Recaller A local hero attempts to stop a robbery of a small inn. With a sword in one hand and fire in the other, these common thugs didn't stand a chance. On a rainy rooftop an archer is crouched waitng for the wealthy baron to step onto their balcony. A lot of money can be made if the baron dies. Making the escape is easy enough whith the ability to magicly disguise one's self or become invisible. A stallwart warrior stands in front of the trebuchet. With most of their allies slain, its up to them to be the last line of defense so that the siege can be successful. But because of copious training in defensive maneuvers and magics, this line will not fall. There are two aspects to every recaller, their martial prowess and their arcane knowledge. When used in tandem, they make for a formidable opponent. A Student of Magical War Through constant study and learning, an recaller learns how to use many spells and other magical effects. However they also hone their physical attributes as much as their mental ones, usually through copius sparing and running through drills. Recallers often partake in the discussion of meta strategy when it comes to both physical and magical combat. And most prefer to try and think out a logical and tactically sound battle plan before ever drawing a weapon. Recallers get their names from the fact they use arcane knowledge to perform magic. However, as both hands are often needed for battle, they can not rely on spell books to store knowledge for them. As a result most recallers have a great memory. And as they continue on with their study their memory becomes magically enhanced. The Draw Towards Occult Might It's not too uncommon for some wizards to grow powerful enough that they hire out guards for one reason or another. Maybe to guard their tower of study while they are away, or perhaps they go perform a small retrieval mission or two while the wizard stays home to do more research. Whatever the case may be it is common practice for these wizards to give magical lessons to their underlings to help make sure the job gets done. Some of these hired help really take advantage of the opportunity given to them and incorporate the lessons learned into their arsenal. Not all recallers start off this way however. They might be the child of a rich general who pays for their kid's tutelage in both sword and spell. Perhaps they found a strange book buried in a trash can while patrolling the city during their shift at the city guard and decided to try and decifer the strange symbols and runes during their free time. Creating a Recaller When making a recaller there are several key points to keep in mind. One being your outlook on magic, are you a prodegy who doesn't need to study that much and they aren't afraid to let you know how easy it is? Do they study all every free moment of every day, obsessing over it as if there were going to be tested on it? Another thing to think of is your fighting and casting style. Some examples would be having your emphasis be on harming or even outright destroying those who oppose you. Maybe you wish to the embodiment of cold steel. A wall your enemies will hopelessly buffet against. Maybe you stick to the shadows and use your wits to survive. Whatever your style, the recaller is all about equal parts magic and might. Quick Build You can make a recaller quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the kinght of the order background. Recaller Multiclassing If your group uses the optional rule on multiclassing in the Player's Handbook here's what you need to know if you choose recaller as one of your classes. Ability Score Minimum. As a multiclass character, you must have at least a Strength or Dexterity score of 13 and an Intelligence score of 13 to take a level in this class, or to take a level in another class if you already are a recaller. Proficiencies Gained. If recaller isn't your initial class, here are the proficiencies you gain when you take your first level as a recaller: light armor, medium armor, simple weapons, martial weapons, and shields. Spell Slots. Add half your levels (rounded down) in the recaller class to the appropriate levels from other classes to determine your available spell slots.

The Recaller Level Proficiency

Bonus Features Arcane

Empowerings Empowered

Die Spells

Known 1st 2nd 3rd 4th 5th 1st +2 Arcane Empowerment, Elephantine Memory 2 1d4 — — — — — — 2nd +2 Fighting Style, Warding Force, Spellcasting 2 1d4 2 2 — — — — 3rd +2 Scroll Storing, Legion 3 1d4 3 3 — — — — 4th +2 Ability Score Improvement 3 1d4 3 3 — — — — 5th +3 Extra Attack 3 1d6 4 4 2 — — — 6th +3 In a Hurry 4 1d6 4 4 2 — — — 7th +3 Legion Feature 4 1d6 5 4 3 — — — 8th +3 Ability Score Improvement 4 1d6 5 4 3 — — — 9th +4 — 4 1d6 6 4 3 2 — — 10th +4 Stay True 4 1d6 6 4 3 2 — — 11th +4 Versatility 4 1d8 7 4 3 3 — — 12th +4 Ability Score Improvement 5 1d8 7 4 3 3 — — 13th +5 — 5 1d8 8 4 3 3 1 — 14th +5 Expanded Horizions 5 1d8 8 4 3 3 1 — 15th +5 Legion Feature 5 1d8 9 4 3 3 2 — 16th +5 Ability Score Improvement 5 1d8 9 4 3 3 2 — 17th +6 — 6 1d10 10 4 3 3 3 1 18th +6 Legion Feature 6 1d10 10 4 3 3 3 1 19th +6 Ability Score Improvement 6 1d10 11 4 3 3 3 2 20th +6 True Versatility 6 1d10 11 4 3 3 3 2 Spell Slots per Spell Level Class Features As a recaller, you gain the following class features: Hit Points Hit Dice: 1d10 per recaller level

