paladin)
A field of solemn oceanic pressure radiates from you in a 10-foot radius for 1 minute. Enemies in the aura have disadvantage on saving throws against spells and cannot take reactions. Allies within gain advantage on saving throws against charm, domination, or compulsion effects. You can use this spell a number of times equal to your Charisma modifier (minimum once).

Oathbound Seal (Sea Paladin)
You inscribe a shimmering aquatic sigil midair, binding a creature within range to an arcane vow. The target must succeed on a Wisdom saving throw or become vow-marked for 1 minute, unable to teleport or willingly leave the area via magical means, and taking 1d6 force damage each time it attempts to defy or escape the seal.

Vowfire Surge (Ember Paladin)
With a burst of inner flame, you channel your sacred autonomy into raw momentum. Choose yourself or an ally within 60 feet. The target is immediately freed from all magical restraints (paralysis, grapples caused by magic, or magical slow effects) and may use their reaction to move up to their speed without provoking opportunity attacks. As they move, embers swirl around them, dealing 2d10 fire damage to the first enemy adjacent to their new position. The spell visually manifests as a jet of vowfire β a flickering, gold-tinged flame that spirals like a burning signature.

Crown of Cinders (Ember Paladin)
You manifest your oath as a blazing, divine crown of flame above your head. For 1 minute, you gain immunity to fire and enchantment magic. All enemies within 30 feet at the start of your turn take 6d10 fire damage and must succeed on a Charisma saving throw or become unable to cast enchantment spells for 1 minute. Allies in the aura gain Legendary Resistance (1) as long as they remain within range. At the end of the spell, a final pulse erupts, dealing 10d10 radiant and fire damage to all enemies in a 60-foot radius, and breaking all control, charm, or fear effects on allies.

Unwritten Flame (Ember Paladin)
You reject prophecy itself. For 1 hour, you and up to 4 allies become immune to fate-altering effects: no creature can see, alter, or determine your future via divination magic. Additionally, the first time each of you is affected by a curse, charm, or control, it is instantly burned away, dealing 4d10 fire damage to the caster.

Phoenix Stand (Ember Paladin)
You mark a 30-foot-radius zone with the sigil of undying will. For 1 minute, whenever an ally within this zone drops to 0 hit points, they are instead reduced to 1 HP and surrounded by a burst of purifying fire. This can trigger once per creature. Each burst deals 3d8 fire damage to adjacent enemies and ends one negative effect.

Ashes to Command (Ember Paladin)
Target a creature (ally or enemy) within 60 feet. If they are charmed, controlled, or cursed, they instantly break free and are surrounded by a swirling mantle of ash. For 1 minute, they gain +2 AC and canβt be affected by enchantment or divination spells. If they are mind-controlled again during this time, the attacker takes 5d10 psychic and fire damage.

Reckoning Pyre (Ember Paladin)
You summon a holy bonfire that consumes false destiny in a 15-foot-radius area. Creatures within must make a Charisma saving throw; those who fail are banished for 1 round into a realm of flame, returning to take 6d10 fire damage and suffering disadvantage on their next saving throw against enchantment effects.

Flamebreak (Ember Paladin)
You strike the ground, igniting a wide circle of scorched will. All enemies within 20 feet must make a Wisdom saving throw or have all ongoing magical effects dispelled, while allies in the radius gain immunity to charm and fear for 1 minute.

Brand of Refusal (Ember Paladin)
You carve a burning sigil of rebellion into the air that latches onto an enemy's aura. Choose one creature within 60 feet: for 1 minute, it cannot benefit from buffs (including spell effects, magical items, or auras) unless it succeeds a Constitution saving throw at the start of each turn. The brand emits a searing light, dealing 1d8 fire damage each turn it persists.

Kindle Conviction (Ember Paladin)
You ignite a spark of defiance in an ally within 30 feet. For 1 minute, the target gains advantage on saving throws against enchantment and illusion spells. If they succeed on a saving throw, flames burst from their form, dealing 2d8 fire damage to enemies within 5 feet.

Emberlash (Ember Paladin)
You create a searing whip of flame in your hand for 1 minute. On a hit, it deals 2d6 fire damage and pulls a creature 10 feet closer. If the target is under the effect of a charm, domination, or magical suggestion, the spell ends immediately, and the lash glows brighter, dealing an extra 1d6 radiant damage to such targets.

Liturgy of the Hollow Choir (Eclipse Paladin)
You summon the echoes of your godβs lost voice β a celestial lament that reverberates through reality itself. For 1 minute, a 60-foot radius around you becomes a zone of absolute reverence and silence. Enemies within this area must succeed on a Charisma saving throw or be rendered mute, deaf, and silenced for the duration. Allies regain expended Channel Divinity uses and are immune to charm, fear, and silence effects. In the final round, a harmonic crescendo erupts, dealing 12d8 radiant + necrotic damage (half on save) to all enemies within range and branding them with the Hollow Sigil for 1 hour, preventing healing from divine sources.

Invocation of the Hollow Throne (Eclipse Paladin)
You summon the residual essence of your god's final domain, creating a spectral throne of voidlight that anchors a 60-foot-radius zone. Enemies within cannot regain hit points, cannot teleport, and have disadvantage on saving throws against fear or silence effects, while allies gain immunity to death effects and can instead drop to 1 HP once per combat if they would fall to 0 HP.

Ashlight Coronation (Eclipse Paladin)
You crown yourself with a nimbus of ashen fire. For the duration, you gain flying speed of 30 feet, immunity to radiant damage, and advantage on saving throws against spells. Once per turn, when you hit a creature with a weapon attack, you can deal an additional 6d8 necrotic damage and reduce the targetβs movement speed to 0 until the start of your next turn.

Sepulcher of Memory (Eclipse Paladin)
A tomb of sacred silence forms around you, granting immunity to being charmed, frightened, or possessed for all creatures within 10 feet. Any spell cast within this area that would force a saving throw automatically fails to affect you or your allies unless the caster succeeds a spellcasting ability check against your spell save DC.

Dirge of the Hollow Host (Eclipse Paladin)
You call forth the mourning wails of forgotten believers. Choose up to three creatures in range. Each must make a Wisdom saving throw or be silenced (unable to speak, cast spells with verbal components, or use bardic abilities) and take 4d8 psychic damage. Creatures who fail by 5 or more are Frightened for the duration. "They weep not for you, but for the god you never knew."

Solar Eclipse (Eclipse Paladin)
You darken the battlefield beneath an eclipse of divine shadow. A 20-foot-radius sphere of cold twilight appears at a point you choose. The area is heavily obscured and counts as difficult terrain. Creatures inside the sphere have disadvantage on attack rolls and Wisdom saving throws. Allies inside the sphere gain resistance to psychic damage. "Not all eclipses pass. Some linger forever."

Hollow Benediction (Eclipse Paladin)
You mark a creature with a sigil of the Hollow Sun. For the spellβs duration, any healing the target receives is halved, and it cannot regain hit points from temporary sources. If the target drops to 0 hit points during the duration, you may choose one ally within 30 feet to gain temporary hit points equal to your Charisma modifier + your paladin level.

Sanctuary of Ashen Grace (Eclipse Paladin)
You wrap a creature in a veil of hollow light, protecting them from harm. The target gains resistance to radiant and necrotic damage, and cannot be targeted by divination magic. While the spell lasts, the creature emits dim light in a 10-foot radius, but this light provides no warmth.

Echoes of the Dying Dawn (Eclipse Paladin)
You manifest the dying memory of your godβs last breath. For the duration, enemies within 30 feet who begin their turn in the aura have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks, and cannot benefit from advantage on attack rolls. "Where clarity once shone, only silence remains."

Sorrowlight (Eclipse Paladin)
You conjure a flickering beam of gray twilight and hurl it at a creature you can see. The target must succeed on a Constitution saving throw or suffer 2d6 necrotic damage and have its next attack or saving throw made with disadvantage. If the target is undead, it is instead healed by the damage but becomes Frightened until the end of its next turn.

Velvet Requiem (Masquerade)
You whisper a lethal elegy, targeting one creature that must make a Charisma saving throw. On a failure, it takes 10d10 necrotic damage and is paralyzed for 1 minute; on a success, it takes half damage and isnβt paralyzed. A paralyzed target repeats the save at the end of each turn. The death appears as a graceful collapse, unnoticed in a crowded ballroom.

Eclipse of Secrets (Masquerade)
You create a veil of secrecy, blocking all divination magic within 30 feet of you. Creatures in the area are immune to scrying, mind-reading, or truth-detection. As a bonus action, you can teleport to any point within the area, appearing as a shadow. Ideal for securing clandestine courtly meetings.

Masquerade of Forgotten Faces (Masquerade)
You weave an illusion over up to six creatures, altering their appearances to match fictional identities, complete with voices and mannerisms. Creatures interacting with them must succeed on an Intelligence (Investigation) check (DC equals your spell save DC) to detect the illusion. Perfect for infiltrating entire courts undetected.

Courtierβs Betrayal (Masquerade)
You sow discord in one creatureβs mind, forcing it to make a Charisma saving throw. On a failure, it turns on an ally within 10 feet, making a single weapon attack against them as a reaction, dealing double damage if it hits. The target believes the ally betrayed it, fueling chaos in noble gatherings and turning friends into foes in an instant.

Gossamer Chains (Masquerade)
You bind up to three creatures with invisible, psychic chains, each making a Wisdom saving throw. On a failure, a target is restrained and takes 2d6 psychic damage at the start of its turn. A target can repeat the save at the end of its turn, ending the effect on a success. Ideal for controlling courtly foes without visible violence.

Blade of Whispered Doom (Masquerade)
Your next weapon attack within 1 minute carries a psychic curse. On a hit, the target takes an extra 4d6 psychic damage and must make a Wisdom saving throw or be frightened for the duration. A frightened target can repeat the save at the end of each of its turns. This spell enhances Sneak Attack with terror in elegant duels, making it perfect for terrifying foes in ballrooms.

Masque of Stolen Names (Masquerade)
You craft an illusory identity, mimicking a specific personβs appearance, voice, and mannerisms. You gain advantage on Charisma (Deception) checks to impersonate them. Creatures must succeed on an Intelligence (Investigation) check (DC equals your spell save DC) to detect the disguise. Physical interaction reveals the illusion unless you succeed on a Dexterity (Sleight of Hand) check.

Shadowed Step (Masquerade)
You cloak yourself in illusory shadows, becoming invisible while in dim light or darkness. Moving into bright light or attacking breaks the invisibility, but you can re-enter it as a bonus action in dim light or darkness. This spell enhances your Sneak Attack in low-light ballrooms, allowing for stealthy precision strikes.

Whispered Contract (Masquerade)
You murmur a binding vow to one creature within range, compelling them to fulfill a simple task without revealing your involvement. The target must succeed on a Wisdom saving throw or be charmed, believing the task aligns with their interests. If you harm the creature, the effect ends. Only one contract can be active at a time, making it ideal for espionage and manipulation.

Veil of False Smiles (Masquerade)
You weave a subtle illusion, altering your demeanor to exude charm and poise. You gain advantage on Charisma (Deception) and Charisma (Persuasion) checks to blend into social settings. Creatures must succeed on a Wisdom (Insight) check (DC equals your spell save DC) to discern your true intentions. If you attack or cast a spell, the effect ends.

Thornskull Boar (Thorn Druid)
Transform into a boar with barbed tusks for 1 minute. You gain 14 HP and an AC of 11. While in this form, you can charge at a creature within 5 feet, forcing them to make a Strength saving throw. On a failure, they take 1d6 bludgeoning damage and are pushed 5 feet away. Embrace nature's wrath as you become a bramble-born beast!

Bloodvine Panther (Thorn Druid)
Transform into a panther with crimson-vined claws for 1 minute. You gain 12 HP and an AC of 13. Make a melee attack with a +3 to hit, dealing 1d6 slashing damage. On a hit, you take 1d4 necrotic damage to deal an additional 1d4 slashing damage, embodying a sacrificial predator fueled by pain.

Briarclaw Wolf (Thorn Druid)
You transform into a wolf with thorned fur for 1 minute. While in this form, you have 13 HP and an AC of 12. You can make a melee attack with a +3 to hit, dealing 1d6 piercing damage with your bite. On a hit, the target must make a Constitution saving throw or take an additional 1d4 piercing damage at the start of their next turn.

Sylvan Roar Lizard (Draconic Druid)
Transform into a lizard with crackling scales for 1 minute, gaining 13 HP and an AC of 12. Emit a thunderous roar that forces a creature within 10 feet to make a Wisdom saving throw or take 1d4 thunder damage and lose their reaction until your next turn. This spell embodies the draconic surge of sylvan might, disrupting foes with roaring fury.

Rootwing Serpent (Draconic Druid)
Transform into a serpent with vine-like wings for 1 minute, gaining 12 temporary hit points and an AC of 13. You can make a melee attack with a +3 to hit, dealing 1d6 piercing damage with your bite. On a hit, you gain advantage on your next attack against the same target, embodying a fusion of growth and draconic ferocity.

Embercale Drake (Draconic Druid)
Transform into a small drake with fiery scales for 1 minute. You gain 14 HP and an AC of 12. Make a melee attack with a +3 to hit, dealing 1d6 fire damage with your claws. On a hit, the target must make a Dexterity saving throw or take an additional 1d4 fire damage on their next turn. Your scales flare with primal flame, embodying draconic spirit and wrath.

Bonebloom Toad (Fungal Druid)
Transform into a bony toad for 1 minute, gaining 13 HP and an AC of 11. Exhale spores to force a creature within 5 feet to make a Dexterity saving throw or take 1d6 bludgeoning damage and be pushed 5 feet. The toad's fungal growths shimmer, channeling decay and renewal through death's touch.

Sporeclaw Fox (Fungal Druid)
Transform into a fox with spore-dusted fur for 1 minute. You gain 12 temporary hit points and an AC of 12. You can make a melee attack with a bite that deals 1d6 poison damage. On a hit, the target must succeed on a Wisdom saving throw or have disadvantage on their next saving throw. Your appearance is enhanced by glowing bone charms and writhing fungal robes, embodying a predator's rot that corrupts with quiet renewal.

Mossback Raven (Fungal Druid)
Transform into a raven with mossy feathers for 1 minute. While in this form, you have 11 HP and an AC of 13. You can make a melee attack with a +3 to hit, dealing 1d6 necrotic damage. On a hit, the target must make a Constitution saving throw or take an additional 1d4 necrotic damage at the start of their next turn. Your appearance is adorned with fungal robes and bone charms, embodying decay and rot.

Luminous Bull (Sun Druid)
Transform into a spectral bull with radiant hooves for 1 minute. While in this form, you can make melee attacks that deal 1d6 bludgeoning damage. On a hit, an ally within 5 feet regains 1d4 hit points, embodying the celestial stampede that heals through solar wrath.

Dawnmane Lion (Sun Druid)
Transform into a lion with a blazing mane for 1 minute. You gain 15 HP and an AC of 11. Make a melee attack with a +3 to hit, dealing 1d6 fire damage with a fiery bite. On a hit, you gain 1d4 temporary hit points. Your flax cloak glows, and the grasses pulse with radiant energy, embodying the fury of a solar predator.

Solar Antelope (Sun Druid)
You transform into a radiant antelope with glowing horns for 1 minute. While in this form, you have 13 HP and an AC of 12. You can make a melee attack with a +3 to hit, dealing 1d6 radiant damage. On a hit, the target must make a Strength saving throw or be knocked back 5 feet, as a celestial burst of light drives foes from the plains.

Stormpetal Moth (Tempest Druid)
Transform into a radiant moth with petal-dusted wings for 1 minute, gaining 10 HP and an AC of 13. Release a cloud of pollen in a 5-foot radius, forcing creatures to make a Constitution saving throw or take 1d4 radiant damage and lose their reaction until your next turn. The air shimmers with light and chaos, blinding foes in your presence.

Thunderbloom Beetle (Tempest Druid)
Transform into a beetle with a crackling floral shell for 1 minute, gaining 14 temporary hit points and an AC of 12. You can make a melee attack with a +3 to hit, dealing 1d6 thunder damage. On a hit, the target must succeed on a Wisdom saving throw or suffer disadvantage on their next attack. Your rain-slicked cloak pulses with energy, embodying the tempest's might in a vibrant charge.

Petalwing Sparrow (Tempest Druid)
Transform into a sparrow with petal-like wings, shimmering with stormlight, for 1 minute. You gain 12 HP and an AC of 13. Make a melee attack with a +3 to hit, dealing 1d6 slashing damage. On a hit, the target must make a Dexterity saving throw or be pushed 5 feet. Tattoos bloom and garlands glow, creating a chaotic flurry of storm and blossoms that scatter foes with delicate fury.

