Name: Tooth the Tortle.

HP: 558

Walking Speed: 30 ft

Swimming Speed: 30 ft

Armor Class: 17

Hit Dice: 1D10

Class: Paladin: Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.

Subclass #1: Oath of Akatosh: For as long as dragons roamed the Material Plane, there were mortals who took up arms in their name. Sometimes called draconic knights, they are usually divided based on their allegiances to either chromatic or metallic dragons. Regardless of this division, those who swear upon the Oath of the Dragon do so in the name of the Dragon Gods, such as Akatosh, vowing to defend Dragongod.

Subclass #2: Oath of the Deep: Oath of the Deep paladins are sacred warriors with a powerful bond with the oceans. The paladins who swear this oath are often members of coastal communities, ocean denizens, sailors, or servants of a powerful entity that resides on the ocean deep. While in land, they act as emissaries of those their sworn to serve and protect, fighting against those who pose a threat to the sovereignty of the group or being they represent. They usually wear on their garments shells, coral, and pearls, as a symbol of their connection with the seas.

Level: 50

EXP: ?

Race: Tortle: What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.

Background: Arcane Dominion: You lived in the most magically advanced nation to ever exist. You grew up surrounded by magic as an everyday occurrence, and thus you lack the superstitious dread that most people experience in the presence of the supernatural. Wherever you travel, no matter whom you encounter, you do so with the knowledge of your culture's innate superiority.

Alignment: Chaotic Good.

Bonus Proficiency: +14

Age: 42

Psi Points:

-Stats-

Strength: 2 + 15 + 1 = 18

-Modifier: +4

-Saving Throw: +4

Intelligence: 8 + 1 + 1 + 1 = 11

-Modifier: 0

-Saving Throw: 0

Charisma: 15 + 2 + 2 + 3 + 3 = 25

-Modifier: +7

-Saving Throw: +7

Dexterity: 8

-Modifier: -1

-Saving Throw: -1

Constitution: 15

-Modifier: +2

-Saving Throw: +2

Wisdom: 1 + 14 = 15

-Modifier: +2

-Saving Throw: +2

Skills-

Athletics(Strength): +4

Acrobatics(Dexterity): -1

Sleight of Hand(Dexterity): -1

Stealth(Dexterity): -1

Arcana(Intelligence): 0

History(Intelligence): 0

Investigation(Intelligence): 0

Nature(Intelligence): 0

Religion(Intelligence): 0

Animal Handling(Wisdom): +2

Insight(Wisdom): +2

Medicine(Wisdom): +2

Perception(Wisdom): +2

Survival(Wisdom): +2

Deception(Charisma): +7

Intimidation(Charisma): +7

Performance(Charisma): +7

Persuasion(Charisma): +7

-Features-

*Race*

-Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

-Age: Young Tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.

Alignment. Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.

-Size: Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

-Speed: Your base walking speed is 30 feet.

-Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

-Hold Breath: You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

-Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

-Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

-Survival Instinct: You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

-Languages: You can speak, read, and write Common and Aquan.

*Class*

-Paladin-

—Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

—Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

—Fighting Style: Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

—-Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

—Spellcasting: By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

—Preparing and Casting Spells: The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

—Spellcasting Ability: Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

—Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your paladin spells.

—Divine Smite: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

—Divine Health: By 3rd level, the divine magic flowing through you makes you immune to disease.

—Sacred Oath: When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

—Oath Spells: Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

—Channel Divinity: Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

—Harness Divine Power (Optional): Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

—Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

—Martial Versatility (Optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

—Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

—Aura of Protection: Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

—Aura of Courage: Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

—Improved Divine Smite: By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

—Cleansing TouchBeginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

*Past Lv20 Paladin*

-Additional Spell Slots: Spell Slots

Level 22 - 1 2nd level spell slot.

Level 30 - 1 3rd level spell slot.

Level 34 - 1 4th level spell slot.

Level 42 - 1 5th level spell slot.

Level 50 - 1 5th level spell slot.

-Aura of Protection Improvement: At level 22, the range of your auras of protection and courage increase to 100 feet.

-Healing Aura Feature:: At level 30, all friendly creatures within 30 feet of you are healed a number of hit points per minute equal to their Constitution modifier + their proficiency bonus (minimum 1). This feature does not heal you, and if a friendly creature leaves the range, the minute timer pauses for that creature until it re-enters your aura.

-Sacred Oath Improvement: You can channel divinity up to three times before having to rest at level 30, and four times at level 40.

-Improved Divine Smite Improvement: The damage of your improved divine smite feature Increases by 2d8 at 21st level, and every 5 levels after that. (5d8 at 26th, 7d8 at 31st, 9d8 at 36th, 11d8 at 41st, and 12d8 at 46th.)

-Improved Extra Attack: At level 46, you gain an additional attack per attack action.

*Subclass*

-Oath of Akatosh-

—Channel Divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options.

—-Draconic Breath: You can use your channel divinity to produce a destructive wave of energy. As an action you exhale a wave of draconic power in a 30-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your spell save DC or take damage equal to 2d10 + your paladin level on a failed roll, or half as much on a successful roll. At 15th level, your draconic breath deals damage equal to 4d10 + your paladin level instead.

—-Draconic Presence: You can Channel Divinity through the sheer personality of the great wyrms of old. As a reaction to making a Persuasion, Performance, Deception or Intimidation check, you can double your proficiency bonus for that ability check and any you make within the next minute. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

—-Aura of the Dragon: The draconic power that suffices your being bolsters others as well. Starting at 7th level, allied creatures within 10 feet of you can add your Charisma modifier to their damage rolls.

Starting at 18th level, this aura's range increases to 30 feet.

—-Draconic Resistance: At 15th level, you become immune to one of the following damage types; acid, cold, fire, lightning, or thunder.

—Dragon Champion: At 20th level, you can assume the form of a draconic avatar, bolstering your normal form with great scales and steely muscle. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

Scales sprout from your body, increasing your AC by 2.

You channel the strength of the dragons, your Strength score becomes 26, if it wasn't already higher.

Enemies within your Aura of the Dragon take damage equal to your Charisma modifier, the same type you gained immunity to through Draconic Resistance, when they enter or start their turn in the Aura. This damage bypasses all resistances and immunities to that damage type.

Once you use this feature, you can't use it again until you finish a long rest.

-Oath of the Deep-

—Channel Divinity.

—-Wave of Destruction: As an action, you can conjure a body of water, hurling a powerful wave onto your enemies. All creatures on a 30-foot cone must make a Dexterity saving throw against your spell save DC, or will receive bludgeoning damage equal to twice your paladin level plus your Charisma modifier, and be pushed 10 feet away from you. On a success the target takes half damage and is not pushed.