1d10 per recaller level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per recaller level after 1st. Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None

None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, and Investigation Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) two martial weapons or (b) One martial weapon and a Shield

(a) Scale mail or (b) Leather armor

(a) a longbow and a quiver of 20 arrows or (b) five javelins

(a) a scholar's pack or (b) an explorer's pack

An arcane focus If you forgo this starting equipment as well the items offered by your background, you start with 5d4 x 10 gp to buy your equipment. Arcane Empowerment At first level, you gain the abaility summon elemental forces to empower your weapons. As a bonus action, you can channel elemental energy into the weapon or weapons in your hands, causing them to do 1d4 damage on hit for 1 minuteor until your concentration ends (as if you were concentrating on a spell). The type of damage done by this ability is choosen by you when you gain this feature, choose between cold, fire, and lightning damage. Whenever another level is gained in this class, you can switch out your currently choosen damage type for on of the other two available damage types. An empowered weapon that uses ammunition transfers the energy to each piece of ammunition fired. The empowerment is only applied to the dangerous end of any weapon or ammunition. An empowered weapon loses its magic if dropped or given away, if it is thrown the magic goes away after making impact. The empowerment is also dropped if you go unconscious. This feature can also be ended as a bonus action.

The damage die changes as you gain occult champion levels, as shown in the Empowered Damage column of the Recaller table. You can use this feature a number of times shown for your Recaller level in the Arcane Empowerments column of the Recaller table, you regain all uses of this feature when you finish a long rest. Elephantine Memory Starting at 1st level, due to your basic studies as a recaller your memory is better than most people you will meet. At first level, you have advantage on any intelligence check to remember information that you learned since you started adventuring. Additionally, you can accurately remember anything you have seen or heard within the past two weeks. Fighting Style At 2nd level, you adopt a 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. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you use your Arcane Empowerment feature you empower draw a weapon that has the thrown property while your Arcane Empowerment is still going, this newly drawn weapon becomes empowered. Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. Spellcasting By 2nd level, you have now studied the wonders of the arcane enough to be able to cast spells. This abaility to cast spells comes from the same type of studying that wizards do. See chapter 10 of the PHB for the general rules of spellcasting and the page 7 of this supplement for the recaller spell list. Spell Slots The Recaller table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the recaller spell list. The Spells Known column of the Recaller table shows when you learn more recaller spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the recaller spells you know and replace it with another spell from the recaller spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your recaller spells. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for a recaller you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +

your Intelligence modifier Spell attack modifier = your proficiency bonus +

your Intelligence modifier Spellcasting Focus You can use an arcane focus (found in chapter 5 of the PHB) as a spellcasting focus for your recaller spells. Warding Force Starting at 2nd level, you can summon a thin translucent aura to help you avoid harm. Whenever you are hit by an attack or are forced to make a saving throw, you can expend a spell slot to give yourself an increase to your AC and saving throws until the start of your next turn. The bonus is equal to +3 per level of spell slot expended, up to +6. Scroll Storage Starting at 3rd level, you can fit all knowledge of a spell scroll in your head and keep it in there for a short time. If you study a spell scroll that contains a spell on the recaller spell list, you can cast the spell at a later time without needing to hold or look at the scroll, as long as the scroll is on your person. The minimum studying time is equal to 20 minutes per level of the spell.

If you take the time to fully study another scroll, use lose the ability to use this feature on the first scroll but you now have the new scroll memorized. You forget the spell and must study the scroll again if you do not cast the spell from the scroll before you take a long rest or one day has pasted, whichever comes first. Legion At third level, you make a choice about which Legion you wish to join, you may have already been working for this legion, in which case you are now a full member. Or maybe your study of the mystic arts merely emulates what someone in that Legion would know and be capable of. Whatever your circumstances, choose one of the following Legions: Siege Legion, Bulwark Legion, Auxiliary Legion, or Shadow Legion. 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats). Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In A Hurry Starting at 6th level, you have learned a technique to use magic to close the distance between your enemies, or gain distance if you need to. As a bonus action you say a quick incantation that teleports you up to 20 feet to a location you can see. The maximum distance is tripled if you have used all of your movement this turn and least half of that movement was uninterrupted. Once you use this feature, you can’t use it again until you finish a short or long rest. Stay True Starting at 10th level, due to your mind filled with so much arcane knowledge as well as other memories, your mind has now been magically strengthened. Your memory has become strong enough to ward off those would wish to influence your thoughts, no one can make you forget what is really important. You are immune being charmed and any effect that would change your memory such as the modify memory spell or the wizard's alter memories feature. Versatility Beginning at 11th level, you have mastered both magic and might. Using both in tandem now gains you the following benefits. After you make a weapon attack at a creature, the next spell attack you make before the end of your next turn against that creature has advantage, or the next saving throw made against your spell save DC by the target is made with disadvantage.