Petal Apocalypse (Tempest Druid)
You chant, summoning a 50-foot radius of thunderous petals within 150 feet. Creatures must make a Dexterity saving throw or take 9d12 thunder damage, become restrained, and take 2d12 thunder damage at the start of each of their turns for 1 minute, repeating the saving throw at the end of each of their turns. Cloak crackles, garlands roaring, an apocalypse of storm and blossom that consumes foes.

Stormbloom Reckoning (Tempest Druid)
You unleash a powerful roar, conjuring a 40-foot radius of radiant gales within 150 feet. Creatures within the area must make a Wisdom saving throw or take 10d10 radiant damage, be stunned for 1 round, and lose their reactions for 1 minute. The effects can be repeated with subsequent saves. Tattoos blaze and garlands glow, creating a chaotic light that purges foes.

Tempest Wreath (Tempest Druid)
You chant, summoning a 40-foot radius of whirling petals within 150 feet. Creatures must make a Strength saving throw or take 9d12 slashing damage and be knocked prone, taking half damage on a successful save. Cloak flares, garlands blooming, a cataclysmic wreath of storm and blossom that razes foes with chaotic grace.

Gale of Blossoms (Tempest Druid)
You sing, conjuring a 30-foot radius of radiant petals within 120 feet. Creatures must make a Dexterity saving throw or take 8d10 radiant damage and have disadvantage on attacks for 1 minute, repeating the save each turn, taking half damage on success. Tattoos bloom and garlands shine, creating a radiant storm that blinds foes in chaos.

Petal Roar (Tempest Druid)
You chant, summoning a thunderous wave of petals at a foe within 90 feet. They must make a Wisdom saving throw or take 7d10 thunder damage and be stunned for 1 round. On a successful save, they take half damage. Garlands pulse and cloak crackles, unleashing a chaotic roar of storm and blossom that shatters resolve with radiant fury.

Blooming Vortex (Tempest Druid)
You conjure a 20-foot radius of slicing petals within 120 feet. Creatures must make a Constitution saving throw or take 6d10 slashing damage and be restrained until your next turn. On a successful save, they take half damage and are not restrained. Tattoos flare and garlands blaze, creating a whirling storm of blades that binds foes in a tempestβs dance.

Pollen Veil (Tempest Druid)
You hum, releasing healing pollen on an ally within 30 feet, restoring 4d8 hit points and granting advantage on Dexterity saves for 1 minute. You take 2d6 psychic damage from strain. Garlands bloom, cloak shimmering, a gentle storm of renewal that shields with chaotic beauty.

Thunderpetal Surge (Tempest Druid)
You chant, unleashing a 20-foot cone of thunderous petals within 60 feet. Creatures must make a Dexterity saving throw or take 4d10 thunder damage and be knocked prone, taking half damage on a successful save. Tattoos writhe and garlands glow, creating a chaotic storm of sound and blossoms that topples foes with tempestβs might.

Stormbloom Snare (Tempest Druid)
You sing, conjuring wind-woven vines in a 15-foot radius within 60 feet. Creatures must make a Strength saving throw or take 3d8 slashing damage and be pushed 10 feet. On a successful save, they take half damage and are not pushed. The spell creates a blooming gale that scatters foes in a storm's embrace.

Petal Gust (Tempest Druid)
You chant, summoning a flurry of slicing petals at a foe within 30 feet. They make a Dexterity save or take 2d8 slashing damage and be pushed 5 feet, taking half damage on success. Tattoos bloom, garlands shimmering, a storm of delicate blades that cuts with chaotic grace.

Sunherdβs Apotheosis (Sun Druid)
You chant, summoning a 50-foot radius of blazing grasses within 150 feet. Creatures must make a Dexterity saving throw or take 9d12 fire damage, become restrained, and take 2d12 fire damage at the start of each of their turns for 1 minute, repeating the saving throw at the end of each of their turns. The flax cloak ignites, and the grasses roar, creating an apotheosis of solar fury that consumes foes in lightβs embrace.

Solar Reckoning (Sun Druid)
You roar, conjuring a 40-foot radius of radiant light within 150 feet. Creatures in the area must make a Wisdom saving throw or take 10d10 radiant damage, be stunned for 1 round, and have disadvantage on saving throws for 1 minute (repeatable save). The area glows with celestial energy, purging foes with divine wrath.

Celestial Charge (Sun Druid)
You chant, summoning a 40-foot radius of spectral antelope within 150 feet. Creatures must make a Strength saving throw or take 9d12 bludgeoning damage and be knocked prone, taking half damage on a successful save. The flax cloak radiates, grasses pulse, and a stampede of solar might crushes foes under celestial hooves.

Radiant Meadow (Sun Druid)
You sing, conjuring a 30-foot radius of glowing grasses within 120 feet. Creatures must make a Dexterity saving throw or take 8d10 radiant damage and be restrained for 1 minute, repeating the save each turn, taking half damage on a success. The flax cloak blazes, and the grasses surge, creating a meadow of light that binds foes in celestial fury.

Sunherdβs Call (Sun Druid)
You chant, summoning a spectral bull to charge a foe within 90 feet. The target must make a Wisdom saving throw or take 7d10 radiant damage and be stunned for 1 round. On a successful save, they take half damage. The air shimmers with light, and a celestial roar echoes, shattering the resolve of those who stand against you.

Lionβs Blaze (Sun Druid)
You unleash a powerful roar, summoning radiant lion spirits that fill a 20-foot radius within 120 feet. Creatures in the area must make a Constitution saving throw or take 6d10 fire damage and be pushed 10 feet away, taking half damage on a successful save. The area ignites with celestial flames, scattering foes in a blaze of divine wrath.

Dawnβs Mending (Sun Druid)
You hum a soothing melody, healing an ally within 30 feet for 4d8 hit points and granting them advantage on Wisdom saving throws for 1 minute. However, the celestial strain inflicts 2d6 psychic damage to you as sun-threaded flax pulses and grasses glow, channeling a wave of solar renewal under the radiant gaze of the day.

Solar Stampede (Sun Druid)
You chant, summoning a 20-foot cone of spectral bulls within 60 feet. Creatures must make a Dexterity saving throw or take 4d10 radiant damage and be knocked prone, taking half damage on a successful save. The flax cloak flares, grasses blaze, as a radiant herd tramples foes with the fury of sunlit plains.

Golden Snare (Sun Druid)
You sing, animating golden grasses in a 15-foot radius within 60 feet. Creatures must make a Strength saving throw or take 3d8 bludgeoning damage and be restrained until your next turn. On a successful save, they take half damage and are not restrained. The flax cloak shimmers, binding foes in lightβs embrace.

Radiant Hoof (Sun Druid)
You chant, summoning a spectral antelopeβs hoof to strike a foe within 30 feet. The target must make a Dexterity saving throw or take 2d8 radiant damage and be pushed 5 feet. On a successful save, they take half damage. Sun-threaded flax glows, grasses swaying, a luminous burst of celestial might that drives back the unworthy.

Rotbloom Cataclysm (Fungal Druid)
You unleash a 50-foot radius of fungal growth within 150 feet. Creatures must make a Constitution saving throw or take 9d12 poison damage, become restrained, and suffer an additional 2d12 poison damage at the start of each of their turns for 1 minute, repeating the saving throw at the end of each of their turns. Fungal robes blaze, bone charms thrumming, a cataclysm of rot that renews life through deathβs embrace.

Mycelial Requiem (Fungal Druid)
You summon a 40-foot radius of glowing spores within 150 feet. Creatures within the area must make a Wisdom saving throw or take 10d10 necrotic damage, be stunned for 1 round, and lose their reactions for 1 minute. The spores pulse with energy, creating a requiem of decay that shepherds souls through deathβs rebirth.

Carrion Surge (Fungal Druid)
You evoke a 40-foot radius of animated fungal corpses within 150 feet. Creatures must make a Strength saving throw or take 9d12 bludgeoning damage and be knocked prone, taking half damage on a successful save. Bone charms clatter, fungal robes bloom, and a surge of rot crushes foes in the relentless march of renewal.

Spore Tempest (Fungal Druid)
You conjure a 30-foot radius storm of necrotic spores within 120 feet. Creatures must make a Dexterity saving throw or take 8d10 necrotic damage and suffer disadvantage on saving throws for 1 minute. They can repeat the saving throw at the end of each of their turns, taking half damage on a successful save. Fungal robes writhe, bone charms glowing, a tempest of decay that binds life and death.

Bone Sprout (Fungal Druid)
You summon a skeletal vine within 90 feet, targeting one foe. They must make a Wisdom saving throw or take 7d10 bludgeoning damage and be stunned for 1 round. On a successful save, they take half damage. The vine embodies death's might, shattering resolve with its grim presence.

Mycelial Shroud (Fungal Druid)
You unleash a 20-foot radius of toxic spores within 120 feet. Creatures must make a Constitution saving throw or take 6d10 poison damage and become poisoned for 1 minute, repeating the save each turn. On a successful save, they take half damage. Fungal robes flare, bone charms hum, creating a shroud of decay that corrupts foes while whispering lifeβs rebirth.

Fungal Mending (Fungal Druid)
You channel decay, healing an ally within 30 feet for 4d8 hit points and granting them advantage on Constitution saves for 1 minute. You take 2d6 necrotic damage from the strain. Bone charms pulse, fungal robes blooming with spores, a gift of renewal drawn from rotβs quiet persistence.

Carrion Bloom (Fungal Druid)
You conjure a 20-foot cone of necrotic spores within 60 feet. Creatures must make a Dexterity saving throw or take 4d10 necrotic damage and be knocked prone. On a successful save, they take half damage. The air fills with writhing fungal robes and clattering bone charms, unleashing a grim wave of decay that topples foes in lifeβs relentless cycle.

Mossy Grasp (Fungal Druid)
You summon moss-covered tendrils in a 15-foot radius within 60 feet. Creatures must make a Strength saving throw or take 3d8 bludgeoning damage and be restrained until your next turn. On a successful save, they take half damage and are not restrained. The tendrils pulse with rot, binding foes in a snare of renewal.

Spore Veil (Fungal Druid)
You exhale glowing spores at a foe within 30 feet. They must make a Constitution saving throw or take 2d8 poison damage and have disadvantage on their next attack roll as spores cloud their senses. On a successful save, they take half damage. Fungal robes shimmer, bone charms rattle, and a miasma of decay heralds lifeβs quiet persistence.

Wyrmβs Ascendancy (Draconic Druid)
You roar, merging with the draconic spirit, affecting a 50-foot radius within 150 feet. Creatures must make a Wisdom saving throw or take 9d12 thunder damage, be stunned for 1 round, and have disadvantage on saving throws for 1 minute (repeatable save). Your scales shimmer, the roar a symphony of sylvan might, a vengeful ascension of dragon and wild that shatters foes.

Spiritβs Inferno (Draconic Druid)
You channel the draconic spirit, igniting a 40-foot radius within 150 feet. Creatures must make a Dexterity saving throw or take 10d10 fire damage, be knocked prone, and take 2d10 fire damage at the start of their turn for 1 minute, repeating the save each turn. Your scales blaze with sylvan wrath, unleashing a primal apocalypse of flame and ferocity that consumes all.

Draconic Upheaval (Draconic Druid)
You evoke a 40-foot radius of fiery gales and roots within 150 feet. Creatures must make a Strength saving throw or take 9d12 fire damage and be knocked prone, taking half damage on a success. Your roar reverberates, scales aglow as wing-like flames surge, a cataclysmic blend of draconic might and sylvan growth that razes the battlefield.

Emberstorm Roots (Draconic Druid)
You summon a 30-foot radius of flaming roots within 120 feet. Creatures must make a Dexterity saving throw or take 8d10 fire damage and be restrained for 1 minute, repeating the save each turn, taking half damage on a success. Your scales blaze, the roots writhing with draconic wrath, a fiery tempest of growth that binds and burns foes in natureβs fury.

Sylvan Roar (Draconic Druid)
You unleash a thunderous roar within 90 feet, targeting one foe. They must make a Wisdom saving throw or take 7d10 thunder damage and be stunned for 1 round. On a successful save, they take half damage. Your scales flare as the roar shakes the earth, channeling draconic spirit to shatter resolve with primal might.

Flamevine Wrath (Draconic Druid)
You conjure a 20-foot radius of fiery vines within 120 feet. Creatures must make a Constitution saving throw or take 6d10 fire damage and be pushed 10 feet, taking half damage on a successful save. The vines roar with draconic heat, engulfing foes in natureβs vengeful embrace.

Drakeβs Vigor (Draconic Druid)
You roar, scales blazing, granting yourself or an ally within 30 feet enhanced fury for 1 minute. They gain advantage on Strength saves and deal an additional 2d6 fire damage on melee attacks. You take 2d6 psychic damage from the strain, embodying draconic power and fueling relentless strikes with ember-charged might.

Wingfire Lash (Draconic Druid)
You evoke wing-like flames in a 20-foot cone within 60 feet. Creatures must make a Dexterity saving throw or take 4d10 fire damage and be knocked prone, taking half damage on a successful save. Your roar crackles with energy, as fiery gusts sweep through foes, embodying draconic might and sylvan ferocity.

Rootflame Surge (Draconic Druid)
You summon fiery roots that erupt in a 15-foot radius within 60 feet. Creatures must make a Strength saving throw or take 3d8 fire damage and be restrained until your next turn. On a successful save, they take half damage and are not restrained. Your scales shimmer as the roots pulse with draconic heat, binding foes in natureβs wrath.

Ember Roar (Draconic Druid)
You unleash a draconic roar, igniting a fiery blast at a foe within 30 feet. The target must make a Dexterity saving throw or take 2d8 fire damage and have disadvantage on their next attack roll, as flames sear their senses; they take half damage on a successful save.

Crimson Apocalypse (Thorn Druid)
You rend your flesh, unleashing a 50-foot radius of blood-fueled briars within 150 feet. Creatures must make a Dexterity saving throw or take 9d12 piercing damage, become restrained, and suffer 2d12 piercing damage at the start of their turns for 1 minute, repeating the save each turn. You take 6d12 necrotic damage as the briars consume your life force, creating a merciless apocalypse of natureβs retribution.

Pact of the Thorned Sovereign (Thorn Druid)
You offer a dire sacrifice, merging with a thorn-creature within 120 feet. A 40-foot radius erupts with vines, forcing creatures to make a Wisdom saving throw or take 10d10 piercing damage, become stunned for 1 round, and suffer disadvantage on saving throws for 1 minute (repeatable save). You take 6d10 necrotic damage as your form snarls with brambles, embodying the vengeful sovereign of natureβs wrath.

Bloodroot Cataclysm (Thorn Druid)
You pour blood into the earth, causing a violent eruption of barbed roots in a 40-foot radius within 150 feet. Creatures in the area must make a Strength saving throw or take 9d12 piercing damage and be knocked prone; on a successful save, they take half damage. You suffer 5d10 necrotic damage as the roots writhe and thornbrands burn, unleashing a cataclysmic surge of cruel flora that buries your foes in vengeance.

Thornstorm (Thorn Druid)
You shed blood, unleashing a 30-foot radius storm of thorns within 120 feet. Creatures caught in the storm must make a Dexterity saving throw or take 8d10 piercing damage and be restrained for 1 minute, repeating the save at the end of each of their turns, taking half damage on a successful save. You take 4d10 necrotic damage as the storm rages, thornbrands aglow, a relentless maelstrom of natureβs vengeful fury.

Bramble Wrath (Thorn Druid)
You bleed, summoning a massive vine within 90 feet that lashes a foe. The target must make a Constitution saving throw or take 7d10 piercing damage and be stunned for 1 round; on a successful save, they take half damage. You suffer 3d10 necrotic damage as the vine snarls, barbs dripping with your essence, a vengeful avatar of natureβs cruel might, crushing resistance.

Crimson Bloom (Thorn Druid)
You sacrifice your own vitality to conjure a 20-foot radius of blood-soaked briars within 120 feet. Creatures within the area must make a Wisdom saving throw or take 6d10 piercing damage and become charmed, attacking their allies for 1 round; on a successful save, they take half damage. You suffer 3d8 necrotic damage as the briars blossom, thorns searing, creating a grim symphony of pain and retribution.

Thorned Veil (Thorn Druid)
You draw blood, summoning a 10-foot radius bramble wall within 90 feet for 1 minute. Creatures entering or starting in it must make a Constitution saving throw or take 5d10 piercing damage and have disadvantage on attacks until your next turn, taking half damage on a successful save. You take 2d8 necrotic damage as the thorns pulse with your fury, creating a vengeful barrier of cruel flora.