—-Deep Sea Ambassador: As an action, you gain a supernatural affinity with sea inhabitants, lasting 10 minutes. You can communicate with any creatures with the Water Breathing or Amphibious trait through telepathy, up to a range of 30 feet, and gain advantage on all your Charisma checks made with those creatures. In addition, you can breathe underwater and gain advantage in all Strength (Athletics) checks for swimming.

—Deep Aura: Starting at 7th level, you and friendly creatures within 10 feet can see through both magical and non magical darkness out to a range of 60 feet. In addition, each friendly creature within the aura range can breathe underwater and gain a swim movement speed equal to your walking speed movement.

At 18th level, the range of this aura increases to 30 feet.

—Embrace of the Ocean: At 15th level, you become adapted to even the most extreme ocean depths. You have resistance to cold damage, and you ignore any of the drawbacks caused by extreme cold and deep, underwater environments.

In addition, you have resistance to any effect or spell that causes damage trough the force of water.

—Avatar of the Seas: At 20th level, you can manifest the power of the ocean with a duration of 1 minute, gaining the following benefits:

You can manifest a natural weapon, that you can use to perform a unarmed strike with a tentacle as a bonus action against a creature within 10 feet, dealing 1d10 bludgeoning damage on a hit.

You flood the battlefield. Any hostile creature in the area of your aura is considered in difficult terrain.

When a creature moves within 5 feet of you, you can use your reaction to cause lift a wave from the flooded ground around you. The creature must make a Strength saving throw against your spell save DC. On a failed, you can chose to either knock the creature prone or push the creature 10 feet away from you and is knocked prone.

You can use your reaction on your turn to use the water around you to move, increasing your movements speed by 10 feet.

Once you use this feature, you can't use it again until you finish a long rest.

-Tenants-

—Tenets of the Dragon

Duty. Defeat the enemies of your god, serve and obey your Emperor.

Service. Study and protect the Covenants and heed the commands of the saints, priests and superiors.

Reverence. No matter how high you are, always show respect to everyone deserving of such.

Honor. Take pride and show honor and worth to the name of Dragongod.

—Protect the Ocean. You are a servant of the ocean itself and its denizens, and you must fight to protect the environment and the life of those who depend of the ocean to live.

Love the Storms. You must embrace the conflicts of the life, and remain calm and confident even in the presence of a perfect storm.

Ride the Tides. You must travel like the running water, following the waves and going whenever they take you, fighting your battles along the way.

*Extra*

-Free-

—Adamantine Spirit: With great fortitude of body and experience in battle, you have learned to emulate adamantine both offensively and defensively. You gain the following benefits:

• Weapons you wield are treated as adamantine. Your unarmed strikes are similarly treated as adamantine weapons.

• When an attack roll made against you would score a critical hit, you may use your reaction to negate the critical hit, causing the attack to instead be treated as a normal hit. Once you use this ability you must finish a long rest before using it again.

—Air Blade: This technique allows you to project forward slashing gusts of wind by making a extremely fast strike with a cutting weapon. You gain the following benefits when attacking with a non heavy blades - melee weapons that cause slashing damage and lack the heavy property:

• Your attacks with non heavy blades have the reach property.

• You can hurl cutting gusts of wind, and make ranged attacks with non heavy blades. These attacks reduce the damage die for your weapons in one (a d10 becomes a d8, a d8 becomes a d6 and a d6 turns into a d4), and have a short distance of 20 feet and a long distance of 40 feet. Unprotected flames in this gust of wind path are snuffed.

• When wielding a non-heavy blade in two hands, you can make shove attempts against creatures within 10 feet. You use the result of your attack, rather than of a Strength (Athletics) check on this contest, and the target takes slashing damage equal to your ability modifier used on the attack on a failure.

—Alert, 2nd Variant: You can't be surprised and your mind is perpetually calculating the next opportunity for combat.

• You can't be surprised while you are conscious.

• Whenever you roll for initiative, you can treat a d20 roll of 7 or lower as an 8.

• You may add your proficiency bonus to your initiative.

—Ancient Touch: You have learned techniques to enhance your spells with a range of touch or self, gaining the following benefits:

- Treat spells with a range of 'Self' as if they had a range of 'Touch' instead. This means you can cast spells with a range of self on other creatures within your reach.

- When you cast a spell with a range of touch or self, and if your other hand is empty, you may twin cast the spell on to another creature within 5 feet of you as a bonus action. When using this feature you have disadvantage on constitution saving throws to maintain concentration.

—Anti-Component Caster: Your knowledge of spells allows you to cast spells without specific components, granting you the following benefits:

• Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Choose one of the following to apply to all spells you cast:

• You can cast spells without material components if the components lack a gold cost and there are no components that are consumed by the spell.

• You can cast spells without verbal components.

• You can cast spells without somatic components.

-Lue-

—Anti-Component Caster: Your knowledge of spells allows you to cast spells without specific components, granting you the following benefits:

• Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Choose one of the following to apply to all spells you cast:

• You can cast spells without material components if the components lack a gold cost and there are no components that are consumed by the spell.

• You can cast spells without verbal components.

• You can cast spells without somatic components.

—Arcane Life Burn: Either by boon, blood, prayer or study magic burns in your soul.

• You gain one metamagic option to apply to your spells.

• As a bonus action, you can expend one hit die and gain sorcery points equal to the die roll. These sorcery points last until you expend them or finish a long rest. (These are in addition to the sorcery points gained from another source but can only be used on metamagic.)

—Arcane Weaponmaster: You have learned to infuse your spells through your weapon, augmenting and empowering their effects through its enchantments.

As a user of both steel and spell, you have learned to merge your specialties to enhance your fighting style. You may use a magical weapon you are proficient with as a spellcasting focus. When casting spells this way, you gain a bonus to your spell attack rolls, spell damage rolls, and spell save DC equal to the magic bonus of that weapon

—Arcane Wielder: You have learned to channel your arcane energy through your weapon, granting you the following benefits:

• Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.

• You can perform the somatic component of spells with a range of touch using a melee weapon you are holding instead of your hand. You can also use the weapon and its reach to deliver the spell instead of vour hand.

• You gain a bonus to spell attack rolls equal to the magic bonus of a magical weapon you are holding.

—Bearer of Strength: The gods smile at you, and consider you the bearer of strength. You gain unusual strength to handle your weapons. You gain the following benefits:

• You can wield a melee weapon that has the two-handed property in one hand instead. All attacks made with such a weapon in this way are made with disadvantage.

• You cannot dual wield two-handed weapons, but you can wield a two-handed weapon in your dominant hand while wielding a one-handed melee weapon with the light property in your offhand.

• You can use a shield while holding a two-handed weapon in one hand.

Due to your immense grip strength, you have advantage on Strength checks to maintain possession of your weapons against disarming effects and gain a climbing speed equal to half your walking speed.

