Freeze: You can target a beast or plant while saying "freeze" in Ios's tounge, causing the target to no longer move as the muscles or fibers tense. Wind or other natural forces cannot move the frozen creature and a DC 15 strength check must be used in order to move the target.

Grapple: As yoyu say this phrase while pointing your finger at a target, beasts and plants immediatley grapple the target if the target is in range. This phrase strangely grants the grappler unatural strength. If the target is a creature, they must mke a DC 25 strength saving throw or else they are grappled. They can escpe using an action against DC20, or can escape if you shout "release". Additionaly, you can say "constrict" as another bonus action/action, causing whatever is being used to grapple the target suddenly squeeze and tighten, cauasing 2d10 damage. This damage ends when you say "release" or "relax" if you don't want grapple to end.

Obey: You shout to animals and plants around you, causing them to obey your every command. Any plant and beast who heard your command is immediately charmed for the next hour and are no longer hostile if they were. They will obey with whatever command you speak, even if it harms them. Commanding a creature charmed in this way takes an action/bonus action. Any action that requrires a DC that is not listed here is decided by the DM, or is 20.

Nature has a universal language that has long been lost. Ios, the creator of this language, only gives it to a few peole he trusts.If you are lucky to learn from Ios, you gain the ability to command nature. However, if you try and teach another person this ancient language, your tounge turns into a swarm of butterflies that fly away and your mind becomes mush. You can use any of the commands listed below as an action or bonus action.

Whenever a creature enters or starts their turn within 60 feet of you while the aura is active, you may choose to deal 1d10 radiant damage to the target. Role 2d10 for any creature who is vulnerable to radiant damage. Additionally, the creature has to make a DC15 consitution saving throw whenever they take this radiant damage or else they are blinded until the end of your next turn.

If you are an extremely devout zealot of Voex, she may grant you a blinding aura of radiance and purity.

You may use half of your movement to teleport to an area with dim or no light.

You have an AC of 25 and are resistant to all non-radiant damage. Your walking speed becomes 60 feet and you can move through objects. If you end your turn within an object, you take 1d10 force damage.

Once you have learnt and are able to control flow of water and obtain mastery of how to hide in the night, Exov will notice and bring you under his wing to teach you his ways. One of these teachings is how to become a shadowform.

Your spells under 9th level are treated as 8th level spells for the purpose of when counterspell is cast at you.

You gain the ability to cast Detect Magic at will without the use of an action. The range of this spell becomes sight and you can also detect anybody who can atleast cast 1 spell.

You gain 1 spell slot of each level from a chosen class that can normally cast 9th level spells and 2 cantrips from the same class. You learn 20 spells from that class or have access to the spell list of that class when preparing spells.

When Detect Magic is cast within 60 ft. of you by a spellcaster, the senses of the spellcaster overload by the sheer amount of magic that exudes from your body. The spellcaster must make a DC 20 constitution saving throw. This causes them to become blind, deaf, and mute for the next minute if they wern't already. Any additional ways of sight, like tremorsense, truesight, or blindsight, also do not work for the duration.

Arkos has long been dead, but through consuming a shard of his soul or by means only known to the Cult of Arkos, immense arcane energy flows through you, granting you the following benifits:

Spells

Amplify/Echo

Illusion Cantrip

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (A paper funnel)

V, S, M (A paper funnel) Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Classes: Bards, Wizards

Concentrating on an object you can see while placing a funnel to your mouth as a bonus action, a sound normally made by the object is heard by every creature within 120 feet of you or the object. You can trigger an additional sound every round while concentrating. The object can be as soft as a whisper or as loud as a scream, but all creatures within range still hear the noise.

If you instead choose a creature, any sound that comes out of the creature's mouth is repeated again slighty later at a lower volume from the creature. This effect is simmilar to being inside a large cave or chasm.

Reap

4th-level necromancy

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S, M (A sickle, a pinch of iron powder)

S, M (A sickle, a pinch of iron powder) Duration: Instantaneous

Instantaneous Classes: Clerics, Sorcerers, Warlocks, Wizards

Quickly throwing iron powder onto a sickle and making a slashing gesture, a large scythe appears and swipes in a 15 foot line from any point of origin that you can see within 60 feet of you. Any creatures within the 15 foot line must make a Dexterity saving throw. On a fail, the creatures takes 1d8 piercing damage and 6d6 necrotic damage. On a success, they take half damage.

Regradless, if humanoid dies to this spell, they cannot be ressurected or risen by a spell lower than 4th level.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each slot level above 4th. Additionally, the target cannot be ressurected by spells under the level of the spell slot you cast.

Mirage

2nd-level illusion

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V,S, M, V (a pinch of sand, a drop of water, a fiber from a palm tree leaf)

V,S, M, V (a pinch of sand, a drop of water, a fiber from a palm tree leaf) Duration: Cocentration, up to 10 minutes

Cocentration, up to 10 minutes Classes: Sorcerers, Warlocks, Wizards

An image that can fit within a 10 foot cube appears in a target creature's vision, replacing the image of 1 or more objects that can fit within that cube (i.e. platinum coins instead of copper coins, a sandwich instead of wood, or a cement floor instead of a puddle of lava). The target must make a an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the image is an illusion, but the spell does not end. Otherwise, the target rationalizes the other senses to conform with the image the target sees (i.e. the coins must be made out of a lighter platinum, the sandwich must have gone stale as it is hard to bite into, or the cement is radianting heat because somebody heated it up).

The illusion can move with the object so it appears nothing is out of the ordinary. The illusion's form also doesn't need to conform to the object's size. If something phases through the object's appearance, the target must make another Intelligence (Investigation) check to realize that the image is an illusion.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the size of the cube increases by 10 feet and an additional person can be effected by the illusion per spell slot level above 2nd.

Subclasses

Assailant

The archetypal Assailant is a master of pursuing foes, making sure enemies cannot run way from fights. If they do, Assailants capitilize on the moment to gain an advantage. Additionaly, they are known to be able to strike quickly and lunge at trgets if they approach the fighter. Traditionally, these specialized fighters dominant the battlefield by breaking thorugh the frontlines to slay the archers and mages who hide behind the infantry. Those who wish to learn how to become an Assailant have to go through years of studious training to achieve a lithe, yet bulky physique that can chase and damage foes.

Unrelenting Chase

When you gain this archetype at 3rd level, you learn how to follow those who leave your range, insuring that they cannot escape. Whenever an enemy leaves your melee range while on their turn, you gain an additional 10 feet of movement and advantage on all attacks against that creature until the end of your next turn.

Engaging Presence

Starting at 7th level, you can temporarly force the enemy to stay locked in combat with you by constanly denying the enemy a chance to escape. As a bonus action four times per long rest, you can reduce an enemy's movement within melee range to 0 until the end of your next turn if they fail a contested Strength (Athletics) or Dexterity (Acrobatics) check of your choice.

Quick Reflexes

Once you reach 10th level, you can perform an unlimited amount of attack of opputunities when you use your reaction. You cannot use an attack of oppurtunity against the same target in the same round.

Lunging Strike

At 15th level, almost nobody can get pass you without being struck by a blade or polearm as you learn to quickly lunge foward while striking and then receede back to your original position. Your range with melee weapons increases by 5 feet.

Master of Oppurtunity

Upon reaching 18th level, you gain advantage on all attacks of oppurtuntiy and whenever a character enters within 10 feet of you, you get to make an attack of oppurtunity.