Wrathvine Surge (Thorn Druid)
You channel pain, unleashing a 20-foot cone of lashing vines within 60 feet. Creatures must make a Dexterity saving throw or take 4d10 piercing damage and be knocked prone, taking half damage on a successful save. You take 2d6 necrotic damage as the crimson barbs shred foes, your thornbrands flaring in a brutal torrent of vengeance born from natureβs wrathful heart.

Briar Grasp (Thorn Druid)
You spill your blood to conjure thorny vines in a 15-foot radius within 60 feet. Creatures must make a Strength saving throw or take 3d8 piercing damage and be restrained until your next turn, taking half damage and no restraint on a successful save. You take 1d6 necrotic damage as the vines coil with barbs gleaming with your essence, creating a vengeful snare of natureβs cruel embrace.

Bloodthorn Lash (Thorn Druid)
You slash your palm, blood fueling a crimson vine that lashes out at a foe within 30 feet. The target must make a Dexterity saving throw or take 2d8 piercing damage as barbs tear into their flesh, while you suffer 1d4 necrotic damage. On a failed save, the target continues to bleed, taking an additional 1d4 piercing damage at the start of their next turn. The vine writhes, embodying your wrath and sacrifice, with thornbrands pulsing with pain.

Veinreaver Strike (Blood Mage)
As an action, you channel blood into your weapon, crimson veins pulsing along its edge, and strike a creature within 5 feet. Make a melee spell attack (Charisma-based); on a hit, deal 3d10 necrotic damage as their blood erupts from the wound, and you take 1d6 necrotic damage. The target must succeed on a Constitution saving throw (DC = 8 + proficiency + Charisma) or have disadvantage on their next attack roll within 1 minute.

Exsanguinate Cataclysm (Blood Mage)
You unleash a cataclysmic wave of blood magic in a 60-foot radius within 150 feet, sacrificing nearly all your vitality. Creatures in the area must make a Constitution saving throw or take 12d12 necrotic damage, half on a success. You take 6d12 necrotic damage as your morality and body teeter on the brink of collapse, a final act of devastation.

Bloodforged Aegis (Blood Mage)
As an action, you coat yourself in a shimmering crimson shell, drawing blood from your pores to form a protective barrier. For 1 minute, you gain +5 AC and resistance to necrotic damage, but each attack against you deals 1d10 necrotic damage to you as the aegis consumes your life force. You take 5d10 necrotic damage upon casting, your body trembling with the spellβs toll, a desperate shield in battle.

Sanguine Tempest (Blood Mage)
You unleash a storm of blood in a 30-foot radius within 120 feet, sacrificing your own vitality to create a devastating effect. Creatures in the area must make a Dexterity saving throw or take 9d10 necrotic damage and be blinded for 1 minute; on a success, they take half damage and are not blinded. You take 4d10 necrotic damage as your vision blurs from the cost of the spell.

Crimson Dominion (Blood Mage)
As an action, you pierce your hand, causing your blood to form a glyph that targets a creature within 60 feet. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 8d10 necrotic damage and be charmed for 1 minute, bending their will to yours. They can repeat the saving throw at the end of each of their turns. However, you take 3d10 necrotic damage as your morality frays with each command you issue.

Hemorrhagic Pulse (Blood Mage)
As an action, you slam your hands together, unleashing a pulse of blood magic in a 20-foot radius within 90 feet. Creatures in the area must make a Constitution saving throw (DC = 8 + proficiency + Charisma) or take 7d10 necrotic damage as their blood vessels rupture, suffering half damage on a successful save. You lose 3d8 HP as your veins throb with the spellβs cost, leaving you dizzy but triumphant.

Vital Siphon (Blood Mage)
As an action, you extend a hand, crimson tendrils latching onto a creature within 30 feet. They must make a Constitution saving throw (DC = 8 + proficiency + Charisma) or take 6d8 necrotic damage as their blood is drawn into you, healing you for half the damage dealt. You take 2d8 necrotic damage, your body straining under the transfusionβs dark toll.

Bloodbind Chains (Blood Mage)
As an action, you draw blood from your wrist, forming glowing crimson chains that bind a creature within 60 feet. The target must succeed on a Strength saving throw or take 5d8 necrotic damage and be restrained for 1 minute, their blood vessels tightening. They can repeat the saving throw at the end of each of their turns. You take 2d6 necrotic damage as your life force binds their fate.

Sanguine Burst (Blood Mage)
As an action, you clench your fist, causing blood to pool in your veins before erupting in a 15-foot radius within 60 feet. Creatures in the area must make a Constitution saving throw (DC = 8 + proficiency + Charisma) or take 4d6 necrotic damage as their blood boils, taking half damage on a success. You lose 1d6 HP, your vitality fueling the spellβs wrath, leaving your hands trembling with power.

Crimson Lash (Blood Mage)
As an action, you slice your palm, causing crimson droplets to spiral into a whip-like tendril that lashes out at a creature within 30 feet. Make a ranged spell attack using your Charisma modifier; on a hit, the target takes 2d8 necrotic damage as the blood sears their flesh, and you take 1d4 necrotic damage from the sacrifice. The tendril leaves a mark on the target, reducing their next attack roll by 1 within 1 minute.

Seam Seal (Tailor)
As an action, you seal a seam with a tight stitch, taking 1 minute to complete. Your craft magic ensures the seam resists water for 1 hour, protecting the garment from moisture damage. Requires a needle and thread to perform the spell.

Thread Glow (Tailor)
As an action, you imbue a thread with a faint glow, taking 1 minute to cast. The enchanted thread emits dim light in a 5-foot radius for 1 hour, aiding nighttime crafting and allowing for precision in your work. This spell requires a piece of thread as a material component.

Weave Patch (Tailor)
As an action, you sew a small patch onto cloth armor, taking 1 minute to complete. The fabric blends seamlessly, covering a minor flaw and providing a temporary enhancement for 1 hour. Requires fabric scraps to perform the patching.

Pin Mark (Tailor)
As an action, you pin a piece of fabric with a glowing marker, taking 1 minute to complete. The pin lasts for 24 hours, granting you a +1 bonus to all crafting rolls related to stitching during that time. Requires a pin to perform the action.

Fabric Polish (Tailor)
As an action, you brush a cloth item with a soft cloth, coaxing a subtle sheen that enhances its appearance. For the next 24 hours, the item's perceived value increases by 1 gp for trade, making it more appealing to potential buyers.

Hem Edge (Tailor)
As an action, you fold and stitch a cloth edge, taking 1 minute to ensure a clean finish. The hem resists fraying for 24 hours, providing durability to the fabric, and requires a needle and thread to perform the spell.

Thread Bind (Tailor)
As a bonus action, you tie a glowing thread loop on a garment, enhancing its durability for 1 hour. The garment resists unraveling, providing protection against wear and tear, but requires a length of thread to perform the binding.

Dye Tint (Tailor)
As an action, you apply a natural dye to a cloth item, taking 1 minute. The hue shimmers subtly with your skill, enhancing its appeal by 1 gp for trade, and lasts for 24 hours. Requires dye as a material component.

Measure Fit (Tailor)
As an action, you assess a creatureβs measurements within 5 feet, your keen eye tracing their form with a tailorβs precision. For the next 10 minutes, you gain a +1 bonus to crafting rolls for garments fitted to them, allowing for a perfect fit without the need for materials.

Stitch Seam (Tailor)
As an action, you weave a needle through fabric, your fingers dancing with precision as the thread glows faintly with craft magic. You mend a small tear (up to 1 inch) in cloth armor or a garment, restoring its integrity for 24 hours. Requires needle and thread.

Sketch Design (Weaponsmith)
As an action, you draft a basic weapon blueprint on parchment, your quill sketching intricate lines under the forgeβs glow. The design grants a +1 bonus to your next crafting roll for that weapon within 24 hours, requiring ink and paper.

Oil Joint (Weaponsmith)
As an action, you apply a thin layer of oil to a weapon's moving parts, silencing any creaks and ensuring smooth operation. For the next hour, the weapon gains a +1 bonus to its next function check, such as a crossbow trigger, requiring the application of oil.

Inspect Flaw (Weaponsmith)
As an action, you examine a weapon within 5 feet, your expert gaze tracing every imperfection under the forgeβs light. You detect structural weaknesses or counterfeit signs, aiding quality control with no materials, honed by years of smithing.

Forge Glow (Weaponsmith)
Ignite a small forge flame with a flick of your fingers, creating a mystical aura that provides dim light in a 5-foot radius for 1 hour. This flame aids in crafting and requires coal and a flint to sustain.

Mend Hilt (Weaponsmith)
As an action, you repair a small crack (up to 1 inch) in a weaponβs hilt using leather strips. The binding wrap you weave holds for 24 hours, preventing further damage to the weapon, but requires 1 minute of focused effort to complete.

Polish Blade (Weaponsmith)
As an action, you buff a weaponβs surface with a cloth, revealing a mirror-like sheen as dust falls away. For 24 hours, the weaponβs perceived value increases by 1 gp when sold, enhancing its trade appeal, needing only a cloth.

Balance Weight (Weaponsmith)
As a bonus action, you adjust a weaponβs grip with a small counterweight, aligning its balance with expert precision. The weapon grants a +1 bonus to the next attack roll made within 10 minutes, showcasing your design expertise, but requires a small weight and appropriate tools to perform the adjustment.

Temper Heat (Weaponsmith)
As an action, you heat a metal weapon in a forgeβs glow, adjusting the flame to perfect the temper. For 1 hour, the weapon resists bending or breaking under moderate force, showcasing your forging skill. Requires a forge and takes 1 minute to perform.

Mark Forging (Weaponsmith)
As an action, you etch a personal rune onto a weaponβs hilt, your hammer tapping a rhythmic beat as the mark glows faintly with ancient smithing magic. The rune lasts for 24 hours, identifying your craftsmanship and resisting wear, requiring only a chisel and ink.

Sharpen Edge (Weaponsmith)
As an action, you run a whetstone along a bladeβs edge, coaxing a keen glint from the steel as faint sparks dance in the air. The weapon gains a +1 bonus to its next damage roll within 1 hour, reflecting your mastery of metallurgy. Requires a whetstone and 1 minute of focused effort.

Lantern Flicker (Pirate)
As an action, you adjust a lanternβs flame with a deft twist, coaxing the wick to emit a flickering glow that mimics a coded signal. The light pulses in a pattern for 1 minute, visible up to 60 feet, allowing you to send a simple message (up to 5 words) to allies familiar with your code, a Maelstrom Corsairβs trick for silent coordination, requiring a lantern.

Deck Sweep (Pirate)
As an action, you scrub a small area of a shipβs deck (up to 5 feet square) with a rag, clearing away grime and salt with the efficiency of a seasoned corsair. The cleaned area resists slipping for 1 hour, granting a +1 bonus to Dexterity (Acrobatics) checks to maintain balance on it, a practical skill for storm-battered voyages.

Saltmark Signal (Pirate)
As an action, you carve a subtle sigil into a wooden surface with a dagger, the mark glistening with a faint salty sheen that only your crew can recognize. The sigil lasts 24 hours, serving as a discreet signal for smuggling routes or hidden caches, a pirateβs trick for coordinating raids across Eryndorβs seas, requiring only a blade.

Tide Whisper (Pirate)
As an action, you press your ear to the shipβs deck, listening to the creak of wood and the lap of waves, as if the ocean itself speaks through the timbers. For the next 10 minutes, you gain a +1 bonus to Intelligence (Nature) checks to predict tidal shifts or currents, a vital skill for navigating the treacherous Great Maelstrom Ocean.

Rigging Grip (Pirate)
As an action, you tighten your grip on a shipβs rigging, your hands instinctively finding the perfect hold as if guided by the Maelstromβs currents. For the next minute, you gain a +1 bonus to Strength (Athletics) checks to climb ropes or sails, your movements swift and sure amidst the rolling deck of a corsair ship.

Scurvy Ward (Pirate)
As an action, you crush a citrus fruit in your hand, its tangy juice dripping as you mutter a sailorβs charm against the dread of scurvy. One creature who consumes the juice within 1 hour gains advantage on their next Constitution saving throw against disease for 10 minutes, a small but vital protection on the high seas, requiring only the fruit.

Plunderβs Eye (Pirate)
As an action, you squint through a weathered eye, your gaze sharp as a Maelstrom hawkβs, scanning a container or pile within 15 feet for valuables. You detect the presence of gold, gems, or trade goods (up to 10 gp value), your pirate instincts tingling with the thrill of potential loot, a skill honed from years of raiding Eryndorβs trade routes.

Barnacle Scrape (Pirate)
As an action, you scrape a small patch of barnacles from a shipβs hull or wooden surface, revealing the gleaming wood beneath. The cleared patch (up to 1 foot square) shines for 24 hours, resisting new barnacle growth, showcasing your shipkeeping skill with just a blade and a steady hand.

Seawind Sniff (Pirate)
As an action, you tilt your head to the salty breeze, your weathered nose catching the subtle shift of the wind as if guided by the spirits of the Great Maelstrom Ocean. For the next 10 minutes, you can predict the direction of the wind with uncanny accuracy, granting a +1 bonus to Wisdom (Survival) checks for navigation or sailing, your senses honed by years of battling natureβs fury.

Knotmasterβs Tie (Pirate)
As an action, you deftly tie a rope into a perfect sailorβs knot that gleams with a faint, briny aura of the Maelstromβs magic. This knot holds fast against natural strain for 1 hour, resisting up to 50 pounds of force before loosening, making it ideal for securing sails or cargo on a storm-tossed ship.

Assemble Automaton (Engineer)
You spend 8 hours constructing a basic automaton using 500 gp worth of rare metals and runes. The automaton has an AC of 16, 30 HP, a +4 to hit, and deals 1d8 bludgeoning damage. It follows your commands for 1 hour and can be used once per long rest.

Forge Reinforced Plating (Engineer)
As an action, you craft reinforced armor plating over 4 hours, using 200 gp of mithril and alchemical oil. The plating adds +1 AC to a suit of armor for 24 hours. You can use this ability once per long rest.

Craft Steam Engine (Engineer)
As an action, you can construct a small steam-powered engine over the course of 2 hours, requiring 100 gp worth of brass, coal, and gears. This engine powers a device or vehicle for 4 hours, increasing its speed by 10 feet, and can be used once per long rest.

Construct Armature (Engineer)
As an action, you assemble a lightweight mechanical armature that provides a temporary shield or support. The armature has an AC of 14 and 10 hit points, lasting for 1 hour. You must use 50 gp worth of steel and alchemical resin to create it, and you can use this ability once per long rest.

Forge Gearwork (Engineer)
As an action, you craft a complex gear mechanism over 10 minutes, requiring 25 gp of metal and tools. This gear enhances a device, granting it a +2 bonus to its next operation check within 24 hours. You can use this spell once per long rest.

Fuse Link (Engineer)
As an action, you craft a short fuse for a gadget, ensuring reliable ignition for one use within the next 24 hours. This process takes 1 minute and requires sulfur and cloth as materials.

Blueprint Sketch (Engineer)
As an action, you draft a basic device blueprint on parchment, taking 1 minute. The sketch aids construction, granting a +1 bonus to your next crafting roll within 24 hours. Requires ink.

Oil Seal (Engineer)
You apply a thin layer of oil to a metal item, protecting it from rust and corrosion for 24 hours. This process takes 1 minute and requires a vial of oil to perform, enhancing the item's longevity and durability.

Cog Alignment (Engineer)
As an action, you meticulously adjust a deviceβs cogs, taking 1 minute to ensure precision. The device gains a +1 bonus to its next operation check within 24 hours, reflecting your expert craftsmanship. This spell requires a small tool to perform the adjustments effectively.

Rune Circuit (Engineer)
You etch a glowing rune onto a device, stabilizing its function for 1 hour and preventing minor malfunctions. This process requires chalk and ink, and takes 1 minute to complete.

Steam Vent (Engineer)
You craft a miniature steam vent that releases a 5-foot cloud of harmless vapor when activated. This vapor obscures the area for 1 minute, providing cover and hindering visibility, while requiring water and coal to function.

Spring Trigger (Engineer)
As a bonus action, you assemble a tiny spring mechanism that can be added to a trap or device, reducing its activation time by 1 round (minimum 1). This process takes 1 minute and requires wire to complete the assembly.

Gear Polish (Engineer)
As an action, you polish a metal gear or tool with a cloth, enhancing its perceived durability. The item gains a +1 bonus to durability for 24 hours, aiding in trade or practical use.

Alchemical Wick (Engineer)
As an action, you create a glowing alchemical wick that emits dim light in a 10-foot radius for 1 hour when lit. This wick can be used in various gadgets and requires a vial of phosphor and a piece of cloth to craft.