—Blood Magic: You gain the ability to perform magic using your life force. From now on, when you perform magic, you can choose to either expend spell slots or hit points. If you use hit points, you take damage according to the table below, and your hit point maximum is reduced by that amount until you finish a long rest. Doing this opens a wound on your body. You choose where this wound appears and what it looks like.

Spell Slot Level HP Cost

1

4

2

6

3

10

4

12

5

14

If you are a monk or sorcerer, you may also use hit points in place of ki points or sorcery points. To do so, you must take damage equal to twice the ki point or sorcery point cost, and your hit point maximum is reduced in the same way.

You cannot cast a spell at a higher level than you have slots for. For instance, a 7th level Wizard can use Blood Magic to cast Fireball at 3rd or 4th level, but not at 5th level.

Immediately after dealing piercing, slashing, or necrotic damage to a target within 10 feet of you, you may use a bonus action to absorb a portion of the victim's life force. Doing so decreases the hit point cost of Blood Magic by an amount equal to your proficiency bonus, down to a minimum of 1 hit point. This decrease lasts until the end of your next turn.

If you touch the target while activating this effect, they also take necrotic damage equal to your proficiency bonus.

—Cantrip Caster: Your intense study of the simplest of spells has granted you a degree of mastery envied by other spellcasters. You obtain the following benefit: Choose one cantrip and one of the following benefits for that cantrip:

• You can cast that cantrip as a bonus action.

• When you cast a cantrip, the cantrip's range is doubled.

• When casting a cantrip with a casting time of one action, you can choose to cast it twice, instead of once, as a single action.

You may use the chosen benefit twice, regaining all expended uses after finishing a long rest.

—Cantrip Combatant, Variant: You have learned how to combine your martial and magical abilities into one.

When you cast a cantrip, you can cast another cantrip as a bonus action. You may do so an amount of times equal to your spellcasting ability score, regaining all expended uses after finishing a long rest.

—Capable Caster: Your magical training taught you how to overcome your enemies magical defenses and empower your spells. You gain the following benefits:

• Your targets can't have advantage on saving throws against your spells.

• Your ranged spell attacks with spells of 1st-level or higher have Advantage. If your spell allow you to make multiple attacks, the Advantage only applies to one of them.

• When you cast a spell that causes damage using a spell slot higher than the spell actual level, you add your spellcasting ability to the damage of that spell.

—Snapping Tortle: Anyone that thinks your ancestors only gave your defensive tools to survive are in for a painful awakening.

• Increase your Strength by 1, to a maximum of 20.

• Your beaked bite is a natural weapon which counts as a simple melee weapon with which you are proficient. When you attack with this bite, it deals 1d8+your Strength modifier Bludgeoning damage on a hit. Gain temporary hit points equal to the damage you deal with your bite. You can use this attack a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

• You may use your bite while using Shell Defense as long as your target is within 5ft of you, but doing so can provoke an opportunity attack from any enemy within 5ft of you.

—The Great Tortle Mage: You have specialized in all different kinds of war magic. Being in the center of attention always intrigued you. Your shell is as big as your words and hardened with your increasing ego.

• Your Intelligence score increases by 1, to a maximum of 20.

• Whenever you target a hostile creature with a spell, your AC increases by 1 until the start of your next turn.

—Tortle Turret: You can use your protective shell to protect yourself while you unleash a magical barrage against your opponents. While inside your Shell Defense, you can cast spells with the duration of "Instantaneous" and that require an Action to cast.

The next attack made against you in the turn after you cast a spell is made at Advantage, as a result of you briefly exposing yourself.

-Metamagic-

*Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

-Boon-

—Boon of the Sea Soul: You gain the following benefits:

You gain a swimming speed equal to your normal speed, and for purposes of calculating exaustion, swimming counts as walking.

You can breathe underwater, and gain a pair of gills.

You can cast Water Breathing at will

You can use an action to attempt to shape the water around a creature. As an action, if you and a creature are underwater, you can use an action to force the creature to make a Strength saving throw (DC 8 + your Strength or spellcasting ability if you have one + your profiencincy bonus). On a faliure, you can move the creature up to twice the DC feet away.

—Boon of Adamantine Bones: Your bones are magically coated with Adamantine, one of the hardest substances in existence.

• Your limbs can no longer be severed or otherwise separated from your body, and your bones can no longer be broken.

• Any critical hit against vou becomes a normal hit.

• When you add your Strength bonus to the damage of an attack, the damage increases by an additional 2.

• Your weight increases by 10% of your current weight, and if you have a Strength of 16 or less you have disadvantage on all Dexterity saving throws, checks, and attack rolls. If you have a Strength of 10 or less, you have disadvantage on all Dexterity saving throws, checks, and attack rolls and -10 to all movement speeds.

—Boon of Apex Evocation: You have mastered the magical school of evocation.

• Choose a first level evocation spell you can cast. You can now cast it at will.

• You gain a bonus to the damage rolls of your damaging evocation spells equal to your proficiency bonus, or your spellcasting ability if it is higher than +5.

• If you have a damaging spell that requires a dexterity saving throw, traits such as Indomitable or Evasion do not function for the save.

—Boon of Cantrip Casting: When you cast a damage dealing cantrip on vour turn, you can cast it again as part of the same action. This deals half the damage it would normally do. You can do this an amount of times equal to your spellcasting modifier, and regain all uses after finishing a long rest.

—Boon of Epic Magic: When you gain this boon, you gain one 10th-level spell slot. You can gain this boon more than once. Each time you gain this boon, you gain 1 spell slot of the next higher level than the last. For example, the 2nd time you gain this boon, you gain an 11th-level spell slot.

—Boon of Extensive Knowledge: Your mind expands, granting you the following benefits:

• You may add twice your Intelligence modifier when determining the number of spells you can prepare.

• You learn a cantrip of your choice from the wizard spell list.

—Boon of Force: You gain immunity to force damage. You know the eldritch blast cantrip, and can cast it using a bonus action. Charisma is your spellcasting ability for it.

—Boon of Hoarding: You were always a hoarder by nature but it seems the gods have a sense of humor with this one. You gain the following benefits:

• You are aware of all items of monetary value in your possession at all times and can assess the value of items you see at a glace. Even if you are sleeping you become aware of the removal of one of your items and can wake up instantly.

• Mundane and magical forms of storage such as backpacks or bags of holding have twice their normal capacity while in your possession and weigh half as much when carried by you.

• You gain access to an extradimensional space the size of a bag of holding and can draw or stow items into it as a bonus action.

• You ignore all prerequisites needed to use magic items.

—Boon of Inedia: Through a detachment to material consumption you have achieved enlightenment. You derive all the sustenance you need from breathing.

• You no longer need to eat nor drink.

• You do not age, and are immune to diseases

• During a short rest you can meditate by staring at the sun or moon. In addition to the normal benefits of the rest, you gain a +5 bonus to the next Wisdom saving throw you make before start of your next short or long rest.