After you make a spell attack at a creature or force it to make a saving throw against your spell save DC your next weapon attack roll against that creature has advantage. The spell attack roll or saving throw made can refer to either a recaller feature or a recaller spell. Once you use either one of these benefits, you can't use this feature again until the start of your next turn. Expanded Horizons Starting at 14th level, your arcane empowerment has been honed to a new level. You can now pick from thunder, psychic, radiant, or necrotic damage in addition to the previous damage types. Additionally you can now switch which damage type you are attuned to at the end of a long rest. True Versatility At 20th level, switching between weapons and magic has become so ingrained in your fighting style, that switching between the two heightens the intensity of both. Whenever your versatility and arcane empowerment class features are in effect, roll an additional Empowerment Die (1d10) and add that number to the total damage rolled for the the effected creature. If the damage is being added to a weapon attack the damage type is the same as your arcane empowerment. If the damage is being added to a spell, then the damage is the same type as the spell. If the spell does more than one type of damage then only pick one damage type. Legions After an recaller has accumulated enough skills to go beyond the basics, they generally take up a specialization. A group of recallers that have the same specialization are called a legion. If a recaller should find themselves working with non recallers, the specializations can help them find a more niche role. Another common practice is if a group of recallers are trying to gather more to their ranks, they will often only work with others of the same Legion, so they can form a more unified team. Siege Legion Recallers who belong to the siege legion are a force to be reckoned with. Offensive might mixed with brilliant tactics. Those who take up arms with the siege legion are often the wrecking ball, breaking through any defense that gets in their way. Legion Spells You gain legion spells at the recaller levels listed. Siege Legion Spells Recaller Level Spells 3rd burning Hands, thunderous smite 5th dust devil†, shatter 9th blinding smite, lightning bolt 13th conjure minor elementals, vitrolic sphere† 17th cone of cold, passwall

†Spells found in Xanathar's Guide to everything Tear Down this Wall At 3rd level, your weapon strikes now have great destructive capabilities when assisted by your magic. When you make a weapon attack that hits an object or structure with a weapon that is currently under the effect of your arcane empowerment feature, then that hit is automatically a critical hit and ignores half of the object's damage threshold if it has any. Additionally, any non magic weapon currently under the effect of your arcane empowerment feature can't be dulled, broken, or bent by non magical means and any magic weapon currently under the effect of your arcane empowerment feature can't be dulled, broken, or bent by any means short of a wish spell. Sundering Blows At 3rd level, the strongest of your strikes are so fierce that they weaken the defenses of the target. When you hit with a weapon attack that is a critical hit against a creature, that creature's AC is reduced by 2. Once you use this feature, you can't use it again until you finish a short or long rest. If the creature is not wearing armor or has natural armor, this reduction goes away after a long rest. If the creature is wearing armor, the reduction remains until the armor is fixed. Penetrating Empowerment Starting at 7th level, you have learned to maximize your arcane empowerment in small bursts. Whenever you hit with a weapon that is currently under the effect of your arcane empowerment feature, you can use your reaction to cause the target to lose all damage resistances to the triggering attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Smite Master Starting at 15th level, you have perfected weaving your spells into your weapon attacks. You can cast one "Smite" spell from the recaller spell list you know, when you cast it this way you no longer require require concentration to cast it, you do not expend a spell slot, and the spell always acts as if it was cast using the highest level spell slot you would have access to if you had all your spell slots remaining. If you cast another "Smite" spell before the first spell is triggered, then the first spell disapates and is wasted. Once you use this feature, you can not use it again until you finish a long rest. All or Nothing Starting at 18th level, take the raw power of magic into your hands at the cost of putting your self in danger. As an action when your arcane empowerment is not active, you can expend one use of your arcane empowerment feature to condense the entirety of the magical energy into one devastating attack. Make a melee spell attack, on hit the target takes 10d10 damage. The damage type for this attack is the same type as your current Arcane Empowerment. If this attack hits, you also take half of the damage delt from this attack. This damage ignores resistance and immunity. Once you use this feature, you can not use it again until you finish a long rest. Bulwark Legion Members of the bulwark legion stand firm in the face of danger. They are the front line of defense and are not afraid to stand in the line of fire. Legion Spells You gain legion spells at the recaller levels listed. Bulwark Legion Spells Recaller Level Spells 3rd absorb elements†,armor of Agathys 5th blur, retribution‡ 9th counterspell, protection from energy 13th fire shield, stoneskin 17th circle of power, wall of stone †Spells found in Xanathar's Guide to everything. ‡Spells found at the end of this supplement. Bonus Proficiency At 3rd level, as a part of your basic training in physical defense, you are now proficient in heavy armor. Ever Ready Sentry Starting at 3rd level, you are always ready to take a stand and fight. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. Additionally, you can’t be surprised while you are conscious. Fortifying Empowermemt Starting at 7th level, you have learned the technique of using your empowerment to bolster your defenses instead of using it for offense. When you hit a creature with a weapon attack using a weapon that is currently under the effect of your Arcane Empowerment feature you can use your reaction to roll your Empowerment Die, and subtract that from the next single instance of damage you take within the next minute. Your empowerment die no longer adds any damage to the triggering attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Interposing Wall Starting at 15th level, you have studied magical barriers enough to make your own that always knows right where it needs to be. As an action, you can create a wall of solid mystical energy for 1 minute. The wall is 10 feet high and 15 feet long the wall. The wall follows you wherever you go and you are always positioned in the middle of its length. The wall gets as close to you as possible while not restricting your movement. The wall passes through objects and non magical plants.