Tinker Bolt (Engineer)
As an action, you craft a small brass bolt with a gear mechanism, taking 1 minute. The bolt can be attached to a device, granting it a +1 bonus to its next function (e.g., trap trigger) within 24 hours. Requires metal scraps to create.

Polish Goods (Merchant)
As an action, you clean and polish an item up to 1 foot in size, taking 1 minute to perform. For the next 24 hours, the item's perceived value increases by 1 gp when selling, enhancing your trade appeal with a touch of finesse.

Inventory Count (Merchant)
As an action, you touch a container and instantly know the number of trade goods inside, up to a maximum of 50 items. This spell aids in stock management by providing precise information without the need to open the container, utilizing your keen perception.

Trade Whisper (Merchant)
You whisper a brief trade-related message (up to 5 words) to a known contact within 30 feet, ensuring that only they can hear it. This spell allows for discreet negotiations and deals without the need for any materials.

Vendorβs Charm (Merchant)
As a bonus action, you offer a warm smile to a vendor within 10 feet. For the next minute, you gain a +1 bonus to Charisma (Persuasion) checks to negotiate prices with them, relying on your charisma.

Secure Pouch (Merchant)
As an action, you magically seal a coin pouch, making it impervious to unauthorized access for 1 hour. Anyone attempting to open it must succeed on a Dexterity (Sleight of Hand) check against your Merchant DC, ensuring your trade funds remain protected without any cost.

Spot Deal (Merchant)
As an action, you scan a market stall within 15 feet, identifying one undervalued item (up to 10 gp) if present. You gain a +1 bonus to Charisma (Persuasion) checks to buy it within 10 minutes, using your trade savvy.

Swift Haggle (Merchant)
As a bonus action, you negotiate a deal with a vendor within 10 feet, reducing the cost of an item (up to 5 gp) by 1 gp for each use of this spell. Your quick bargaining skills allow you to save on purchases without the need for materials.

Gauge Demand (merchant)
As an action, you survey a market within 30 feet, sensing the demand for one type of good (e.g., potions). For the next 10 minutes, you gain a +1 bonus to Charisma (Persuasion) checks to sell that good, using your instincts to navigate the market's needs.

Mark Ledger (Merchant)
You record a transaction of up to 5 words in your ledger, which glows faintly to prevent tampering for 24 hours. This ensures accurate trade records using basic ink and paper, making it ideal for merchants and adventurers alike.

Assess Quality (Merchant)
As an action, you examine an item within 5 feet, your trained eye scanning for flaws. You determine its quality (e.g., shoddy, fine) and if itβs counterfeit, aiding your trade decisions with no materials needed.

Candy Fruit (Cook)
You coat a piece of fruit in honey, creating a sweet treat that can heal and inspire. One creature who eats the fruit within 1 hour regains 1 hit point and gains a +1 bonus to their next Charisma check within 10 minutes.

Roast Nut (Cook)
You roast a handful of nuts over a fire, taking 1 minute to prepare. One creature who eats the roasted nuts within 1 hour gains advantage on their next Wisdom (Perception) check within 10 minutes.

Pickle Preserve (Cook)
As an action, you pickle a small vegetable in brine, taking 1 minute. One creature who eats it within 24 hours gains resistance to poison damage for 10 minutes. Requires a vegetable and a jar with brine.

Spice Blend (Cook)
You mix a pinch of spices, taking 1 minute to prepare. The blend can be added to a meal, granting one creature who eats it within 1 hour a +5-foot bonus to movement speed for 10 minutes. You must have spices on hand to perform this cantrip.

Knead Dough (Cook)
You knead a small ball of dough, taking 1 minute. The dough can be baked into a biscuit, granting 2 temporary hit points to a creature that eats it within 1 hour, lasting for 10 minutes. Requires flour and water to cast.

Dry Herbs (Cook)
As an action, you dry a handful of fresh herbs, taking 1 minute. The dried herbs last for 24 hours and can be used to enhance one meal, granting the eater a +1 bonus to their next saving throw within 1 hour. You must have fresh herbs to perform this spell.

Sizzle Strip (Cook)
You fry a strip of meat over a fire, taking 1 minute. One creature who eats it within 1 hour gains a +1 bonus to their next attack roll within 10 minutes.

Brew Broth (Cook)
You simmer a simple broth using water and scraps, taking 1 minute to prepare. One creature who drinks it within 1 hour can remove one level of exhaustion if they rest for 10 minutes afterward.

Seasoned Bite (Cook)
As an action, you season a piece of raw food with a blend of herbs, taking 1 minute to prepare. One creature who consumes the seasoned food within 1 hour gains advantage on their next Constitution saving throw made within 10 minutes. You must have herbs available to perform this spell.

Quick Snack (Cook)
You craft a small snack using basic ingredients like bread and cheese. One creature who eats it within 1 hour regains 1 hit point and gains a +1 bonus to their next ability check within 10 minutes. You must have ingredients on hand to create the snack.

Harden Scroll (Scribe)
You reinforce a scroll or page with a thin magical layer, making it resistant to minor cuts or tears for 8 hours. This subtle effect showcases your preservation magic and requires no materials to cast.

Share Insight (Scribe)
You whisper a brief fact from a studied text to a creature within range, granting them advantage on their next Intelligence check related to that knowledge within 1 hour.

Trace Map (Scribe)
As an action, you sketch a basic outline of a seen map or terrain onto parchment in 1 minute, creating a rough but functional copy. This spell utilizes your ink and paper, reflecting your mapping skill and allowing you to recreate the layout of an area you have observed.

Recall Note (Scribe)
As an action, you touch a document youβve written and recall its exact content (up to 25 words) perfectly for 1 minute. This spell aids your memory, allowing you to access important information without the need for tools.

Light Script (Scribe)
You inscribe a faint glowing rune on a page, which emits dim light in a 5-foot radius for 1 hour. The light can be toggled off with a bonus action, using minimal ink from your supplies.

Mend Binding (Scribe)
As an action, you repair a small tear (up to 1 inch) in a book or scroll, restoring its integrity for 24 hours. This minor mending showcases your crafting skill and requires no materials.

Read Fragment (Scribe)
As an action, you touch a damaged text and discern up to 5 words of its original content, even if faded or torn, for 10 minutes. This minor insight requires no tools, relying on your keen eye for detail.

Copy Glyph (Scribe)
As a bonus action, you trace a non-magical glyph or rune from one document onto another within 5 feet, replicating it perfectly in 1 minute. The copy is basic and lacks magical properties, using only your ink and parchment.

Seal Page (Scribe)
You touch a single page of a book or scroll, applying a minor protective coating that prevents smudging or minor water damage for 1 hour. This effect is subtle and showcases your preservation expertise, ensuring the integrity of the written word.

Inscribe Scroll (Scribe)
As an action, you meticulously copy a spell from a scroll you possess onto a blank parchment, creating an exact duplicate. The spell must be of 1st level or lower, and you must have the spellβs description available. This process consumes 10 minutes and 10 gold worth of ink and parchment. The duplicate scroll can be used by any spellcaster as if it were the original. You can use this ability once per long rest.

Cyclone Requiem (Ocarina)
You unleash a devastating melody that conjures a magical cyclone in a 60-foot radius sphere centered on a point you choose within 150 feet. Creatures caught in the cyclone must make a Dexterity saving throw or take 12d10 slashing damage, taking half damage on a successful save.

Hurricane Fury (Ocarina)
As an action, you unleash a ferocious tune that creates a powerful storm in a 40-foot radius within 120 feet. Creatures in the area must make a Strength saving throw or take 8d8 slashing damage and be knocked prone; on a successful save, they take half damage and remain standing.

Stormwind Barrage (Ocarina)
You unleash a tempestuous song that conjures a fierce wind, creating a 30-foot cone of slashing gusts. Creatures caught in the area must make a Dexterity saving throw or take 6d8 slashing damage and be pushed 15 feet away from you; on a successful save, they take half damage and are not pushed.

Tempest Blade (Ocarina)
You chant a swirling melody, conjuring a tempest of blades that swirl around you. Creatures within a 20-foot radius must make a Dexterity saving throw or take slashing damage from the whirlwind of blades, suffering half damage on a successful save.

Gale Slash (Ocarina)
You play a sharp tune on your ocarina, unleashing a 15-foot line of cutting wind that slices through anything in its path. Creatures caught in the line must make a Dexterity saving throw or take slashing damage from the magical gust, with half damage on a successful save.

Devastating Drumroll (War Drum)
You unleash a powerful drumroll that creates a thunderous soundwave in a 60-foot radius sphere. Creatures caught in the area must make a Constitution saving throw or suffer severe thunder damage as the soundwave obliterates their defenses.

Rhythmic Barrage (War Drum)
You unleash a relentless rhythm that resonates through the air, targeting a 40-foot radius within 120 feet. Creatures in the area must make a Strength saving throw or take 8d10 thunder damage and have their speed halved for 1 minute; they can repeat the save at the end of their turns.

Drumshock Wave (War Drum)
You unleash a massive beat, creating a 30-foot cone of thunderous energy. Creatures in the area must make a Constitution saving throw or take 6d10 thunder damage and be knocked prone; half damage and no prone effect on a success.

War Pulse (War Drum)
You unleash a powerful rhythmic pulse of energy, targeting a 20-foot radius within 60 feet. Creatures in the area must make a Strength saving throw or take 4d10 thunder damage and be pushed 10 feet away from the center of the pulse, taking half damage and no push on a successful save.

Thunder Strike (War Drum)
You unleash a powerful soundwave by beating your drum, creating a thunderous blast in a 10-foot radius around you. Creatures in the area must make a Constitution saving throw or take 3d10 thunder damage, taking half damage on a successful save.

Ethereal Discord (Harpiest)
As an action, you unleash a disharmonic symphony, creating a 60-foot radius sphere centered on a point within 150 feet. Creatures in the area must make a Wisdom saving throw or take 10d10 psychic damage and be stunned for 1 round; on a successful save, they take half damage and are not stunned.

Spectral Symphony (Harpiest)
You summon a barrage of enchanting harp tones that resonate within a 40-foot radius, targeting creatures within 120 feet. Those caught in the melody must make a Charisma saving throw or suffer 8d8 psychic damage and become frightened for 1 minute, with the option to repeat the save at the end of their turns to end the effect.

Harmonic Onslaught (Harpiest)
You unleash a powerful cascade of sound, targeting a 30-foot cone. Creatures in the area must make a Wisdom saving throw or take 6d8 psychic damage and be charmed, attacking only you for 1 round. On a successful save, they take half damage and are not charmed.

Illusory Blast (Harpiest)
You play an illusory melody that resonates within a 15-foot radius, creating overwhelming illusions that disorient and harm those caught within. Creatures in the area must make an Intelligence saving throw or suffer psychic damage from the vivid illusions, with a chance to mitigate the effects on a successful save.

Dissonant Pluck (Harpiest)
You pluck a harsh chord on your harp, targeting a creature within 30 feet. The sound disrupts their thoughts, causing psychic damage if they fail to resist it.

Requiem of Ruin (Violinist)
As an action, you perform a devastating requiem, creating a 50-foot radius sphere centered on a point within 150 feet. Creatures in the area must make a Wisdom saving throw or take 12d10 psychic damage as their minds shatter, taking half damage on a success.

Violin Vortex (Violinist)
As an action, you sweep your bow in a spiraling tune, creating a 25-foot cone. Creatures in the area must make a Wisdom saving throw or take 6d10 psychic damage and be stunned until the end of their next turn; on a successful save, they take half damage and are not stunned.

Echoing Torment (Violinist)
You unleash a torturous refrain that echoes through the minds of your enemies. Creatures within a 40-foot radius must make a Charisma saving throw or take 8d10 psychic damage and suffer disadvantage on attack rolls for 1 minute, repeating the save at the end of their turns.

Enthralling Melody (Violinist)
You play an enchanting tune, targeting one creature within 60 feet who can hear you. The target must make a Wisdom saving throw or be charmed by you for 1 minute, moving toward you and unable to attack. They can repeat the saving throw at the end of their turns if they take damage.

Piercing Note (Violinist)
You draw a sharp note from your violin, targeting a creature within 30 feet. The target must make a Dexterity saving throw or take 2d8 psychic damage as the sound pierces their mind, taking half damage on a success.

Cataclysmic Chord (Guitarist)
As an action, you strum a cataclysmic chord, creating a 30-foot radius sphere of destructive sound centered on a point within 120 feet. Creatures in the area must make a Strength saving throw or take 6d8 thunder damage and be knocked prone, taking half damage and avoiding being knocked prone on a success.

Emotion Surge (Guitarist)
You unleash an inspiring riff that resonates with the emotions of your targets. Up to three creatures within 60 feet must make a Wisdom saving throw or become enraged, attacking the nearest creature for 1 minute, with the option to repeat the save at the end of their turn.

Sonic Barrage (Guitarist)
You unleash a rapid series of chords, creating a 20-foot cone of sonic energy. Creatures in the area must make a Constitution saving throw or take 4d6 thunder damage and be deafened for 1 minute; they can repeat the save at the end of their turns to end the deafness.

Harmony Shield (Guitarist)
You play a protective melody, granting yourself and up to two allies within 30 feet resistance to thunder damage for 1 minute. The harmony also grants a +2 bonus to AC against ranged attacks, allowing your allies to better withstand incoming assaults.

Riff of Ruin (Guitarist)
As an action, you strum a discordant riff on your guitar, targeting a creature within 30 feet. The target must make a Dexterity saving throw or take 2d6 thunder damage as the soundwave shatters their focus, taking half damage on a successful save.
Card Bind (Cardcaster)
With a deft motion, you play a card from your enchanted deck, weaving arcane threads that shimmer with a faint silver glow. These threads bind a small objectβup to 5 poundsβto a surface, securing it as if held by an unseen dealerβs grip. For 1 minute, the object remains immovable unless the spell is broken, perfect for securing a key, anchoring a rope, or thwarting a thiefβs grab. The threads pulse softly, a reminder of the Cardcasterβs subtle control over fateβs smallest plays, ensuring your cunning prevails.
Peek at Fate (Cardcaster)
You draw a card from your deck, its edges glowing with a faint golden hue, as you peer into the threads of fate. For a fleeting moment, you glimpse a cryptic hint of an imminent event or danger within the next minuteβa whispered warning like βa trap lies aheadβ or βbeware the shadows.β This gamblerβs intuition guides your next move, letting you navigate the uncertainties of the world with a tricksterβs edge. The card hums with destiny, offering just enough insight to tip the odds in your favor.

Sleight of Hand (Cardcaster)
With a sly grin, you play a card that shimmers with arcane energy, its glow enhancing your dexterity for the next 10 minutes. Your fingers move with uncanny precision, guided by the magic of your deck, granting advantage on your next Dexterity (Sleight of Hand) check. Whether palming a coin, picking a pocket, or performing a deceptive flourish, the cards themselves aid your trickery, their faint glow weaving through your hands, ensuring your sleight remains undetected in any high-stakes game.

False Draw (Cardcaster)
You play a card with a flick of your wrist, conjuring a minor illusion of a mundane objectβup to 1 cubic footβin a burst of faint arcane light. A fake coin, a forged key, or a decoy scroll materializes, lasting 1 minute to deceive the eye. Perfect for a quick distraction or a gamblerβs ruse, the illusion fools foes into believing the object is real until they touch its hollow form. The cardβs magic lingers, a subtle shimmer that adds authenticity to your trick, making the deception all the more convincing.

Gamblerβs Glint (Cardcaster)
You play a card that ignites with a casino-like glow, its edges flickering with opulent light as it hovers in the air. For 1 hour, it casts a dim, warm radiance in a 10-foot radius, illuminating dark corners or adding a whimsical touch to your surroundings. The cardβs shimmering surface reflects a gamblerβs flair, as if inviting the luck of a high-stakes game to light your path. Its glow dances softly, a beacon of chance that turns even the darkest moments into a stage for your next play.

Card Whisper (Cardcaster)
With a whispered word, you play a card, summoning a faint breeze of arcane cards that carries your messageβup to 10 wordsβto a creature you can see within 30 feet. The cards swirl around the target, their edges glowing softly, before whispering your words in a ghostly tone only they can hear. This swift, magical communication ensures your secrets travel safely, even in the heat of danger. The cards fade after delivering the message, leaving no trace of the Cardcasterβs cunning correspondence.
Shuffle Step (Cardcaster)
You play a card, its surface shimmering with a mirage of scattered decks, as you vanish in a blink, teleporting 5 feet to an unoccupied space you can see. A faint shimmer of illusory cards lingers where you stood, distracting onlookers for a moment with their hypnotic dance. This gamblerβs escape lets you slip through tight spots or reposition with a tricksterβs flair, always staying one step ahead of your foes. The magic hums briefly, a subtle reminder of the Cardcasterβs mastery over space and deception.