-Resistance-

*Cold Damage.

-Immunities-

*Force Damage.

-Languages-

*Common.

*Aquan.

-Proficiency-

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Athletics, Intimidation, Survival,

-Spells-

Spell save DC = 8 + 14 + 7 = 29

Spell attack modifier = 14 + 7 = 21

*Cantrips*

-Eldritch Blast.

cantrip evocation

Casting Time: 1 action

Range: 120 feet

Target: A creature within range

Components: V S

Duration: Instantaneous

Classes: Warlock

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d1o force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each

beam.

*1st: 4

-Armor of Othrys

1st-level abjuration

Casting time: 1 action

Range: Touch

Components: V, S, M (a single flaming torch)

Duration: 10 minutes

The creature you touch glows with an aura that resembles moving spectral magma, creating an ablative shield. The target gains temporary hit points equal to 4 + your spellcasting ability modifier. In addition, if the target is hit with a melee attack whilst it has temporary hit points granted by this spell, the attacker takes 1d6 fire damage if it is within 5 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 1st.

-Armour of Jenova

1st-level abjuration

Casting time: 1 action

Range: Self (5-foot radius)

Components: S, M (a sphere of glass)

Duration: 1 minute

You summon a colourful aura of aberrant energy around you that harms creatures close to you. Whenever a creature or plant starts it's turn within 5 feet of you while this spell is active, they take 1d10 force, necrotic, or radiant damage (your choice).

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 per spell slot level above 1st.

-Endure Elements

1st-level abjuration (ritual)

Casting time: 1 action

Range: Touch

Components: V, S

Duration: 8 hours

Protection from normal environmental hazards.

You can target up to 6 willing creatures. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It automatically succeeds on all saving throws made to resist the effects of Extreme Cold and Extreme Heat weather conditions.* The creature's equipment is likewise protected. This spell doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

*See weather conditions in chapter 5 of the Dungeon Master's Guide (pages 109 to 110).

-Enhanced Durability

1st-level abjuration

Casting time: 1 action

Range: Touch

Components: V, S, M (iron filings)

Duration: Concentration, up to 1 minute

You touch one willing creature. For the next minute, the target has a bonus +2 to AC, and gains 4 temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target gains an additional 10 temporary hit points for each slot level above 1st.

-Mist of Inhibition

1st-level abjuration

Casting time: 1 action

Range: Self (30-foot-radius sphere)

Components: V, S, M (a drop of molasses)

Duration: Concentration, up to 1 minute

A translucent magical fog settles around you, impeding motion. The fog does not move and lasts for the spell's duration.

The fog has the following effects:

• All movement is halved in the area.

• It reduces Wind speeds by 20 mph.

• For ranged weapon attacks, each foot of distance through the fog counts as 4 feet.

• It temporarily subtracts 5 from the Dexterity score of all creatures in the area, to a minimum of 10.

• Wisdom (Perception) checks for sound traveling through the fog suffer a -10 penalty.

At Higher Levels. When you cast this spell using a spell slot of second level or higher, the radius increases by 10 feet per level above 1st.

-Rune Strike

1st-level abjuration

Casting time: 1 reaction, which you take when a creature within your reach deals damage to you

Range: Touch

Components: V

Duration: Instantaneous

Make a melee attack against the creature that dealt damage to you. Add your charisma modifier to the attack roll and the damage of that attack.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d12 for every level above 1st.

-Summon Garlic Bread

1st-level conjuration

Casting time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

You summon a piece of Garlic Bread from the Garlic Bread dimension at a point within range. It is delicious.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon one additional piece of Garlic Bread for each spell level above 1st.

-Calder's Starry Sky

1st-level divination (ritual)

Casting time: 1 action

Range: 30 feet

Components: V, S, M (an unblemished silver mirror)

Duration: 1 hour

You project a map of the stars into the air. A completely accurate starmap of the local sky is projected upwards from the mirror onto the surface above the mirror (such as a ceiling) or 30 feet into the air if there is none. At any time after the initial casting, you can use an action to lower the projection or zoom in to or out of a portion of the map. You can also touch a star on the map and learn its name as a bonus action. It can be used to study the sky or, if cast outside, aid in navigation during the day or on overcast nights.

-Mental Bindings

1st-level enchantment

Casting time: 1 action

Range: 30 feet

Components: V, S, M (A link of chain)

Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as closing in and confining it if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

-Acidic Smite

1st-level evocation

Casting time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell's duration, your weapon becomes covered in acidic slime, and the attack deals an extra 1d6 acid damage to the target. Additionally, if the target is wearing armor, it must succeed on a Constitution saving throw or have a -1 to AC. The armor is destroyed if the penalty reduces its AC to 10.

-Aether: Quickdraw

1st-level evocation

Casting time: 1 action

Range: 30ft

Components: M (A Greatsword)

Duration: Instantaneous

Your weapon glows, and it becomes magical for the duration of the spell if it is not already. Choose one creature within an unobstructed line from you that is within range of the spell. You dash forward to strike your target, and if you end the movement within 5 feet of them, make a weapon attack against your target. On a hit, you deal an additional 2d6 weapon damage. This movement does not provoke opportunity attacks and does not count against your movement this turn.

Note: This spell is made in reference to Ike's Side-B from Super Smash Brothers and is simply a dash move rather than a charged move. (We like Ike)

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the weapon damage is increased by 1d6 and the range is increased by 5ft for each level above 1st.

-Blink Slash

1st-level evocation

Casting time: 1 action

Range: 30ft

Components: M (A Greatsword)

Duration: Instantaneous

Your weapon glows, and it becomes magical for the duration of the spell if it is not already. Choose one creature within range of the spell. You teleport and make a weapon attack against your target. On a hit, you add an additional 2d6 Slashing Damage. This movement does not provoke opportunity attacks and does not count against your movement this turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the weapon damage is increased by 1d6 and the range is increased by 5ft for each level above 1st.

-Chilling Smite

1st-level evocation

Casting time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell's duration the attack deals an extra 1d6 cold damage to the target, and the target's speed is halved for the duration of the spell. The target can make a Constitution saving throw at the end of each of its turns to remove the effect of the spell. If it succeeds, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

-Healing Dagger

1st-level evocation

Casting time: 1 action

Range: Self

Components: S, V, M (a drop of holy water, which the spell consumes)

Duration: Concentration, up to 1 minute

You create a bright, shining dagger in your hand. It feels like a normal dagger, only that it is shining. You can give this dagger to other creatures for them to wield. Creatures must be proficient in daggers in order to wield this dagger, if a creature that is not proficient in daggers attempt to attack and hit another creature, the dagger behaves like a normal, non-magical dagger.