As part of the action used to create the wall, pick one thing that you can see the wall will rotate around you (no action required), keeping itself between the designated thing and you. Some examples of something you can designate are: creatures, buildings, cardinal directions, or relative directions. The wall has an AC equal to your spell save DC and 200 HP. It is vulnerable to force damage and immune to psychic and poison damage. If the wall reaches 0 HP, it shatters in to tiny pieces, then disapates. If movement causes the wall to rotate through a creature's space, the creature passes through unharmed. Otherwise, movement through the wall is impossible. Any wisdom (perception) checks made to see through the wall count as lightly obscured. Once you use this feature, you can't use it again until you finish a long rest. Improved Warding Force Starting at 18th level, you have learn to use your ward better than the average recaller. While your warding force feature is active, using a spell slot of 3rd level or higher, you have resistance to all attacks or spells that damage you. Auxiliary Legion Recallers who specialize as a member of the auxiliary legion quickly learn that your team is only as strong as its weakest link, and so is the enemy's. They generally excel in helping to control the flow of battle, by supporting teammates, crippling opponents as well as helping with non combat tasks. This legion is the only legion that is seldom seen working with each other. They are often hired out on an individual basis, are singley assigned to a squad of soldiers, or freelancers who often aid adventuring parties. Legion Spells You gain legion spells at the recaller levels listed. Auxiliary Legion Spells Recaller Level Spells 3rd heroism, protection from evil and good 5th invisibility, hold person 9th haste, sending 13th locate creature, Mordenkainen’s faithful hound 17th Rary's telepathic bond, teleportation circle Bonus Proficiencies At 3rd level, as part of your training, you have increased knowledge in additional areas that could be useful to your team. You gain proficiency in one language of your choice and two sets of tools of your choice. Tripping Thread At 3rd level, you can conjure a small magic thread at the feet of a creature to trip them up when they try to move. When a creature you can see within 40 feet of you uses its movement, you can use your reaction to force the creature to make a Dexterity saving throw against your spell save dc. On a failed save, the creature falls prone, if the creature has enough movement left to stand up and chooses to do so, then standing up uses all of the creature's remaining movement. On a successful save the creature wastes 5 feet of movement stumbling for a moment. Once you use this feature, you can't use it again until you finish a short or long rest. Invigorating Empowerment Starting at 7th level, you now know how to use your empowerment to charge up your allies. When you hit a creature with a weapon attack using a weapon that is currently under the effect of your Arcane Empowerment feature you can use your reaction to give one creature within 30 feet of you temporary hit points equal to one roll of your Empowerment Die + your Intelligence modifier. Your empowerment die no longer adds any damage to the triggering attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Sight of Horror Starting at 15th level, you can now make your enemy have to face their worst fears. As an action, choose a point of your choice within 60 feet of you, choose up to five creatures that you can see within a 30-foot-radius shpere centered on that point. Each target then must make a Wisdom saving throw against your spell save DC. On a failed save each target sees an altered version of reality where each target sees horrific creatures in place of you and your allies and becomes afraid of them for one minute. On a successful save the target sees through the illusion, does not become afraid, and their illusion disapates. A creature affected by this feature makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. Once you use this feature, you can't use it again until you finish a short or long rest. Positive Conduit Starting at 18th level, you become a consistant source of strength for your allies. At the end of a long rest, choose a number of creatures equal to your Intelligence modifier (minimum of 1) that you can see. Each of the effected creatures adds 1d4 to all ability checks and saving throws, addionally each creature's speed is increased by 10 feet. This effect ends for a creaure when either you or it finish a long rest. Shadow Legion There are times where it's better to have a few highly trained operatives then a whole battalion of regular soldiers. Some examples would be a covert assassination, a mission to steal documents or other intelligence, or planting evidence to frame a political opponent.