Dealerβs Mark (Cardcaster)
You play a card, its surface glowing with a subtle arcane sigil that transfers to an object you touch, marking it for 1 hour. The sigil, visible only to you, allows you to track or identify the item amidst clutter, whether itβs a stolen relic or a hidden key. This spell ensures the Cardcasterβs keen eye never loses sight of the prize, a secret edge in any high-stakes game. The sigil glows faintly in your vision, a guiding light through chaos, securing your claim with a gamblerβs precision.
Lucky Guess (Cardcaster)
Channeling your gamblerβs instincts, you play a card, its edges pulsing with a golden glow of intuition that sharpens your senses for the next 10 minutes. You gain advantage on your next Intelligence (Investigation) or Wisdom (Insight) check, as the magic hones your ability to read a rivalβs bluff or spot a hidden clue. This spell lets you trust your gut, turning chance into a winning hand in any situation. The cardβs glow fades, leaving you with a lingering sense of certainty in the game of fate.

Card Flick (Cardcaster)
With a flick of your wrist, you play a card, its arc guided by arcane precision as it manipulates a small object within 30 feetβup to 5 pounds. Flip a switch, knock over a cup, or nudge a door ajar with this gamblerβs sleight, the card glowing faintly as it moves with purpose. Perfect for creating distractions or solving puzzles with a tricksterβs touch, the spell leaves a subtle shimmer in its wake, a testament to the Cardcasterβs ability to bend the world to their whimsical will.
Final Gambit (Cardcaster)
You play three cards, twisting fate in a 40-foot cone within 120 feet, dealing 10d10 psychic damage as the cards weave a tapestry of destiny. Targets must make a Charisma saving throw or be stunned for 1 round and suffer disadvantage on saves for 1 minute (repeatable save), their minds unraveling under the Cardcasterβs ultimate gamble. The cards glow with an ethereal light, bending reality itself in a masterful play that ensures your foesβ fates are sealed by your cunning hand.
Ace of Calamity (Cardcaster)
You play three cards, unleashing a colossal ace card that detonates within 90 feet, its 40-foot radius dealing 9d12 force damage as an explosion of arcane power ripples outward. Targets must make a Dexterity saving throw or be knocked prone and pushed 15 feet, the ground cracking beneath the Cardcasterβs devastating ace. The cardβs glow illuminates the chaos, a cataclysmic end to any high-stakes encounter, leaving the battlefield scarred by the sheer force of your gamblerβs might.
Dealerβs Ruin (Cardcaster)
You play two cards, summoning a massive shadowy dealerβs hand within 100 feet, its 30-foot radius erupting with 8d12 force damage as it slams down with the weight of fate. Targets must make a Dexterity saving throw or be knocked prone, taking half damage on a success. The cards glow with dark energy, embodying the chaotic nature of chance, as the Cardcaster turns the odds into a devastating blow that reshapes the battlefield with the unyielding force of a gamblerβs wrath.
Chaos Shuffle (Cardcaster)
You play two cards, unleashing a chaotic flurry of illusions in a 20-foot radius within 90 feet, dealing 7d10 psychic damage as reality warps with deceptive visions. Targets must make a Wisdom saving throw or attack a random targetβally or enemyβon their next turn, their minds scrambled by the Cardcasterβs shuffle. The illusions twist the battlefield into a gamblerβs unpredictable game, where friend and foe blur in a haze of trickery, orchestrated by your cunning magic.
Phantom Hand (Cardcaster)
You play a card, summoning a spectral hand of glowing cards that emerges within 60 feet, its 20-foot radius shimmering with arcane force as it deals 5d10 force damage. Targets must make a Dexterity saving throw or be pushed 10 feet away from the center, taking half damage on a success. The cards swirl menacingly, forming a ghostly dealerβs grip that manipulates the battlefield with the Cardcasterβs cunning precision, reshaping the fight with a tricksterβs spectral flourish.
Sleight of Doom (Cardcaster)
You play a card, its surface darkening with a shadowy aura as it curses a target within 30 feet, dealing 4d8 necrotic damage that saps their luck with a gamblerβs malice. The target must make a Charisma saving throw or suffer disadvantage on their next saving throw within 1 minute, their fate twisted by the Cardcasterβs sleight. The shadowy card lingers in the air, its dark glow a harbinger of doom, leaving the target vulnerable to greater threats in this high-stakes game.

Card Barrage (Cardcaster)
With a dramatic flourish, you play a card, unleashing a 15-foot cone of magical cards that slice through the air within 60 feet, dealing 3d8 force damage to all in their path. Each card shimmers with arcane power, fanning out like a gamblerβs winning hand, cutting through foes with deadly precision. Targets must make a Dexterity saving throw, taking half damage on a success, as the barrage fills the air with a whirlwind of sharp edges, a testament to the Cardcasterβs lethal artistry.
Misdeal (Cardcaster)
You play a card, conjuring a distracting illusion of scattered cards that swirl chaotically around a target within 30 feet, dealing 2d6 psychic damage as their mind reels from the deception. The target must make a Charisma saving throw or lose their reaction until your next turn, too flustered by the misdeal to act swiftly. The illusory cards shimmer with a hypnotic glow, a perfect setup for the Cardcasterβs next trick, weaving confusion into the battlefield with a gamblerβs cunning.

Bad Beat (Cardcaster)
You play two cards, their edges glowing with a dark aura, cursing a target within 60 feet with a devastating loss of luck that deals 6d10 necrotic damage, draining their vitality with a gamblerβs spite. The target must make a Charisma saving throw or be stunned for 1 round, overwhelmed by the crushing weight of their misfortune. The cards pulse with dark energy, a masterful play by the Cardcaster that turns the odds against their foe, leaving them reeling in the face of fateβs cruel hand.
Jokerβs Sting (Cardcaster)
You play a card, summoning a glowing joker card that streaks toward a target within 30 feet, its edges crackling with arcane energy as it strikes for 1d8 force damage. The joker leaves a lingering illusion in its wake, forcing the target to make a Wisdom saving throw. On a failure, ghostly cards cloud their vision, causing disadvantage on their next attack roll. The jokerβs trickery dances in the air, a mischievous strike that embodies the Cardcasterβs knack for turning chance into chaos.

Natureβs Scent (Shaman)
You enhance your sense of smell, gaining advantage on Survival checks to track creatures or locate plants within 30 feet by scent. This heightened olfactory perception allows you to discern subtle scents and detect nearby flora and fauna with ease.

Flame Wisp (Shaman)
You summon a tiny fire spirit in the shape of a wisp, which provides bright light in a 10-foot radius and dim light for an additional 10 feet. The wisp follows you at your command, illuminating your path and can be dismissed at will.

Spirit Mark (Shaman)
You inscribe a glowing spirit rune on an object or surface, visible only to you and up to three chosen allies. This rune serves as a marker for tracking or identification purposes, allowing you and your allies to locate the marked object or surface easily for up to an hour.

Vine Grasp (Shaman)
You cause a small vine to grow and wrap around an object, allowing you to manipulate it (up to 5 pounds) as if with a weak hand. This can be used to perform simple tasks like opening a latch or moving small items within reach.

Ancestral Echo (Shaman)
You channel the voice of an ancestor to mimic a sound, such as a bird call or footsteps, within a 15-foot range. The sound can reach up to 30 decibels, allowing for distraction or signaling to allies.

Water Veil
You summon a thin layer of water that cloaks your body, blending you with your surroundings. While this veil is active, you gain advantage on Stealth checks in rain or wet environments, making it easier to remain undetected.

Earth Pulse (Shaman)
You attune to the earth, gaining a deep connection with the ground beneath you. For the duration, you have advantage on Perception checks to detect hidden objects or creatures that are in contact with the ground within 10 feet of you.

Wind Whisper (Shaman)
You send a message via a gentle breeze to a creature you can see, whispering up to 10 words that only they can hear, as if carried by the wind. This spell allows for discreet communication over a short distance, perfect for stealthy situations or private conversations.

Ember Flicker (Shaman)
You summon a tiny flame spirit that creates a small ember, providing dim light in a 5-foot radius. This ember can ignite flammable objects or be used to signal allies, lasting for up to an hour.

Spirit Whisper (Shaman)
You commune with a local spirit to gain insight, asking a yes/no question about the immediate area. The spirit answers truthfully if present, providing guidance on matters such as hidden paths or dangers.

Binding Roots of Eternity (Shaman)
You call upon ancient earth spirits to summon massive roots that bind enemies in a 30-foot radius, dealing 8d10 bludgeoning damage and restraining them. A Strength saving throw negates the restrain, while restrained creatures take 4d10 damage each turn for up to 1 minute unless they break free with a Strength check against your spell save DC.

Apocalypse Howl (Shaman)
You unleash a primal spirit howl, dealing 10d10 thunder damage in a 60-foot cone and stunning creatures that fail a Constitution saving throw for 1 round. The ground trembles, creating a 20-foot radius of difficult terrain.

Totem of Devastation (Shaman)
You plant a totem that emits a 20-foot radius aura, dealing 6d12 necrotic damage per turn to enemies within. Enemies must make a Wisdom saving throw, taking half damage on a success and full damage on a failure. Allies within the aura are healed for half the damage dealt, drawing from spirit energy.

Spiritstorm Avatar (Shaman)
You merge with storm spirits, gaining resistance to non-magical damage and dealing 4d10 thunder damage to all enemies within 15 feet at the start of your turn for up to 1 minute. Enemies must make a Constitution saving throw to take half damage.

Earthshatter Ritual (Shaman)
You invoke earth spirits to erupt the ground, dealing 8d6 bludgeoning damage in a 30-foot line and knocking prone targets that fail a Strength saving throw. The area becomes difficult terrain for 1 minute.

Stormcall (Shaman)
You summon a storm spiritβs wrath, raining lightning bolts that deal 6d8 lightning damage in a 20-foot radius (Dexterity save for half) every round for up to 1 minute. Allies in the area gain resistance to lightning damage.

Ancestral Guardian (Shaman)
You summon a spectral ancestor to shield an ally, granting them a +4 bonus to AC. When the ally is hit, the ancestor retaliates, dealing 3d8 radiant damage to the attacker if they fail a Wisdom saving throw.

Elemental Fury (Shaman)
You channel the spirits of earth, fire, or water to unleash a burst, dealing 5d6 damage (fire, cold, or bludgeoning, your choice) in a 20-foot radius. One ally within range gains temporary hit points equal to half the damage dealt, reflecting your shamanic elemental mastery.

Thunderclap Ward (Shaman)
You invoke the storm spirits to create a protective aura, granting allies within a 10-foot radius resistance to lightning damage and dealing 2d6 thunder damage to enemies that enter or start their turn in the area. A Dexterity saving throw negates the damage.

Spirit Strike (Shaman)
You call upon an ancestral spirit to strike a target, dealing 2d8 necrotic damage as it drains vitality. The target must succeed on a Wisdom saving throw or be marked by the spirit, taking an additional 1d4 necrotic damage on its next turn if hit by an ally.

Veil of Secrets (Sovereign)
You obscure your plans from prying eyes. Over 1 minute, you whisper instructions or seal a conversation, your words cloaked in subtlety as you trace a sigil. For the next 24 hours, any attempt to magically or mundanely eavesdrop on your plans (e.g., via scrying, lip-reading, or Insight checks) requires a successful Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC (8 + your proficiency bonus + your Charisma modifier). You can use this twice per long rest.

Aura of Majesty (Passive) (Sovereign)
Your presence radiates an almost tangible authority. As an action, you exude an aura of grandeur, affecting creatures within 10 feet that can see or hear you. For the next 10 minutes, you gain advantage on Charisma (Intimidation) and Charisma (Persuasion) checks made to assert your authority or negotiate with those creatures. You can use this a number of times equal to your Charisma modifier (minimum 1), regaining all uses on a long rest.

Foresee Trends (Sovereign)
You predict shifts in fortune with uncanny clarity. Over 10 minutes, you meditate or consult advisors, your mind tracing patterns as if reading a tapestry of fate. You learn one upcoming opportunity or threat within the next month, as determined by the DM. You can use this a number of times equal to your Intelligence modifier (minimum 1), regaining all uses on a long rest.

Crisis Edict (Sovereign)
You issue a swift decree to mitigate a disaster. As an action, you address a crisis in your domain (e.g., famine, riot, or economic collapse), your voice steady as you point to a solution. For the next 24 hours, efforts to resolve the crisis gain a +3 bonus to relevant ability checks made by you or your subordinates, as determined by the DM. You can use this a number of times equal to your Wisdom modifier (minimum 1), regaining all uses on a long rest.

Shape Narrative (Sovereign)
You craft a compelling story to sway public sentiment. Over 1 hour, you spread a message through speeches, proclamations, or proxies in a populated area, weaving a narrative that influences the crowd. Choose one effect: improve your reputation, promote a specific cause, or counter a rumor. The effect lasts for 1 week, as determined by the DM. You can use this spell once per long rest.

Voice of Unity (Sovereign)
You forge consensus among diverse voices. As an action, you mediate a discussion among up to 5 creatures within 30 feet, your calm authority soothing tensions as you gesture inclusively. For the next 10 minutes, those creatures gain advantage on Charisma (Persuasion) and Wisdom (Insight) checks made to resolve conflicts or reach agreements with each other. You can use this twice per long rest.

Resource Allocation (Sovereign)
You optimize the distribution of limited resources. As an action, you analyze a stockpile or workforce within 30 feet, your mind calculating efficiencies as you point to key priorities. For the next 24 hours, one non-combat project or task in your domain is completed 25% faster or requires 25% fewer resources (DM discretion). You can use this once per long rest.

Secure Correspondence (Sovereign)
You ensure your messages remain confidential. Over 1 minute, you scribe a letter or seal a missive, your words imbued with subtle authority as you trace a sigil. The message becomes illegible to anyone except its intended recipient unless they succeed on an Intelligence (Investigation) check against your spell save DC. You can use this twice per long rest.

Rally Resolve (Sovereign)
You bolster the morale of your followers in crisis. As an action, you deliver a stirring speech or gesture to up to 10 creatures within 60 feet that can hear you, granting them advantage on saving throws against being frightened or charmed for the next hour. This spell embodies the Sovereignβs role as a beacon of stability, ideal for steadying troops, citizens, or allies in tense situations.

Delegate Authority (Sovereign)
You empower a subordinate to act in your stead. As an action, you designate one willing creature within 10 feet as your proxy, handing them a token of authority (e.g., a seal, banner, or letter) as you whisper instructions. For the next 24 hours, that creature can use your Charisma (Persuasion) modifier instead of their own when representing you in negotiations or leadership tasks. You can use this once per long rest.

Economic Insight (Sovereign)
You discern the flow of wealth with uncanny precision. As an action, you observe a market, treasury, or trade hub within 60 feet, your eyes tracing patterns of commerce as if reading a tapestry. You learn one economic trend or opportunity (e.g., a surplus of grain, a merchantβs hidden agenda, or a looming shortage), as determined by the DM. You can use this a number of times equal to your Charisma modifier (minimum 1), regaining all uses on a long rest.

Inspire Loyalty (Sovereign)
Your words ignite devotion in those who serve you. As an action, you address a group of up to 5 willing creatures within 30 feet, your speech infused with passion as you gesture to a shared goal. For the next 8 hours, those creatures gain a +2 bonus to Charisma (Persuasion) and Wisdom (Insight) checks when acting in your service. You can use this twice per long rest.

Assess Domain (Sovereing)
You evaluate the state of your territory with a glance. As an action, you survey your surroundings or consult a map, your mind calculating resources and morale as if reading a ledger. You instantly learn one key fact about your current location (e.g., a settlementβs primary resource, a regionβs morale, or a hidden economic issue), as determined by the DM. You can use this a number of times equal to your Intelligence modifier (minimum 1), regaining all uses on a long rest.

Decree of Efficiency (Sovereign)
You streamline operations with a single command. As an action, you issue a directive to a group of up to 10 willing creatures within 60 feet, granting them advantage on ability checks related to a specific non-combat task for the next hour. You can use this spell a number of times equal to your Wisdom modifier (minimum 1), regaining all uses on a long rest.

Command Presence (Sovereign)
Your authoritative aura compels attention and obedience. As an action, you project your voice or gesture with regal confidence, targeting one creature within 30 feet that can see or hear you. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for 1 minute, treating you as a trusted leader. This effect ends if you or your allies harm the creature. You can use this a number of times equal to your Charisma modifier (minimum 1), regaining all uses on a long rest.