When a creature proficient with daggers makes an attack with this dagger and hits for 1d4 damage, the dagger grants temporary hit points equal to twice the d4 die roll.

If the target is a fiend or undead, this dagger instead deals 1d6 necrotic damage. If the target is a celestial, this dagger instead gains 1d12 temporary hit points, and applies no damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the potency of this spell's effects rise. For each level above 1st, roll an additional d4 when rolling for an effect from this spell.

-Absorb Pain

Evocation cantrip

Casting time: 1 Action

Range: Touch

Components: S

Duration: Instantaneous

As an Action you can touch a creature and "heal" them by 1d4, in doing so you take necrotic damage equal to the amount of Hit Poits you healed as you take their pain to yourself.

At Higher Levels. This spell die increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4) and 17th Level (4d4)

-Skysmite

1st-level evocation

Casting time: 1 action

Range: 60 feet

Components: V

Duration: Instantaneous

A bolt of lightning comes out from the sky to smite a creature of your choice, which then bursts into a flash of light once it hits the target or the ground. A creature of your choice within range of the spell must make a Dexterity saving throw. On a failed save, they take 2d8 lightning damage and 1d8 radiant damage, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage increases by 1d8 Lightning damage and 1d8

Radiant damage for every two slot levels above 2nd.

-Water of Life

1st-level evocation

Casting time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d12 + your spellcasting ability modifier. This spell has no effect on undead or constructs. The creature must be at least halfway immersed in a body of running water; otherwise, the spell has no effect.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d12 for each slot level above 1st.

-Cell Decomposition

1st-level necromancy

Casting time: 1 action

Range: Touch

Components: S

Duration: 3 rounds

You touch a creature or object and cause its cells to rapidly age and decompose. At the end of each of your turns, the target takes 1d6 necrotic damage, and, on their turn, they may roll a Constitution saving throw to stop the cells from decomposing any further.

Optionally (to the DM), since affected cells actually fall off and die, only when the decomposed parts are mended to the affected areas are they allowed to be healed, and then, they can only be healed by magical means.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of damage it deals increases by 1d6 per level over 1st.

-Curse Water

1st-level necromancy

Casting time: 1 action

Range: Touch

Components: V, S, M (powdered silver worth at least 25 gp, which the spell consumes)

Duration: Instantaneous

This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages celestials the way holy water damages undead and fiends.

-Drain Smite

1st-level necromancy

Casting time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, 1 minute

You imbue your weapon with your faith so that it leaches life from your target. The next time you hit a creature with a melee weapon attack during the spell's duration, life energy is sapped from the target. The target must succeed on a constitution saving throw or take an additional 1d12 necrotic damage, or half as much damage on a success, and you regain hit points equal to the necrotic damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.

-Inflict Positive Energy

1st-level necromancy

Casting time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

Channeling the raw, unfettered potency of the positive energy plane, you inflict grievous harm upon a creature's life force. Make a melee spell attack against a creature you can reach, dealing 5d4 radiant damage on a hit. A creature that dies outright from this damage becomes disintegrated. Evil creatures do not benefit from resistance or immunity to damage dealt by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

-Medicinal Prayer

1st-level transmutation

Casting time: 1 action

Range: 10 feet

Components: A holy spellcasting focus attributed specifically to a god of the Life domain

Duration: Instantaneous

Targeting a friendly creature within your spells range you can sacrifice an amount of hit point up-to a maximum of four times your characters total level which you use to heal a friendly creature for double the amount sacrificed plus your spellcasting modifier. The hit points you sacrifice in this manor reduce your characters maximum hit points by the same amount until you finish a long rest.

*2nd: 4

-Curing Mist

2nd-level abjuration (ritual)

Casting time: 1 action

Range: 10ft

Components: V, S, M (Holy water worth at least 25 gp, which this spell consumes)

Duration: Instantaneous

You emit a pulse of soothing mist out to a distance of 10ft. This mist removes the blinded, deafened, paralyzed, stunned, and poisoned conditions from any creatures you choose within its radius of effect.

Alternatively, instead of removing debilitating conditions, you may use this spell to cure diseases from afflicted creatures. Each creature in your area of effect may make a Constitution saving throw contested against a DC of 30 minus your spell save DC, ending any diseases it has on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the area of effect extends 5ft further for every level above 2nd.

-Healing Wall

2nd-level abjuration

Casting time: 1 action

Range: Self (15-foot sphere)

Components: V, M (a sprig of rosemary)

Duration: Instantaneous

A light golden dome radiates from your chest, empowering allies around you.

Up to five creatures within 15-feet of you gain a number of temporary hitpoints equal to your level + your spellcasting ability modifier.

-Icebound Fortitude

2nd-level abjuration

Casting time: 1 bonus action

Range: Self

Components: V

Duration: 1 round

You gain resistance to cold damage and an additional type of damage of your choice until the beginning of your next turn.

-Bound Weapon

2nd-level conjuration (ritual)

Casting time: See below

Range: Touch

Components: V

Duration: Instantaneous

A weapon you have previously bound to you returns to you from almost any distance. Bound weapon can be cast in one of two different ways.

Bind. As an action, you touch a weapon in your possession and bind it to yourself indefinitely. If the weapon is already bound to you, you may instead unbind it. You may only have one weapon bound at any given time. A bound weapon may not be bound anyone other than you unless you die, you remove this binding, or the weapon is damaged beyond use.

Call. As a bonus action, you call a bound weapon you have to one of your free hands, at your feet, or in any unoccupied space within 5 feet. If there is too little room to hold the weapon, the spell fails. A bound weapon can be called from up to 200 miles away as long as it is on the same plane as you.

-Bound Item

2nd-level conjuration (ritual)

Casting time: 1 hour (or 1 action)

Range: See text

Components: V, M (The Item you are binding)

Duration: Instantaneous

Over the course of the ritual, and while holding or wearing an item which you can carry that isn't attuned to anyone other than yourself, you attempt a binding on the item. Once complete, and if you don't already have the maximum number of items attuned, or you are already attuned to the item, you successfully bind the item to yourself and attune to it if necessary. This binding persists as long as you are attuned to the item.

As an action, you may call an item you have previously bound. When called, a bound item of your choice which is on the same plane as you immediately appears in your free hand or on your person. If you don't have a free hand, or are already wearing an item of the same type, or the item is not on the same plane as you are, your action is spent and the item does not appear. If you or the item travel into an antimagic field, the binding is suppressed, preventing you from summoning the item until neither you or the item are in an antimagic field.