Recallers that are trained for such tasks are usually members of the shadow legion. They generally excel at sneaking, lieing, and ambushing. Additionally they usually specialize in illusion magic and also enchantment and divination magic to aid them while on their missions. Legion Spells You gain legion spells at the recaller levels listed. Shadow Legion Spells Recaller Level Spells 3rd disguise self, silent image 5th invisibility , detect thoughts 9th gaseous form, nondetection 13th arcane eye, freedom of movement 17th mislead, seeming Bonus Proficiencies At 3rd level, your training in spy craft has granted you proficientcy in stealth and thieves tools. Holdout Weapons Starting at 3rd level, you have learned a special technique to stow away a single set of weaponry to get them past any guards. As a bonus action you can make one weapon or one set of weapons silently teleport into a pocket dimension. The weapon or set of weapons can later be retrieved as a bonus action, reappearing on your person ready to fight. Stowable weaponry include one weapon, two weapons if they have the light property, one weapon with the ammunition property and a container of ammunition. If you die, the weapon or set of weapons reappear right next to your body. Silent Empowerement Starting at 7th level, your magic can now be used for a silent takedown. When you hit a creature with a weapon attack using a weapon that is currently under the effect of your Arcane Empowerment feature you can use your reaction to force the creature hit by the attack to make a constitution saving throw against your spell save DC. On a failed save, the creature and anything that they are wearing or carrying is under the effect of the silence spell for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Your empowerment die no longer adds any damage to the triggering attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. With Subtelty Starting at 15th level, you have now perfected the art of using your magic without getting caught. You have advantage on dexterity (stealth) checks made to hide the casting of a spell or use of a magic item. Additionally, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. Magical Trickster Starting at 18th level, you are now a master of being where you aren't supposed to be and getting into things you never should have gotten into. You can now cast the spell Knock at will, without expending a spell slot. When cast the spell Knock in this way the loud sound produced by the casting of the spell is completely muted. Additionally, you can now use illusory magic to hide your victim's body. As an action you can touch a dead or unconscious body and they become invisible for an amount of hours equal to your intelligence modifier. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

Recaller Spell List 1st Level Alarm

Absorb Elements†

Burning Hands

Chromatic Orb

Catapult†

Detect Magic

Earth Tremor†

Feather Fall

Ice Knife†

Identify

Jump

Longstrider

Magic Missle

Mystic Strike‡

Protection from Evil and Good

Searing Smite

Silent image

Snare†

Thunderous Smite

Thunderwave

Unseen Servant

Witch Bolt

Wrathful Smite

Zephyr Strike† 2nd Level Alter Self

Aganazzar’s Scorcher†

Arcane Lock

Branding Smite

Cloud of Daggers

Continual Flame

Dust Devil†

Flaming Sphere

Gust of Wind

Hold Person

Locate Object

Magic Weapon

Retribution‡

Scorching Ray

Shatter

Web 3rd Level Blinding Smite

Blink

Conjure Barrage

Counter Spell

Dispell Magic

Erupting Earth†

Fireball

Fly

Frost Whip‡

Glyph of Warding

Haste

Lightning Arrow

Lightning Bolt

Magic Circle

Phantom Shield‡

Protection from Energy

Slow

Thunder Step†

Water Breathing 4th Level Conjure Minor Elementals

Fire Shield

Ice Storm

Lightning Strike‡

Locate Creature

Staggering Smite

Stone Skin

Storm Sphere†

Vitriolic Sphere†

Wall Of Fire 5th Level Banishing Smite

Bigby's Hand

Cloudkill

Cone of Cold

Conjure Elemental

Conjure Volley

Destructive Wave

Hold Monster

Fire Eruption‡

Steel Wind Strike†

Synaptic Static†

Telekinesis

Wall of Force

Wall of Stone †Spells found in Xanathar's Guide to everything. ‡Spells found at the end of this supplement.