Craft Flint Spear (Explorer)
You can craft a crude spear using a sharpened flint tip and a wooden branch in 30 minutes, requiring no tools beyond whatβs at hand. The spear functions as an improvised weapon, dealing 1d4 piercing damage (range 10/30 feet if thrown), but on a natural 1 attack roll, the flint tip shatters, rendering the spear unusable until repaired (1 hour). You can craft one spear per use of this skill. Usable once per short rest.

Craft Bark Shelter (Explorer)
You can craft a small, temporary shelter from bark, branches, and leaves in 1 hour, requiring no tools beyond natural materials. The shelter can house up to two Medium creatures and provides protection from light rain and wind, granting advantage on Constitution saving throws against mild environmental effects for 4 hours. However, it collapses if exposed to strong winds or heavy rain, and any creature inside must make a Dexterity saving throw (DC 12) to avoid 1d6 bludgeoning damage from falling debris. Usable once per long rest.

Craft Makeshift Snare (Explorer)
You can craft a crude snare trap from vines and sticks in 30 minutes, requiring no tools. The snare can be set in a 5-foot square and triggers when a creature steps into it, forcing a Dexterity saving throw (DC 10). On a failure, the creature takes 1d4 piercing damage and is restrained until it succeeds on a Strength check (DC 10) to break free. The snare breaks after one use or if the creature rolls a natural 20 on its saving throw. Usable once per long rest.

Craft Twig Torch (Explorer)
You can craft a simple torch using a sturdy twig, dried grass, and a piece of flint in 30 minutes. The torch sheds dim light in a 10-foot radius for 1 hour but is prone to failure: if you roll a 1 on any d20 roll while holding it, the torch sputters out and must be relit (taking 1 minute). You can craft up to two torches per use of this skill. Usable once per short rest.

Craft Driftwood Raft (Explorer)
You can craft a rudimentary raft from driftwood, vines, and other natural materials in 1 hour, requiring no tools beyond whatβs available in the environment. The raft can hold up to 300 pounds and allows you to navigate calm waters at a speed of 10 feet per round. However, it takes 1d4 bludgeoning damage per hour of use (maximum HP 10), and any Dexterity (Acrobatics) checks to maintain balance are made with disadvantage due to its shoddy construction. Usable once per long rest.

Survival Alchemist (Explorer)
You can brew potent survival concoctions using foraged plants and a small alchemical kit (carried weight 3 lbs). In 1 hour, craft one of the following: a healing salve (restores 2d4 + 4 HP, 1 use), a stamina draught (grants 10 temporary HP for 1 hour, 1 use), or a trackerβs oil (grants advantage on Survival checks to track for 4 hours, 1 use). Requires a Nature check (DC 16); failure wastes materials. Usable twice per long rest.

Horizon Mapping (Explorer)
You can create a detailed map of an unexplored area in 1 hour, requiring only a blank parchment and charcoal. The map reveals terrain features, water sources, and potential hazards within a 5-mile radius, with accuracy improved by a successful Survival check (DC 15). The map lasts indefinitely and can be shared with allies. Usable once per long rest.

Relic Reconstruction (Explorer)
You can piece together broken artifacts or ancient ruins into functional items. With 4 hours and a successful History check (DC 18), you restore a damaged magical or mundane object, regaining 50% of its original functionality. Requires intact fragments and a crafting kit. Usable once per long rest.

Trailblazerβs Ward (Explorer)
You can set up a protective campsite in 30 minutes using natural materials like branches and vines. The ward covers a 20-foot radius, granting advantage on Perception checks to detect approaching creatures and imposing disadvantage on Stealth checks for enemies entering the area. The ward lasts until you break camp and can be used once per long rest.

Wilderness Forge (Explorer)
You can craft advanced survival gear using natural materials and a small toolkit (carried weight 2 lbs). In 2 hours, create items like a waterproof cloak, a collapsible fishing net, or a signal flare (50-foot range, visible for 1 hour). Requires a successful Nature check (DC 15); failure wastes materials. Usable twice per long rest.

Secret Sight (Explorer)
Your keen eye uncovers hidden features in the environment. As an action, you can make an Investigation check (DC 15) to detect secret doors, traps, or concealed objects within 30 feet. On a success, you pinpoint their location; on a critical success (natural 20), you discern their function or mechanism. This ability can be used once per short rest, enhancing your ability to uncover mysteries and avoid dangers.

Environmental Improvisation (Explorer)
You can fashion temporary tools or gear from natural resources, such as creating a rope from vines or a spear from a branch, in just 10 minutes. The crafted item is of common quality, lasting for 24 hours or until broken, and you can use this ability three times per long rest.

Hidden Cache Crafting (Explorer)
You can craft concealed storage in natural settings, such as hollowed trees or rock crevices, using basic materials like wood and stone. The cache can hold up to 10 pounds, is undetectable with a passive Perception check below 18, and can be trapped with a simple snare that deals 1d6 damage (Dexterity save DC 15 to avoid). This spell can be used once per long rest, providing secure storage for supplies or loot in the wild.

Terrain Mastery (Explorer)
Your expertise in diverse landscapes allows you to move at full speed through difficult terrain, such as swamps and mountains, without penalty. Once per short rest, you can spend 10 minutes analyzing the terrain to gain advantage on Survival checks related to foraging, tracking, or avoiding hazards for the next 8 hours.

Pathfinderβs Instinct (Explorer)
You possess an unparalleled sense of direction, allowing you to determine your exact location and cardinal directions as an action, even in disorienting environments. You can also mark a trail that lasts for 24 hours, granting you and your allies advantage on Survival checks to retrace your steps. This spell can be used once per long rest.

Reagent Preservation (Alchemist)
You extend the shelf life of alchemical materials. As an action, you treat up to 1 pound of ingredients (e.g., herbs, powders) with a preserving oil, sealing them in a vial as a faint shimmer coats the surface, accompanied by a subtle earthy scent. The treated materials remain potent for an additional 24 hours beyond their natural expiration. You can use this a number of times equal to your Intelligence modifier (minimum 1) per long rest.

Volatile Mixing (Alchemist)
You combine basic substances to create a minor reaction. Over 1 minute, you mix two common alchemical components (e.g., sulfur, saltpeter) in a small container, the mixture fizzing with colorful fumes and a faint pop. As an action, you can release the reaction within 10 feet, creating a 5-foot-radius cloud of harmless smoke or a spark that illuminates a 5-foot radius for 1 minute. You can use this once per short rest.

Alchemical Appraisal (Alchemist)
You assess the value of alchemical goods. As an action, you inspect a potion, ingredient, or alchemical tool within 5 feet, flipping through mental notes as you note its craftsmanship and rarity. You determine its approximate market value in gold pieces (within 10% accuracy) and whether itβs stable or degraded. This ability can be used at will, with no limit, as long as you have the item in view.

Minor Tincture (Alchemist)
You craft a basic tincture to stabilize minor ailments. Over 5 minutes, you grind a common herb (e.g., chamomile, mint) with water in a mortar and pestle, creating a faintly glowing liquid with a herbal aroma. When consumed as an action, it grants the drinker temporary relief, removing the effects of being frightened or granting 1 temporary hit point for 1 hour. You can create 1 tincture per short rest, and it remains potent for 8 hours.

Herbal Identification (Alchemist)
You can identify common alchemical ingredients with a glance. As an action, you examine a plant, mineral, or substance within 5 feet, using your keen senses to detect its alchemical properties. You determine if it can be used in potion-making (e.g., healing, enhancement) and its basic quality (e.g., fresh, spoiled). This ability can be used at will, with no limit, as long as you have access to the material.

Alchemical Catalyst (Alchemist)
You create a catalyst that amplifies other potions. Over 1 minute, you mix a shimmering rainbow liquid with a glowing crystal in a vial, the contents sparkling with all colors of the spectrum and emitting a faint hum of power. When added to another Alchemist potion as an action, it doubles the potionβs effect for one use. You can create 1 catalyst per long rest, and it remains potent for 24 hours.

Corrosive Bomb (Alchemist)
You craft a devastating bomb that melts defenses. Over 1 minute, you mix a volatile black liquid with glowing acid crystals in a reinforced vial, the contents bubbling violently as they emit a corrosive vapor. As an action, you can throw the bomb up to 40 feet, where it explodes in a 20-foot-radius burst of acid. Creatures in the area must make a Dexterity saving throw, taking 5d10 acid damage on a failed save, or half as much on a success, and suffering a -2 penalty to AC for 1 minute on a failed save. You can create 1 bomb per long rest, and it remains potent for 24 hours.

Potion Broker (Alchemist)
You establish a reputation for high-quality potions. Over 1 hour in a populated area, you set up a stall with glowing vials and a bubbling cauldron, attracting buyers with your expertise. For the next 24 hours, you can sell your potions at 50% above market value, and you gain advantage on Charisma (Persuasion) checks related to trade. You can sell up to 1,000 gp worth of goods before the effect ends. You can use this once per long rest.

Elixir of Vitality (Alchemist)
You brew a potent elixir that restores vigor. Over 10 minutes, you combine radiant gold liquid with crushed phoenix feathers in a cauldron, the elixir glowing with a vibrant aura and smelling of fresh citrus. When consumed as an action, the drinker regains 4d8+8 hit points and removes one level of exhaustion. You can create 1 elixir per long rest, and it remains potent for 24 hours.

Petrifying Solution (Alchemist)
You concoct a solution that slows foes to a crawl. Over 1 minute, you mix a gray, viscous liquid with glowing stone dust in a vial, the solution hardening as it emits a faint mineral scent. As an action, you can throw the vial up to 30 feet, where it shatters, creating a 10-foot-radius area of sticky residue for 1 minute. Creatures entering or starting their turn in the area must make a Strength saving throw or have their speed reduced to 0 until the end of their next turn. You can create 1 solution per long rest, and it remains potent for 24 hours.

Transmuting Essence (Alchemist)
You create an essence that temporarily transmutes materials. Over 10 minutes, you distill a shimmering purple liquid with a metallic sheen in a cauldron, the essence emitting a faint hum. When poured on a non-magical object (up to 1 cubic foot) as an action, the object transforms into another material of equal value (e.g., wood to iron, stone to copper) for 1 hour. You can create 1 essence per long rest, and it remains potent for 24 hours.

Volatile Burst (Alchemist)
You create a powerful explosive concoction. Over 1 minute, you mix a volatile orange liquid with glowing embers in a reinforced vial, the contents swirling with fiery energy. As an action, you can throw the vial up to 30 feet, where it explodes in a 15-foot-radius burst of flame. Creatures in the area must make a Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much on a success. You can create 1 burst per long rest, and it remains potent for 24 hours.

Alchemical Market Stand (Alchemist)
You set up a temporary stall to sell your potions. Over 1 hour in a populated area, you assemble a small stall with vials of glowing liquids, a signboard listing prices, and a bubbling cauldron for demonstrations. For the next 8 hours, you can sell your potions at 25% above market value. You can sell up to 500 gp worth of goods before the stall closes. You can use this once per long rest.

Flash Powder (Alchemist)
You concoct a powder that blinds foes with a burst of light. Over 1 minute, you mix a sparkling white powder with a glowing crystal shard in a pouch, the mixture crackling with energy. As an action, you can throw the powder up to 20 feet, where it explodes in a 15-foot-radius burst of blinding light. Creatures in the area must make a Constitution saving throw or be blinded until the end of their next turn. You can create 1 pouch per long rest, and it remains potent for 24 hours.

Restoration Phial (Alchemist)
You craft a phial to cure ailments. Over 10 minutes, you distill a radiant white liquid with crushed starpetals in an alembic, the phial emitting a soft glow and a soothing herbal scent. When consumed as an action, the drinker is cured of one disease or condition (blinded, deafened, poisoned, or paralyzed). You can create 1 phial per long rest, and it remains potent for 24 hours.

Alchemical Grease (Alchemist)
You create a slippery substance to hinder movement. Over 1 minute, you mix a slick oil with shimmering dust in a vial, the liquid glowing faintly as it becomes unnaturally slippery. As an action, you can pour the grease in a 10-foot square within 5 feet, creating difficult terrain for 1 hour. Creatures entering or starting their turn in the area must make a Dexterity saving throw or fall prone. You can create 1 batch per long rest, and it remains potent for 24 hours.

Strength Elixir (Alchemist)
You brew an elixir that boosts physical power. Over 10 minutes, you combine crushed ogre root and a fiery red essence in a cauldron, the elixir glowing with a molten hue and smelling of charred wood. When consumed as an action, the drinker gains advantage on Strength checks and saving throws, and their melee attacks deal an extra 1d4 damage for 1 hour. You can create 1 elixir per long rest, and it remains potent for 24 hours.

Noxious Vial (Alchemist)
You concoct a vial of toxic gas to sicken foes. Over 1 minute, you mix a putrid yellow liquid with glowing spores in a sealed vial, the contents emitting a foul stench as they bubble. As an action, you can throw the vial up to 30 feet, where it shatters, releasing a 10-foot-radius cloud of gas that lasts for 1 minute. Creatures entering or starting their turn in the cloud must make a Constitution saving throw or be poisoned for 1 minute. You can create 1 vial per long rest, and it remains potent for 24 hours.

Clarity Tonic (Alchemist)
You create a tonic that sharpens the mind. Over 10 minutes, you distill moonflower extract and a shimmering silver liquid in an alembic, resulting in a sparkling tonic with a crystalline clarity and a faint floral scent. When consumed as an action, the drinker gains advantage on Intelligence and Wisdom saving throws for 1 hour. You can create 2 tonics per long rest, and they remain potent for 24 hours.

Smoke Bomb (Alchemist)
You craft a bomb that obscures vision. Over 1 minute, you mix black powder and a cloudy liquid in a fragile vial, the mixture emitting a faint gray mist as it swirls. As an action, you can throw the bomb up to 30 feet, where it bursts, creating a 10-foot-radius cloud of thick smoke that lasts for 1 minute. The area is heavily obscured, and the smoke can be dispersed by a strong wind. You can create 1 bomb per long rest, and it remains potent for 24 hours.

Fortifying Draught (Alchemist)
You brew a draught that bolsters resilience. Over 10 minutes, you steep ironwood bark and a shimmering golden essence in a bubbling cauldron, the liquid glowing with a warm amber hue and smelling of fresh earth. When consumed as an action, the drinker gains +2 AC for 1 hour. You can create 2 draughts per long rest, and they remain potent for 24 hours.

Acidic Phial (Alchemist)
You concoct a corrosive acid to weaken foes. Over 1 minute, you mix a corrosive green liquid with shimmering dust in a reinforced vial, the contents hissing as they emit a sharp, acrid scent. As an action, you can throw the phial up to 20 feet, where it shatters, creating a 5-foot-radius puddle. Creatures in the area must make a Dexterity saving throw or take 1d4 acid damage and suffer a -1 penalty to AC for 1 minute due to corroded armor. You can create 1 phial per long rest, and it remains potent for 24 hours.

Swiftness Elixir (Alchemist)
You craft an elixir that enhances speed. Over 10 minutes, you combine crushed windflower petals and a fizzing green liquid in a vial, the mixture emitting a breezy aroma as it glows softly. When consumed as an action, the drinkerβs movement speed increases by 10 feet for 1 hour. You can create 2 elixirs per long rest, and they remain potent for 24 hours.

Alchemical Spark (Alchemist)
You create a volatile concoction that ignites on impact. Over 1 minute, you mix volatile red powder with a shimmering liquid in a vial, sealing it with a wax cap; it glows faintly with an inner flame. As an action, you can throw the vial up to 20 feet, where it shatters, creating a 5-foot-radius burst of flame. Creatures in the area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or take 1d6 fire damage. You can create 1 spark per long rest, and it remains potent for 24 hours.

Basic Healing Tonic (Alchemist)
You brew a simple tonic to heal minor wounds. Over 10 minutes, you mix herbs and a drop of glowing blue essence in a small vial using a mortar and pestle, the liquid bubbling softly with a faint medicinal scent. The tonic heals 1d4+2 hit points when consumed as an action. You can create 2 tonics per long rest, and they remain potent for 24 hours.

Elite Negotiator (Merchant)
Your mastery of negotiation secures unparalleled deals. When buying or selling goods or services worth up to 1,000 gp, you can negotiate with unmatched finesse, your voice commanding as you present a ledger of past successes. You reduce the cost by 25% when buying or increase the sale price by 25% when selling. You can use this once per long rest.

Smugglerβs Cache (Merchant)
You create a hidden stash for your goods. Over 10 minutes, you conceal up to 100 pounds of non-living material (e.g., coins, gems, trade goods) in a secure location, whispering trade secrets as you seal it with a mundane disguise (e.g., a false wall). The cache is undetectable without a Wisdom (Perception) or Intelligence (Investigation) check against your Merchant DC (8 + your proficiency bonus + your Charisma modifier). You can maintain one cache at a time and can use this once per long rest.

