Toll the Dead
Spell Lists: Cleric, Warlock, Wizard
Having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.
Barbarian: Path of the Zealot (Rage Beyond Death)
You have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
Wizard: School of Necromancy (Inured to Undeath)
Stars! Hear me!
Soraka
What is broken
Can be reforged
Charm Person
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Warlock: The Celestial (Healing Light)
Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your modifier + your level (minimum of 1 temporary hit point).
Monk: Way of the Long Death (Touch of Death)
Rest is for the living.
Sion
It's not how much time you have
it's how you use it.
Fireball
Spell Lists. Sorcerer, Wizard
You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest.
Cleric: Twilight Domain (Eyes of Night)
Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Rogue: Scout (Superior Mobility)
Holy ****, where are we?
Kled
Boom!
Headshot!
Wind Wall
Spell Lists: Druid, Ranger
As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
Cleric: Twilight Domain (Vigilant Blessing)
You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
Sorcerer: Aberrant Mind (Telepathic Speech)
Kneel!
Lissandra
Call me king, call me demon.
Water forgets the names of the drowned.
Word of Recall
Spell Lists: Cleric
You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Ranger: Gloom Stalker Conclave (Umbral Sight)
As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class.
Fighter: Samurai (Fighting Spirit)
Will you prove worthy? Probably not.
Kayn
High above the rotten rows,
Cloth and metal, teeth and crows.