-Summon Humanoid

2nd-level conjuration

Casting time: 1 action

Range: 90ft

Components: V, S, M (a gold plated police whistle, worth at least 200 gp)

Duration: Concentration, up to 1 hour

You call forth a spirit of the common folk. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Militia Spirit stat block. When you cast the spell, choose a race: Dwarf, Elf, Human, or Gnome. The creature resembles an average person of that race, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

-Summon Mount

2nd-level conjuration

Casting time: 10 minutes

Range: 30 feet

Components: V,S,M (a gilded electrum bit worth at least 200 gold)

Duration: Instantaneous

You call forth a mounted spirit. It manifests in an unoccupied space that you can see within range and it is equipped with a saddle, bit, and bridle. This corporeal form uses the mounted spirit stat block. When you cast the spell, choose an ideal: Fast, Tough, or Versatile. The mount resembles a creature of your choice that embodies the chosen ideal, which determines certain traits in its stat block. When the mount drops to 0 hit points, it disappears, leaving behind no physical form. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. You can also dismiss your mount at any time as an action, causing it to disappear.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

You can't have more than one steed summoned by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.

-Elemental Blade

2nd-level evocation

Casting time: 1 bonus action

Range: Self

Components: V, S, M (a twig)

Duration: Concentration, up to 10 minutes

You create a weapon of ice, fire, or lightning in your hand. The weapon is similar in appearance to a short sword and lasts for the duration of the spell. If you let go of the blade, it disappears, but you can evoke it again as a bonus action.

As an action you can make a melee spell attack using the weapon, and on a hit, the target takes 3d6 damage of the either cold, fire, or lightning depending on the elemental type of the weapon.

A weapon made of ice sheds bright light for a 5-foot radius and dim light of an additional 5 feet; a weapon made of fire sheds bright light for a 10-foot radius and dim light of an additional 10 feet, and a weapon made of lightning sheds bright light for a 20-foot radius and dim light of an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can change the appearance of the weapon into that of 2 short swords that each inflict 3d6 of the chosen elemental damage or a great sword that inflicts 6d6 of the chosen elemental damage.

-Reiuvenate

2nd-level evocation

Casting time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

You touch a willing creature that is missing hit points and has temporary hit points. The target's temporary hit points are reduced by the amount of hit points they are missing, and the target regains an amount of hit points equal to the temporary hit points lost. This spell has no effect on constructs or undead.

-Death's March

2nd-level necromancy

Casting time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 hour

You release a war cry in necromonger, which bolsters your allies with toughness and resolve. Choose up to three creatures within range. Their damage reduction increases by 3 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage reduction bonus is increased by 3 for every level above 2nd.

-Chitin Chain

2nd-level transmutation

Casting time: 1 action

Range: Self (15-foot radius)

Components: S, M (a mushroom stalk)

Duration: Concentration, up to 10 minutes

You shape chitin to form armor for all friendly creatures within the radius, giving their skin a rough but maliable texture. While a target is within 15 feet of another creature affected by this spell, its base AC can't be less than 13, regardless of what kind of armor it is wearing. You may dismiss this spell as an action.

-Empowered

2nd-level transmutation

Casting time: 1 bonus action

Range: Self

Components: S, V

Duration: Concentration, up to 1 minute

While in combat, you tap into your inner strength, and this heightened focus makes you more capable in physical challenges. For the duration you have advantage on Dexterity and Strength ability checks, and your weapon attacks deal an additional 1d4 damage.

-Heighten Mobilly

2nd-level transmutation

Casting time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

You redouble your muscles with the magic of the weave, heightening your reflexes. Until the end of the duration, you gain the following effects:

• You are considered proficient in Athletics and Acrobatics if you are not already proficient.

• You gain an additional action on each of your turns. This action can only be used to take the Dash, Disengage, or Dodge actions.

• Climbing, swimming, and crawling cost no extra movement speed.

• The number of feet you can long jump or high jump is increased by an amount equal to 5 times your spellcasting modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell no longer requires concentration to maintain.

-Reinforce Self

2nd-level transmutation

Casting time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

You infuse yourself with arcane energy, enhancing your physical and mental prowess. For the duration, you can add your spellcasting ability modifier to the next four rolls you make. The rolls can be attack rolls, damage rolls, or ability checks.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can apply this effect to one additional roll for each slot level above 2nd.

*3rd: 4

-Control Sunlight

3rd-level evocation

Casting time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

A burst of pure sunshine forms at a point you choose within range and emits bright light in a 20-foot radius sphere, surrounded by an additional 20 feet of dim light. When the ball of sunshine first appears, all creatures within the area of bright light must make a Constitution saving throw to avoid becoming blinded until the start of their next turn. At the end of a creature's turn in the area of bright sunlight they take 2d6 radiant damage. As a bonus action you can move the ball of light 20 feet in a single direction. The area of bright sunlight affects creatures with sunlight sensitivity.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

-Chains of Justice

3rd-level conjuration

Casting time: 1 action

Range: 150 feet

Components: V, S

Duration: Concentration, up to 1 minute

Used by Imperial Wardens to capture their targets, this spell conjures moving, golden chains fill a 20-foot square on the ground. For the duration, these chains turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn, or starts its turn there, the creature must succeed on a Dexterity saving throw, or take 2d6 bludgeoning damage and be restrained by the chains until the spell ends. A creature that starts its turn in the area and is already restrained by the chains takes 2d6 bludgeoning damage.

A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your DC. On a success, it frees itself.

-Convalescence

3rd-level conjuration

Casting time: 1 minute

Range: 30 feet

Components: V, S, M (an opal worth at least 250 gp)

Duration: Instantaneous

A wave of warm, blue healing energy washes over a creature within range, healing its wounds. The target recovers hit points equal to 4d10 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the healing increases by 1d10 for each spell level above 3rd. If you cast this spell using a spell slot of 7th level or higher, you may sacrifice 1d10 points of healing to end one condition on the target.

-Magic Speed

3rd-level conjuration

Casting time: 1 action

Range: Self

Components: V

Duration: Instantaneous

You move in the blink of an eye, literally, you can blink up to twice your movement speed. You may only blink to places you can see or have seen. You may not blink into another creature's hex.

-Teleport Slash

3rd-level conjuration

Casting time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, Up to 1 minute

You conjure a sword made of ethereal light that seems to bend and twist space around it. Make a melee spell attack against a creature within range. On a hit, the target takes 3d10 force damage. Until the spell ends, you can make the attack again on each of your turns as an action. When you deal damage to a target with this spell, you can force the target to make a Constitution saving throw. If the save fails, the target is stunned until the end of its next turn.

At Higher Levels. When casting this spell using a spell slot of 4th level or higher, the damage of this spell increases by 1d10 and the range of this spell increases by 15 feet for each spell level above 3rd.

-Ascertain Inventory

3rd-level divination (ritual)

Casting time: 1 action

Range: Self

Components: S, M (A piece of paper or parchment, a quill of owl-feather, and a glass lens)

Duration: Instantaneous

You momentarily project a 30-foot cone in one direction, in which you target each non-magical container (such as a barrel or chest) which you are aware of.