Traderβs Intuition (Merchant)
Your instincts guide you to hidden opportunities. As an action, you focus on your surroundings, your mind calculating as you hear the distant jingle of coins in a bustling crowd. For the next hour, you have advantage on Wisdom (Insight) checks to detect lies or hidden motives and on Intelligence (Investigation) checks to find hidden goods, deals, or contacts in a market or urban area. You can use this once per long rest.

Market Influence (Merchant)
You manipulate market trends to your advantage. Over 1 hour in a market, you spread rumors and adjust prices, charming vendors with a knowing smile. For the next 24 hours, you can increase or decrease the price of a specific type of good (e.g., weapons, potions) in that market by 10%, affecting all transactions. You can use this once per long rest.

Shadowy Broker (Merchant)
You leverage your network to acquire rare goods. Over 1 hour in a populated area, you meet with a shadowy contact in a back alley, exchanging whispers as coins jingle softly. You can acquire one rare item (up to 500 gp value, DM discretion, e.g., a minor magical trinket or exotic material) at market price, even if itβs not normally available. You can use this once per long rest.

Contract Seal (Merchant)
You draft a binding agreement with economic leverage. Over 10 minutes, you write a contract on parchment, sealing it with a wax stamp as you mutter terms of trade. A willing creature signs it, agreeing to a deal (e.g., provide a service, deliver goods). If they fail to uphold their end within 1 week, they suffer a -2 penalty to Charisma checks for 1 month due to a tarnished reputation. You can have one active contract at a time and can use this once per long rest.

Bargain Hunter (Merchant)
You find the best deals in any market. When purchasing goods or services, you can haggle with a vendor, flipping through your ledger as you negotiate with a shrewd smile. You reduce the cost by 20% (rounded down), as long as the total value is 100 gp or less. You can use this a number of times equal to your Charisma modifier (minimum 1), regaining all uses on a long rest.

Market Gossip (Merchant)
You tap into the buzz of the market to gather information. Over 1 hour spent in a market or populated area, you mingle with traders, your ears attuned to whispers as you scribble notes in a ledger. You learn one piece of local news, rumor, or secret (DM discretion), such as a nobleβs financial troubles or a smugglerβs hideout. You can use this once per long rest.

Silver Tongue (Merchant)
Your charm and wit sway others in negotiations. As an action, you engage a creature within 30 feet in conversation, your voice smooth and persuasive as you gesture with a coin pouch jingling softly. For the next 10 minutes, you gain advantage on Charisma (Persuasion) checks against that creature, and its initial attitude toward you improves by one step (e.g., hostile to neutral). You can use this twice per long rest.

Appraise Value (Merchant)
You assess the true worth of goods with a glance. As an action, you examine an object or collection of goods within 10 feet, flipping through a mental ledger as your keen eyes spot imperfections or hidden value. You instantly learn its market value in gold pieces, its quality (e.g., common, masterwork), and whether itβs magical (but not its specific properties). You can use this a number of times equal to your Intelligence modifier (minimum 1), regaining all uses on a long rest.

Illusory Distraction (Illusion)
You create a fleeting illusion to divert attention. As an action, you weave a scholarly pattern, and a shimmering mirage of a sudden event (e.g., a burst of flame, a fleeing figure) appears at a point within 60 feet, glowing with ethereal wisps, for 1 minute. Creatures within 30 feet of the mirage must succeed on a Wisdom saving throw or be compelled to move toward it on their next turn, using at least half their movement. You can use this twice per long rest.

Mirage Sanctuary (Illusion)
You create a grand illusion to shelter allies. As an action, you weave a complex pattern, and a 50-foot-radius sphere within 120 feet transforms into a mirage of a safe haven (e.g., a forest glade), shimmering with distorted light, for 8 hours. Creatures inside are invisible to those outside unless they succeed on a Wisdom (Investigation) check against your spell save DC. You can use this once per long rest.

Illusory Clone (Illusion)
You create a semi-real duplicate to act as your proxy. As an action, you trace a scholarly rune, and a shimmering clone of yourself, glowing with ethereal wisps, appears within 30 feet for 1 hour. The clone mimics your actions, can speak, and interact with objects (but deals no damage). You can see and hear through it, and it can cast non-damaging cantrips (e.g., Minor Illusion). If attacked, it vanishes. You can use this once per long rest.

False Aura (Illusion)
You mask your magical presence with illusion. As an action, you weave a scholarly pattern, and a veil of distorted light surrounds you for 1 hour. Spells that detect magic perceive you as non-magical, and you can choose to appear as if under a specific spell effect (e.g., Invisibility). Creatures can see through this with a Wisdom (Investigation) check against your spell save DC. You can use this once per long rest.

Spectral Message (Illusion)
You send an illusory message to communicate covertly. As an action, you whisper a message of up to 25 words, and an ethereal wisp carries it to a creature you know within 1 mile, manifesting as a shimmering figure that delivers the message in your voice. The recipient can reply with up to 25 words, which returns to you. You can use this twice per long rest.

Illusory Ward (Illusion)
You protect an area with a deceptive illusion. As an action, you trace a complex rune, and a 20-foot-radius sphere within 60 feet becomes cloaked in a mirage of your choice (e.g., a wall, empty space), shimmering with ethereal wisps, for 8 hours. Creatures outside the area must succeed on a Wisdom (Investigation) check against your spell save DC to perceive whatβs inside. You can use this once per long rest.

Phantom Path (Illusion)
You create an illusory path to guide or mislead. As an action, you weave a scholarly pattern, and a shimmering trail of distorted light forms a 100-foot-long, 5-foot-wide path starting within 30 feet of you, lasting for 1 hour. Creatures can follow the path as if it were real, but those who suspect it must succeed on a Wisdom (Investigation) check against your spell save DC to see through it. You can use this once per long rest.

Echoing Whispers (Illusion)
You create distracting sounds to mislead others. As an action, you whisper an incantation, and ethereal wisps carry your voice to a point within 120 feet, creating illusory sounds (e.g., footsteps, a shout) for 10 minutes. Creatures within 30 feet of the sound must succeed on a Wisdom saving throw or be distracted, suffering disadvantage on Wisdom (Perception) checks to notice other sounds. You can use this once per short rest.

False Terrain (Illusion)
You alter the landscape with an illusory guise. As an action, you weave an intricate pattern, and a 30-foot-radius area within 60 feet transforms into a mirage of your choice (e.g., a swamp, cliff edge), shimmering with ethereal wisps. Creatures entering the area must make a Wisdom saving throw or treat it as real, potentially falling or hesitating (DM discretion). The illusion lasts for 1 hour. You can use this once per short rest.

Veil of Shadows (Illusion)
You cloak yourself in an illusory shroud. As an action, you trace a scholarly rune, and a subtle layer of distorted light, resembling shifting shadows, envelops you for 10 minutes. You gain advantage on Dexterity (Stealth) checks, and creatures must succeed on a Wisdom (Perception) check against your spell save DC to notice you if youβre hiding. You can use this twice per long rest.

Phantom Retribution (Illusion)
You retaliate with an illusory counterstrike. When a creature within 60 feet hits you with an attack, you can use your reaction to conjure a spectral figure, shimmering with ethereal wisps, that strikes back. The attacker must make a Wisdom saving throw, taking 5d10 psychic damage on a failed save, or half as much on a success, and being frightened until the end of its next turn on a failed save. You can use this once per long rest.

Illusory Dominion (Illusion)
You dominate the battlefield with a grand illusion. As an action, a 40-foot-radius sphere within 150 feet fills with a shimmering, multi-layered mirage of twisting landscapes and phantom warriors, glowing with distorted light. Creatures in the area must make a Wisdom saving throw or be stunned for 1 minute; the effect ends if they take damage. You can use this once per long rest.

Mindβs Mirage (Illusion)
You distort a foeβs perception to turn it against itself. As an action, you weave a complex illusion, causing a target within 60 feet to see distorted images of its allies attacking it, shimmering with ethereal wisps. The target must make a Wisdom saving throw, taking 4d12 psychic damage on a failed save, or half as much on a success, and attacking the nearest creature (friend or foe) on its next turn if it fails the save. You can use this spell once per short rest.

Spectral Barrage (Illusion)
You unleash a volley of illusory projectiles. As an action, you trace a rune, and a swarm of glowing, ethereal arrows, trailing distorted light, rains down in a 30-foot-radius sphere within 150 feet. Creatures in the area must make a Dexterity saving throw, taking 5d8 force damage on a failed save, or half as much on a success. You can use this once per long rest.

Illusory Maze (Illusion)
You trap enemies in a labyrinth of deception. As an action, you gesture with intricate precision, and a 20-foot-radius sphere within 120 feet fills with shimmering walls of light, twisting into an illusory maze. Creatures in the area must make a Wisdom saving throw or be confined to an illusory space, unable to move beyond 5 feet for 1 minute; the effect ends if they take damage. You can use this twice per long rest.

Phantasmal Assault (Illusion)
You overwhelm a foe with a terrifying illusion. As an action, you weave a scholarly pattern, and a nightmarish figure of twisting shadows and ethereal wisps appears within 60 feet, lunging at a target. The target must make a Wisdom saving throw, taking 4d10 psychic damage on a failed save, or half as much on a success, and being frightened until the end of its next turn on a failed save. You can use this once per long rest.

Echoing Mirage (Illusion)
You unleash a disorienting wave of illusory sound. As an action, you clap your hands, releasing a ripple of distorted light and echoing whispers that spread in a 15-foot cone. Creatures in the area must make a Wisdom saving throw, taking 3d8 thunder damage on a failed save, or half as much on a success, and becoming deafened until the end of their next turn on a failed save. You can use this spell twice per long rest.

Illusory Shackles (Illusion)
You bind a foe with chains of pure illusion. As an action, you draw a complex rune, and glowing, ethereal chains materialize around a creature within 60 feet, shimmering with distorted light. The target must succeed on a Wisdom saving throw or be restrained for 1 minute, believing the chains are real; the effect ends if it takes damage. You can use this once per short rest.

Phantom Ambush (Illusion)
You create illusory allies to confuse your enemies. As an action, you whisper an incantation, and three shimmering figures, resembling distorted versions of yourself with ethereal wisps, appear within 30 feet, mimicking your movements. Enemies within 20 feet must make a Wisdom saving throw or be distracted, suffering disadvantage on attack rolls against you until the end of your next turn. The illusions fade after this duration. You can use this twice per long rest.

Mirage Blade (Illusion)
You conjure a shimmering blade of ethereal light to strike a foe. As an action, you trace a scholarly rune in the air with your finger, and a mirage-like sword, glowing with faint wisps of distorted light, appears in your hand. Make a melee spell attack against a creature within 5 feet; on a hit, it takes 2d6 psychic damage as the illusion sears its mind, and it must succeed on a Wisdom saving throw or believe it is wounded, taking 1d4 psychic damage at the start of its next turn. You can use this once per short rest.

Quarry Resonance (Alteration)
You attune to the quarryβs magic to amplify your spells. For the next 10 minutes, when you cast a spell that targets a creature, you can cause the ground beneath it to resonate with teal energy, imposing disadvantage on its next saving throw against a spell you cast. You can use this once per long rest, activating it as a bonus action.

Earth Sense (Alteration)
You extend your senses through the earth to locate hidden threats. As an action, you touch the ground with your bronze hand, teal energy pulsing, and for the next hour, you can sense the presence and general direction of creatures within 120 feet that are in contact with the ground, even through walls, as well as detect natural hazards (e.g., quicksand, loose rocks). You can use this once per long rest.

Transmute Barrier (Alteration)
You create a resilient barrier by transmuting the ground. As an action, you channel teal energy into the earth, raising a 10-foot-high, 20-foot-long, 1-foot-thick wall of stone or metal within 60 feet. The wall has AC 15, 50 HP, and lasts for 1 hour. You can choose its material (stone for durability, metal for conductivity). You can use this once per long rest.

Air Manipulation (Alteration)
You command the air to create a protective breeze. As an action, you swing your staff, the emerald orb glowing, and a gentle wind filled with shimmering motes surrounds you in a 10-foot radius for 1 hour. Ranged attacks against you or creatures within the radius have disadvantage, and you can reduce falling damage by 20 points for anyone inside. You can use this once per long rest.

Stoneforge Craft (Alteration)
You shape stone into tools or structures. Over 10 minutes, you channel teal energy through your staff, sculpting up to 10 cubic feet of non-magical stone into a desired form (e.g., a bridge, ladder, or simple weapon like a stone sword). The object is permanent but cannot have moving parts or fine details. You can use this twice per long rest.

Quarry Shield (Alteration)
You summon a protective barrier of stone. As a reaction when you or a creature within 30 feet is targeted by an attack, you raise your staff, and levitating boulders form a swirling shield of stone, glowing with teal energy. The target gains +5 AC against the triggering attack, and the shield persists for 1 minute, granting +2 AC against all attacks. You can use this once per long rest.

Earth Glide (Alteration)
You meld into stone to traverse obstacles. As an action, you channel teal energy, and your body becomes stone-like, shimmering with motes. For the next 10 minutes, you can move through non-magical stone, earth, or sand as if it were air, leaving no trace, but you cannot end your turn inside a solid object. You can use this once per long rest.

Material Shift (Alteration)
You transmute materials with a touch. As an action, you touch an object with your bronze hand, its teal aura flaring, and transform up to 1 cubic foot of material (e.g., wood to stone, iron to bronze). The object retains its shape but takes on the properties of the new material (e.g., stone is harder, bronze is conductive). The change lasts for 1 hour. You can use this twice per long rest.

Quarry Levitation (Alteration)
You manipulate gravity to lift stone with ease. As an action, you channel teal energy through your staff, causing a stone object or boulder (up to 5 cubic feet) within 30 feet to levitate, surrounded by shimmering motes. You can move it up to 20 feet per round for 10 minutes, as long as it remains within 60 feet of you. It can be used to create cover (AC +2) or dropped as an action to deal 2d6 bludgeoning damage to a creature below (Dexterity save negates). You can use this once per short rest.

Stone Sense (Alteration)
You attune to the earthβs vibrations to sense your surroundings. As an action, you touch the ground with your bronze hand, its teal aura pulsing softly, and the stone motes around you shimmer in response. For the next 10 minutes, you gain tremorsense out to 30 feet, detecting creatures and objects in contact with the ground, even through walls. You can use this feature twice per long rest.

Molten Retribution (Alteration)
You retaliate with a surge of molten stone. When a creature within 60 feet hits you with an attack, you can use your reaction to unleash a wave of molten stone, glowing with teal and emerald hues, that surges from your staff in a 15-foot cone toward the attacker. Creatures in the cone must make a Dexterity saving throw, taking 5d12 fire damage on a failed save, or half as much on a success. The ground becomes difficult terrain for 1 minute. You can use this once per long rest.

Gravitational Crush (Alteration)
You manipulate gravity to crush your foes. As an action, you target a 30-foot-radius sphere within 150 feet, where the air warps with teal energy, and levitating boulders slam downward with a thunderous crash, glowing with emerald light. Creatures in the area must make a Strength saving throw, taking 7d10 force damage on a failed save, or half as much on a success, and their speed is reduced to 0 until the end of their next turn on a failed save. You can use this once per long rest.

Stone Sentinel (Alteration)
You summon a guardian of stone to fight for you. As an action, you shape a levitating boulder into a humanoid statue, glowing with teal energy and emerald veins. The sentinel appears within 30 feet, has 30 HP, AC 15, and lasts for 1 minute. It can make one melee attack per turn (+5 to hit, 2d10 bludgeoning damage). You can command it as a bonus action. You can use this once per long rest.

Shatterforge Blast (Alteration)
You unleash a devastating explosion of transmuted metal and stone. As an action, you channel energy through your staff, causing a 20-foot-radius sphere within 120 feet to erupt in a fiery blast of molten bronze and jagged stone, glowing with teal and emerald light. Creatures in the area must make a Constitution saving throw, taking 6d8 fire damage on a failed save, or half as much on a success, and are knocked prone on a failed save. You can use this once per long rest.

Transmuted Strike (Alteration)
You transmute a boulder into a molten spear to pierce your foe. As an action, you point your staff at a creature within 90 feet, and a levitating boulder reshapes into a glowing, molten spear of bronze and iron, radiating teal energy. Make a ranged spell attack; on a hit, the target takes 4d10 piercing damage, and the ground beneath it becomes difficult terrain in a 10-foot radius for 1 minute due to molten fragments. You can use this once per short rest.