This spell is halted by 1 foot of stone, 1 inch of a common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Any nonmagical, non-living receptacle which contains separate objects (which are not integral components to said holding item) can be considered a container. This means that a barrel (which might hold a separable liquid) is considered a container, whereas a clock (which requires its component gears to function) is not.

You immediately become aware of the generalities of every item held within the container, as well as the quantity of each type of item therein. For example, if there are 6 potions of healing and one potion of bull's strength, you would simply ascertain that there are 7 potions in the container without determining their properties.

If an item in the container is magical, you can detect the presence of magic but cannot distinguish which items are magical. You also are unable to ascertain the specifics of the magical effect, though you can determine if it has a related school and which school that is. If multiple spell schools are present, you only ascertain the one with the most powerful aura.

If there are containers within the container you are targeting, you become aware of these sub-containers but not their contents.

Any information discovered through this spell appears as writing on the component piece of parchment. The writing disappears after 1 minute

-Blazing Smite

3rd-level evocation

Casting time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon roars with divine flame, and the attack deals an extra 2d6 fire damage and 2d6 radiant damage to the target. Furthermore, if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage and 1d6 radiant damage at the start of each of its turns.

-Chaotic Smite

3rd-level evocation

Casting time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, 6 flashes of vibrant colored light surround and follow your weapon as you strike the enemy. The attack deals an extra 1d6 + 2d10 damage. The number rolled on the d6 determines the attack's damage type, as shown below.

• 1. Force Damage

• 2. Radiant Damage

• 3. Thunder Damage

• 4. Cold Damage

• 5. Fire Damage

• 6. Poison Damage

In addition, the result of the d6 is applied to the any other attacks you make within the same turn, as shown below.

• 1. +1d6 Acid Damage

• 2. +1d6 Piercing Damage

• 3. + 1d6 Bludgeoning Damage

• 4. + 1d6 Lightning Damage

• 5. + 1d6 Psychic Damage

• 6. +1d6 Necrotic Damage

-Energizing Smite

3rd-level evocation

Casting time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack before this spell ends, the weapon sends electrifying energy through the target's body, and the attack deals an extra 3d8 lightning damage to the target. Additionally, the target must succeed on a Constitution saving throw or be stunned until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

-Frigid Smite

3rd-level evocation

Casting time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack before this spell ends, the weapon is enshrouded in freezing energy, and the attack deals an extra 3d8 cold damage to the target. Additionally, the target is restrained by ice for 1 minute. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

-Radiant Pulse

3rd-level evocation

Casting time: 1 Action

Range: 60 feet

Components: V, S, M (A Star Rose Quartz worth at least 100gp)

Duration: Instantaneous

You channel divine power directly down from the heavens on a target or a point in range.

Radiant energy explodes from the targeted point, striking all hostile creatures within a 15 foot radius sphere. Each target struck must make a Wisdom saving throw. A creature takes 8d6 Radiant damage on a failed save, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each level above 4th.

-Spellbreaking Smite

3rd-level evocation

Casting time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon shines with divine power and deals an extra 3d8 radiant damage to the target, sundering its ability to cast spells. Until the spell ends, the creature has disadvantage on concentration checks, and whenever the creature attempts to cast a spell, it must make an ability check using its spellcasting ability modifier against a DC of 10 + the spell's level. On a failure, the spell fails and is wasted with no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

-Bless Water

3rd-level transmutation

Casting time: 1 minute

Range: Touch

Components: V, S, M (powdered silver worth at least 250 g, which the spell consumes)

Duration: 24 hours

You touch a body of water or a liquid that is principally water (not including water-based creatures) with a surface area up to 100 feet square and imbue it

with divine magic. The liquid becomes clean water, removing any poisons, diseases, or contaminants. For the duration, the water is holy; a fiend or undead that enters the water for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or take 4d6 radiant damage, and a flask

can be drawn from it and used as a flask of holy water. Flasks created this way lose their potency after 8 hours. The spell ends if you cast it again.

You can permanently bless a body of water by casting this spell in the same location every day for one year.

*4th: 4

-Aura of Embers

4th-level abjuration

Casting time: 1 action

Range: Self (30-foot radius)

Components: V

Duration: Concentration, up to 8 hours

You radiate an aura of comforting warmth out to a range of 30 feet, and for the duration this aura moves with you, centered on you. Your body glows with dim light out to a range of 30 feet. You and every nonhostile creature in this range has resistance to cold damage and can comfortably endure even the coldest of climates.

Within the duration, vou can use your action to kindle a small and controlled flame on a flammable, unattended object in range.

You can complete a short rest without breaking concentration on this spell.

-Aura of Solar Fire

4th-level conjuration

Casting time: 1 Action

Range: Self (10-foot radius)

Components: M (holy symbol of a sun god)

Duration: Concentration, up to 1 minute

Streams of golden fire spring and brilliant scintillating light spring from you, in a 10-foot radius aura. When a creature that is not a fiend or undead enters the aura area for the first time on a turn or starts its turn there, the creature regains 1d6 hit points.

A fiend or undead that enters the aura area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 radiant damage. A fiend or undead that fails the save must also make a Wisdom save, and on a failure must use its reaction to move up to its movement speed away from the aura.

Constructs are not affected by this spell.

-Blood Teleport

4th-level conjuration

Casting time: 1 reaction

Range: Self

Components: V, M (your own blood shed as result of damage you have taken)

Duration: Instantaneous

As a reaction to taking damage, you can teleport to an unoccupied space that you can see or have seen, up to four times your movement speed away from your original position.

-Storm of Swords

4th-level conjuration

Casting time: 1 action

Range: Self (30-foot cylinder)

Components: S, M (At least 30 gp worth of titanium)

Duration: Concentration, up to 1 minute

You summon a large number of spectral swords, creating around you a mighty storm that injures anyone who gets too close. The storm occupies a 30-foot diameter sphere with you at its center, and is considered difficult terrain. For the duration, any creature you choose that begins its turn inside the storm or enters the storm for the first time on that turn must make succeed on a Dexterity saving throw or take 4d10 slashing damage. You are immune to the effects of your own storm of swords.

-Celestial Storm

4th-level evocation (ritual)

Casting time: 1 action

Range: Self (20 foot radius)

Components: V, S

Duration: 1 minute

You summon a raging storm of blinding light around yourself to hinder your enemies. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature that ends its turn within the spell's radius must make a Constitution saving throw. On a failed save, the creature takes 2d10 radiant damage and is blinded until the end of their next turn. On a successful save, the creature takes half as much damage, and is not blinded.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

-Radiant Aura

4th-level evocation

Casting time: 1 action

Range: Self (20-ft radius)

Components: V, S, M (Diamond dust worth at least 50 g)

Duration: Concentration, up to 1 minute

A brilliant light erupts from your hand, rejuvenating your allies and castigating your enemies. For the duration of the spell, you may use your bonus action to cause allies within range to regain hit points equal to 1d6 + your spellcasting ability modifier, and enemies within range must succeed on a Wisdom saving throw or take the same amount of radiant damage. Undead and constructs do not benefit from the healing effect of this spell but are still affected by the damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing and damage increase by 1d6 for every two slot levels above 4th.