Emerald Tempest (Alteration)
You unleash a storm of enchanted stone fragments. As an action, you swing your staff, the emerald orb flaring, summoning a whirlwind of glowing stone shards in a 30-foot cone. The shards, infused with teal energy, swirl like a miniature tornado, cutting through the air with a low hum. Creatures in the cone must make a Dexterity saving throw, taking 5d8 slashing damage on a failed save, or half as much on a success. You can use this once per long rest.

Quarryβs Grasp (Alteration)
You command the earth to ensnare your enemies. As an action, you raise your bronze hand, teal energy surging, and the ground within a 20-foot-radius sphere up to 60 feet away erupts with stone tendrils, each glowing with emerald light and covered in shimmering motes. Creatures in the area must make a Strength saving throw, taking 4d6 bludgeoning damage on a failed save, or half as much on a success, and are restrained until the end of their next turn on a failed save. You can use this twice per long rest.

Iron Lash (Alteration)
You transmute the ground into a whip of molten iron to strike your foes. As an action, you channel teal energy through your staff, causing the ground within 60 feet to ripple and form a 15-foot-long whip of glowing, molten iron, its surface shimmering with stone motes. Make a ranged spell attack against a creature; on a hit, it takes 3d8 fire damage and must succeed on a Constitution saving throw or suffer disadvantage on attack rolls until the end of its next turn due to the searing heat. You can use this once per short rest.

Stone Shatter (Alteration)
You manipulate the earth to erupt in a violent burst. As an action, you slam your dark iron staff into the ground, the emerald orb pulsing with teal light. A 10-foot-radius area within 30 feet cracks open, releasing jagged stone shards that glow with a radiant teal energy, resembling a miniature quarry explosion. Creatures in the area must make a Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much on a success. You can use this twice per long rest.

Boulder Barrage (Alteration)
You summon the levitating boulders of your enchanted quarry to strike a foe. As an action, you raise your bronze hand, its teal aura flaring, and a single jagged boulder wreathed in shimmering stone motes rockets toward a creature within 60 feet. The boulder glows with a faint emerald light as it hurtles through the air, trailing dust and sparks. Make a ranged spell attack; on a hit, the target takes 2d8 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone. You can use this feature once per short rest.

Fated Retribution (Diviner)
You turn an enemyβs fate against it with celestial vengeance. When a creature within 60 feet deals damage to you, you can use your reaction to unleash a retaliatory burst of golden light, shaped like a celestial halo with crackling edges. The creature must make a Wisdom saving throw, taking 4d12 psychic damage on a failed save, or half as much on a success, and its speed is halved until the end of its next turn. You can use this once per long rest.

Cosmic Collapse (Diviner)
You collapse the fabric of fate to crush your foes. As an action, a 40-foot-radius sphere within 150 feet darkens as a vortex of black and white celestial energy descends, accompanied by a deafening roar of cosmic winds. Each creature in the area must make a Strength saving throw, taking 6d10 force damage on a failed save, or half as much on a success, and is knocked prone on a failed save. You can use this once per long rest.

Prophetic Slash (Diviner)
You foresee an enemyβs vulnerability and strike with celestial precision. As an action, you make a ranged spell attack against a creature within 90 feet, unleashing a blade of shimmering silver light that cuts through the air with a trail of stardust. On a hit, the target takes 5d8 force damage, and you can impose disadvantage on its next saving throw before the end of your next turn. You can use this once per short rest.

Stellar Dominion (Diviner)
You assert control over the battlefield with celestial might. As an action, a 30-foot-radius sphere within 120 feet fills with a shimmering dome of starlight, pulsing with golden runes. Each enemy in the area must make a Charisma saving throw or be stunned until the end of its next turn. You can use this once per long rest.

Fateβs Shatter (Diviner)
You unravel an enemyβs destiny with a cosmic blast. As an action, target a creature within 60 feet; a swirling vortex of black and silver energy erupts around it, crackling with celestial power. The target must make an Intelligence saving throw, taking 3d10 psychic damage on a failed save, or half as much on a success, and its next spell or attack within 1 minute fails automatically on a roll of 10 or lower. You can use this twice per long rest.

Celestial Judgment (Diviner)
You call down the wrath of the cosmos to smite a foe. As an action, a target within 90 feet is struck by a pillar of blinding white light, accompanied by a chorus of distant celestial chimes. The target must make a Constitution saving throw, taking 4d8 radiant damage on a failed save, or half as much on a success, and is blinded until the end of its next turn on a failed save. You can use this once per long rest.

Oracleβs Curse (Diviner)
You foresee an enemyβs doom and bind it with celestial judgment. As an action, target a creature within 60 feet; a shimmering chain of golden light, etched with ancient runes, wraps around it. The target must succeed on a Wisdom saving throw or suffer disadvantage on attack rolls and saving throws for 1 minute. The effect ends early if the target takes damage. You can use this once per short rest.

Starfall Barrage (Diviner)
You summon a cascade of celestial meteors to rain down on your enemies. As an action, you target a 20-foot-radius sphere within 120 feet, where glowing orbs of blue and white light streak downward, trailing stardust that illuminates the area with a faint ethereal glow. Each creature in the area must make a Dexterity saving throw, taking 3d6 radiant damage on a failed save, or half as much on a success. You can use this twice per long rest.

Fateβs Rebuke (Diviner)
You twist fate to punish an aggressor. When a creature within 30 feet hits you with an attack, you can use your reaction to unleash a burst of cosmic energy. The air shimmers with a swirling vortex of violet and gold light, and the attacker must make a Wisdom saving throw. On a failed save, it takes 2d8 psychic damage and has disadvantage on its next attack roll. You can use this once per long rest.

Celestial Strike (Diviner)
You harness the starsβ wrath to strike a foe. As an action, you point at a creature within 60 feet, and a shimmering beam of silver starlight lances forth, resembling a cometβs tail with faint celestial runes spiraling around it. Make a ranged spell attack; on a hit, the target takes 2d6 radiant damage, and you foresee its next move, gaining advantage on your next attack roll against it before the end of your next turn. You can use this feature once per short rest.

Destined Strike (Diviner)
You can guide an attack to its fated target. Once per long rest, when you or an ally within 30 feet makes an attack roll, you can declare it a destined strike before rolling. The attack automatically hits, but deals only half damage.

Cosmic Clarity (Diviner)
Your mastery of prophecy sharpens your mind. When you cast a divination spell of 3rd level or higher (e.g., True Seeing), you gain advantage on Intelligence, Wisdom, and Charisma saving throws for the next 10 minutes. You can use this feature once per long rest.

Fated Intervention (Diviner)
You can intervene in the flow of fate. Once per long rest, when an ally within 60 feet fails an attack roll or ability check, you can allow them to reroll the die with advantage, as you foresee a better outcome.

Celestial Whisper (Diviner)
The stars whisper secrets to you, enhancing your knowledge. When you cast a spell that reveals information (e.g., Detect Thoughts, Identify), you can ask the DM one yes-or-no question about the target, which they must answer truthfully based on cosmic insight. You can use this once per short rest.

Threads of Fate (Diviner)
You can manipulate the strands of destiny. When you or a creature within 30 feet fails a saving throw, you can use your reaction to add 1d4 to the roll, potentially turning a failure into a success. You can use this feature twice per long rest, allowing for strategic intervention in critical moments.

Starlit Guidance (Diviner)
You can call upon celestial guidance to aid your allies. As a bonus action, choose an ally within 30 feet. For the next minute, whenever that ally rolls a 1 or 2 on a d20 for an attack roll, ability check, or saving throw, they can reroll the die and must use the new result. You can use this spell once per long rest.

Foretold Defense (Diviner)
Your foresight protects you from harm. When you are targeted by an attack, you can use your reaction to impose disadvantage on the attack roll, as you foresee the strike. You can use this feature a number of times equal to your Intelligence modifier (minimum 1), regaining all uses on a long rest.

Cosmic Echo (Diviner)
You can channel celestial energy to echo your spells. When you cast a divination spell of 1st level or higher (e.g., Identify, Comprehend Languages), you can choose one creature within 30 feet to gain advantage on their next Intelligence, Wisdom, or Charisma saving throw within 1 minute. You can use this feature twice per long rest.

Fated Insight (Diviner)
You can glimpse the threads of fate to guide your actions. After you roll a d20 for an attack roll, ability check, or saving throw but before the outcome is determined, you can replace the roll with a 10. You can use this feature once per long rest.

Celestial Sight (Diviner)
Your connection to the celestial realm sharpens your perception, allowing you to cast Detect Magic without expending a spell slot once per long rest. Additionally, you gain advantage on Intelligence (Investigation) checks to decipher omens, prophecies, or celestial signs, enhancing your divination abilities.

Devastating Wave (Evoker)
Once per long rest, when you cast a spell of 5th level or higher that deals fire, cold, lightning, or radiant damage, you can increase its area by 5 feet (e.g., a 15-foot cone becomes 20 feet) and knock creatures that fail their saving throw prone. This spell enhances your area of effect spells, making them more formidable and allowing you to control the battlefield more effectively.

Safeguard Field (Evoker)
As a reaction when an ally within 20 feet takes fire, cold, lightning, or radiant damage, you can reduce the damage by 1d6 + your Intelligence modifier. You can use this feature twice per long rest, providing a protective barrier that absorbs harmful energy and mitigates damage.

Elemental Ripple (Evoker)
Once per long rest, when you cast a spell that deals fire, cold, lightning, or radiant damage, you can create a ripple effect. Creatures within 5 feet of the spellβs target must make a Dexterity saving throw against your spell save DC, taking 1d6 damage of the same type on a failed save (no damage on success).

Focused Burst (Evoker)
When you cast a spell that deals fire, cold, lightning, or radiant damage in an area, you can exclude one 5-foot square from the spellβs effect, protecting an ally within that square. This tactical option allows you to strategically safeguard your companions while still unleashing powerful area damage against your foes.

Elemental Ward (Evoker)
You gain a basic resistance to elemental damage. Choose one type: fire, cold, lightning, or radiant. You gain resistance to that damage type until you choose a different one after a long rest.

Aetheric Conduit (Evoker)
You can amplify your magic with concentrated energy. When you cast a spell of 1st level or higher that deals fire, cold, lightning, or radiant damage, you can expend a spell slot of the same level to increase the spellβs damage by 1d6 per spell level. This damage is of the same type as the spell, rewarding strategic resource management and enhancing your most powerful spells.

Elemental Surge (Evoker)
Once per short rest, when you cast a spell that deals fire, cold, lightning, or radiant damage, you can unleash a surge of elemental energy. Creatures within 10 feet of the spellβs target must make a Dexterity saving throw against your spell save DC, taking 2d6 damage of the same type on a failed save (half on success). This spell amplifies your battlefield presence by adding area damage to your single-target spells.

Shaped Detonation (Evoker)
You can control the destructive force of your magic. When you cast a spell that deals fire, cold, lightning, or radiant damage in an area (e.g., cone, sphere), you can exclude a number of 5-foot squares equal to your Intelligence modifier from the spellβs effect, protecting allies or shaping the battlefield.

Elemental Affinity (Evoker)
Choose one elemental type: fire, cold, lightning, or radiant. You gain resistance to that damage type, reflecting your attunement to its essence. Additionally, when you cast a spell of the chosen type, you can reroll one damage die and take the higher result. You can change your chosen element after a long rest.

Evokerβs Spark (Evoker)
You gain the ability to infuse your spells with raw elemental energy. When you cast a spell that deals fire, cold, lightning, or radiant damage, you can add your Intelligence modifier to one damage roll of the spell. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Elemental Chaos
Unleash a random elemental force upon your enemies, causing unpredictable damage and effects based on the chosen element. The caster channels the raw power of fire, ice, lightning, or acid, creating a chaotic burst that affects all creatures in the area.

Fruitful Yield (Farmer)
The farmer enhances a fruit-bearing plant, causing it to produce an abundance of ripe fruit in moments. A gentle touch and a low hum coax the tree or vine to overflow with bounty, yielding 2d6 units of ripe fruit instantly.

Soil Mend (Farmer)
The farmer kneels to the earth, using their knowledge of the land to repair damaged soil, restoring its fertility. With a handful of compost and a whispered blessing, they revitalize the ground for future planting, creating a soft, muddy patch that slows enemies' movement.

Livestock Call (Farmer)
The farmer emits a resonant whistle, summoning nearby livestock to their side for protection or work. The sound carries a soothing yet commanding tone, drawing animals from their pens or pastures. This spell calls up to 3 livestock (e.g., chickens, sheep, pigs) within 30 feet to the farmerβs location, calming them and making them follow for 10 minutes. In combat, distracted animals may briefly confuse enemies, reducing their next attack roll by -2. The animals provide a +1 bonus to the farmerβs AC as they create a distraction.

Harvest Boon (Farmer)
The farmer channels the landβs vitality, accelerating the growth of crops within a small area. With a rhythmic clap of hands and a murmured chant to the earth spirits, they infuse the soil with energy, causing plants to mature instantly. This spell can also create a temporary cover of tall crops in combat.

Wrath of the Maelstrom (Pirate)
You summon a 30-foot-radius, 40-foot-high storm cylinder, heavily obscuring the area. Creatures inside take 4d8 lightning and 4d8 thunder damage each turn, with a Dexterity saving throw for half damage. Ranged attacks through the storm have disadvantage. Corsairs use this to defend Coral Fang Isle from Shadowveil assaults.

Sirenβs Deceptive Call (Pirate)
You sing a merfolk-like melody to charm up to three creatures, which must succeed on a Wisdom saving throw or move toward you at half speed, taking no other actions. The effect ends if they take damage or are shaken free. Maelstrom Corsairs lure enemies into traps with this spell.

Maelstromβs Grasp (Pirate)
You summon spectral water tendrils from the Great Maelstrom, targeting one creature. It must succeed on a Strength saving throw or be restrained, taking 2d6 cold damage each turn. It can retry the save at the end of its turn to escape. Corsairs use this to immobilize foes during naval battles.

Stormfang Slash (Pirate)
You channel the fury of the Maelstrom Ocean into your blade, unleashing a crackling arc of lightning that mimics Captain Blackfinβs Stormfang. Make a melee spell attack against one creature within 5 feet. On a hit, the target takes 2d8 lightning damage and must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be pushed 10 feet away. If the target is pushed into another creature, both take 1d6 thunder damage from the collision.

Death and Decay( DK)
You corrupt a 20-ft.-radius area on the ground within range, turning it into a necrotic blight. The area becomes difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 4d6 necrotic damage on a failed save, or half as much on a successful save. Undead in the area have advantage on attack rolls.

Blood Boil (DK)
You unleash a wave of necrotic energy that erupts from your body, infecting nearby foes with a wasting disease. Each creature within 10 ft. of you must make a Constitution saving throw. On a failed save, a creature takes 3d6 necrotic damage and is poisoned for 1 minute (save ends at the end of each turn). On a successful save, it takes half damage and isnβt poisoned. When cast using a 3rd-level spell slot or higher, the damage increases by 1d6 per slot level above 2nd.

Raise Dead (DK)
You summon necrotic energy to animate a corpse within range, raising it as a skeleton or zombie under your control. The undead obeys your verbal commands and remains animated for the duration or until destroyed. You can control only one undead at a time with this spell; casting it again dismisses the previous one. At Higher Levels: When cast using a 3rd-level spell slot or higher, you can control an additional undead per slot level above 2nd.

Frost Strike (DK)
You channel icy necromantic energy through your weapon, striking a creature within range. Make a melee spell attack. On a hit, the target takes 2d6 cold damage and its speed is reduced by 10 ft. until the start of your next turn as frost clings to its limbs. When cast using a 2nd-level spell slot or higher, the damage increases by 1d6 per slot level above 1st.

Death Grip (DK)
You extend a spectral hand wreathed in necrotic energy to grasp a creature you can see within range. The target must succeed on a DC Strength saving throw or be pulled up to 30 ft. toward you in a straight line and take 1d8 necrotic damage. If the target is pulled into your reach, you can make one melee weapon attack against it as part of this spell. This spell channels the necromantic power of a Death Knight, mimicking their ability to drag foes into their grasp with an unholy force, a technique honed by those who once served darker masters.

Shadow Bolt
You hurl a bolt of dark, shadowy energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage as the shadow energy corrodes its vitality. This spell embodies the Warlockβs mastery of shadow magic, a foundational technique that channels the dark energies of their demonic pacts, often leaving a lingering chill of dread in its wake.

Soul Siphon
You draw a fragment of a creatureβs soul, weakening it to empower yourself. One creature you can see must make a Wisdom saving throw. On a failed save, it takes 2d6 psychic damage and you gain temporary hit points equal to half the damage dealt. On a successful save, it takes half damage and you gain no hit points. The target can repeat the save at the end of each of its turns, ending the effect on a success.