-Agonizing Smite

4th-level necromancy

Casting time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack before this spell ends, the weapon sends waves of excruciating pain through the creature's body, and the attack deals an extra 5d8 necrotic damage to the target. Additionally, the target must make a Constitution saving throw. On a failed save, it falls prone and takes 1d8 necrotic damage at the start of its next turn. On a successful save, the target takes half as much damage and doesn't fall prone.

-Smite Rune

4th-level transmutation

Casting time: 1 bonus action

Range: Self

Components: V

Duration: 1 minute

The next time you hit with a melee weapon attack during this spell's duration, the target becomes branded with a glowing rune for the duration. Whenever you hit the branded target and deal radiant damage to them (including when you first brand the creature), the target takes an additional 2d8 radiant damage.

*5th: 4

-Mass Arcane Cure

5th-level evocation

Casting time: 1 Bonus Action

Range: 20 feet

Components: V

Duration: Instantaneous

With the power of the arcane arts of a Magister you can heal and replenish the energy of your allies.

Up to six creatures of your choice that you can see within range regain hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Additionally, you can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the healing increases by 1d6 for each slot level above 5th.

-Near Perfect Cube

5th-level abjuration (ritual)

Casting time: 1 action

Components: V,S,M (1 Emerald, which doesn't get used up in the spell)

Duration: Concentration, 30 minutes

Holding the Emerald aloft, it begins to glow, growing into a cube of force energy. The cube grows to the desired size (from 1 inch on edge up to 5 feet on edge), and things are still able to pass through it. It then "locks" when the spell is finished casting, forming an impenetrable barrier of force energy on all sides. During the "locking", a creature on the border of the cube must make a DC 10 Dexterity save or take 2d6 force damage. The cube is still subjected to gravity and can be moved but weighs no more than a hollow glass cube of similar size. Creatures and items can be trapped in here and are still subject to being jostled thus. Nothing can physically pass through the cube without a charisma save. The cube can be destroyed by a damage source that causes disintegration, such as a disintegrate spell, dispel magic 5th level or 30 or more fire damage.

For every level above 5th, the duration is extended by 5 minutes

When cast as a ritual, the Perfect Cube lasts for 24 hours, with every level above 5th extending the duration by 4 hours.

-Super Duplex Barrier

5th-level abjuration

Casting time: 1 action

Range: 35x35 feet

Components: S, M (a spellcasting focus)

Duration: Concentration, up to 1 minute

You summon a barrier 35 feet b 35 feet centered on vou. This barrier is divided into external and internal barrier. The inner one is closest to you and the outer one is the farthest away.

All enemy targets that are up to one size larger than you or smaller must make a Strength saving throw or be pushed back. Strength check also counts to halve damage.

Targets that are between 20-15 feet will take 4d6 force damage and leave the barrier area.

Targets that are between 10-5 feet will take 6d6 force damage and be knocked back 10 feet.

If a target ends its turn inside the barrier, it must reroll the strength roll and depending on the distance it will take the respective damage.

After casting this spell, if you move or are forcefully moved, the barrier will dissipate and the spell will end. However, you can still dodge or attack normally, as long as it doesn't change your position.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher You add an additional 1d6 damage for both distances.

-Call of Crusaders

5th-level conjuration

Casting time: 1 action

Range: Self (30-foot radius)

Components: V, S, M (a weapon in hand)

Duration: 1 minute

Raise your weapon high as you call forth a spectral paladin to aid you, graced to you from your deity.

Until the spell ends, your deity sends down the soul of a devout paladin to aid you in battle. You summon 1 paladin within a radius of 30 feet of you.

Equipment that the paladins are summoned with cannot be worn by another creature. If attempted, the equipment becomes spectral energy and goes back onto the paladin it was taken from. The paladin follows your commands and will follow the commands of those you choose. Otherwise, it will defend itself.

-Conjure Ordinance

5th-level conjuration

Casting time: 1 minute

Range: 10 feet

Components: V, S, M (a chunk of metal worth at least 20 gp, consumed by the spell)

Duration: Concentration, up to 1 hour

As the metal used in casting warps and bends, it balloons into the shape of a Large sized artillery piece. It has an AC of 17, 70 hitpoints, and immunity to poison and psychic damage. As an action while standing beside the piece, you can cause it to fire at a target within 600 feet. Make a ranged spell attack, with disadvantage if they are more than 200 feet away, or within 20 feet of you. On a hit, it deals 4d8 force damage, or twice as much when hitting an object.

The artillery piece dissapears when it reaches O hitpoints, or when the spell ends.

At Higher Levels. When cast at 7th level or higher, the artillery piece deals an extra 1d8 damage for every two levels above 5th.

-Hell Smite

5th-level conjuration

Casting time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon roars with the soul-scourging flames of hell, and the attack deals an extra 5d8 fire damage and 5d8 necrotic damage to the target. Furthermore, the target must make a Charisma saving throw. If the target fails this save, it is transported to a random location in hell. A creature so transported must find its own way back to your current plane of existence.

-Aura Pulse

5th-level evocation

Casting time: 1 action

Range: 120 feet.

Components: Strong Willpower

Duration: Instantaneous.

The signature ability of the Nephalem; a race of creatures that once lived over a thousand years ago before being hunted to extinction.

You conjure a sphere of destructive energy from your very soul, by channeling your emotions and willpower into your palms with high concentration. All creatures within a 120-foot-radius sphere must make a Dexterity saving throw, taking 65 force damage on failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 30 and the range increases 5 feet for each slot level above 5th.

-Force Wave

5th-level evocation

Casting time: 1 action

Range: Self

Components: V

Duration: Instantaneous

You strike the ground, creating a burst of force energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 force damage, as well as 5d6 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

-Disintegrating Smite

5th-level transmutation

Casting time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a target with a weapon attack before this spell ends, your weapon crackles with force.

If the target is a creature, it takes an extra 10d6 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. Magic items are unaffected by this spell.

*10th: 1*

-Summon Elemental Spirits

10th-level conjuration

Casting time: 1 minute

Range: 60 feet

Components: V, S, M (A bit of material from each of the elemental planes worth at least 2000 g)

Duration: 1 hour

Casters: 2

You summon a number of elementals whose total CR is equal to or less than 18. The elementals stay for the duration or until the primary caster dismiss them as a bonus action. They obey the primary casters verbal commands and defend themselves if they don't recieve any commands.