TEXT: COMPENDIUM OF CHARISMATIC 
  LEADERSHIP
  
  PRIMAL PATH
  At 3rd level, a barbarian gains the Primal Path 
  feature. Here is a new option for that feature: the Path 
  of the Conqueror.
  PATH OF THE CONQUEROR
  Those barbarians who walk the Path of the 
  Conqueror seek to crush their enemies and rule over 
  them. In battle they seed fear in the hearts of their 
  enemies and their mere presence spreads menace 
  across the battlefield. Those they let survive live to 
  tell the tales of dread and horror, and those they slay 
  are a tribute to those tales.
  SUBMIT THE WEAK
  When you choose this path at 3rd level, you can 
  break the will of your foes. When you are hit by a 
  melee attack while raging, you can use your reaction 
  to force your attacker into submission. The attacker 
  must make a Strength (Athletics) or Dexterity 
  (Acrobatics) check (their choice), contested by your 
  Strength (Acrobatics) check. If you succeed, the 
  attacker takes bludgeoning damage equal to half 
  your barbarian level + your Strength modifier, and if 
  the creature is Medium or smaller, it is knocked 
  prone.
  GRUESOME EXECUTION
  Beginning at 6th level, immediately after you reduce 
  a hostile creature to 0 hit points while raging, you can 
  use your bonus action to mutilate the creature’s body.
  If you do so, each hostile creature within 20 feet of 
  you must succeed on a Charisma saving throw (DC 
  equal to 8 + your proficiency bonus + your Charisma 
  modifier) or be frightened of you until the end of 
  your next turn.
  While frightened this way, a creature doesn’t take 
  actions and moves away from you by the safest 
  available route on its turn, unless there is nowhere to 
  move.
  You can use this feature a number of times equal 
  to your Charisma modifier (a minimum of once). You 
  regain all expended uses when you finish a long rest.
  OVERSHADOWING PRESENCE
  Starting at 10th level, you can manifest the spirit of 
  your menace in the form of a steed. You can expend 
  one use of your rage to cast the find steed spell 
  without using a spell slot. When you summon the 
  steed, it gains temporary hit points equal to double 
  your barbarian level + your Charisma modifier.
  In addition, you gain advantage on Charisma 
  (Intimidation) checks against Medium or smaller 
  creatures while mounted.
  DREAD MOMENTUM
  Starting at 14th level,your presence shatters the will 
  of unprepared foes. As a bonus action, you can speak 
  a one-word command and choose a number of 
  creatures within 60 feet of you, up to a number equal 
  your Charisma modifier (minimum of one), who 
  haven’t taken a turn in combat yet. A target must 
  succeed on an Wisdom saving throw (DC equal to 8 + 
  your proficiency bonus + your Charisma modifier) or 
  or be compelled to follow the command on its next 
  turn. On a successful save it is instead frightened of 
  you until the end of its next turn.
  A creature automatically succeeds on the save if it 
  is undead, if it doesn’t understand your language, or 
  if your command is directly harmful to it.
  BARD COLLEGE
  At 3rd level, a bard gains the Bard College feature. 
  Here is a new option for that feature: the College of 
  Divinity.
  COLLEGE OF DIVINITY
  Bards of the College of Divinity are missionaries of 
  their faith, spreading the word of their deity. Some of 
  these bards work in service of a temple or an order, 
  traveling alone or alongside other worshippers. 
  Others may serve only themselves and their higher 
  calling, traveling to whatever places the message of 
  their deity has not yet reached or where it has been 
  corrupted.
  DIVINE INSPIRATION
  When you join the College of Divinity at 3rd level, 
  choose a domain from your chosen deity’s list of 
  eligible domains (see appendix B “Gods of the 
  Multiverse,” in the Player’s Handbook for examples). 
  The Knowledge and Light domains are especially 
  appropriate for bards of the College of Divinity.
  ARCANE CHANT
  Beginning when join this college at 3rd level, 
  whenever you gain a bard level, you can replace one 
  of the bard spells you learn with a cleric domain spell 
  for your chosen domain. The spell must be of a level 
  for which you have spell slots.
  1
  
  CELESTIAL PURITY
  Starting at 1st level, you are immune to disease and 
  you gain proficiency in the Medicine skill. Your 
  proficiency bonus is doubled whenever you make a 
  Medicine check to diagnose an illness or injury.
  BLESSING OF RENEWAL
  Also at 1st level, whenever you use a spell of 1st level 
  or higher targeting a single friendly creature, that 
  creature regains one of its spent Hit Dice.
  CHANNEL DIVINITY: BLINK OF LIFE
  Starting at 2nd level, you can use your Channel 
  Divinity to briefly renew a creature’s life force.
  As an action, choose one creature that you can see 
  within 30 feet of you. That creature gains temporary 
  hit points equal to the number of hit points it has lost 
  from its hit point maximum until the end of your next 
  turn.
  SWIFT RECOVERY
  Starting at 6th level, whenever you or a creature 
  within 10 feet of you rolls a Hit Die to regain hit 
  points, they instead use the highest number possible 
  for each die.
  POTENT SPELLCASTING
  Starting at 8th level, you add your Wisdom modifier 
  to the damage you deal with any cleric cantrip.
  DIVINE REBIRTH
  At 17th level, you move through the cycle of death 
  and rebirth at your will. When you drop to 0 hit 
  points as a result of taking damage, you can choose to 
  instead drop to 1 hit point, and if you do so you gain 
  a number of temporary hit points equal to three times 
  your cleric level that last for 1 hour. Once you use this 
  ability, you can’t use it again until you finish a long 
  rest.
  Additionally, you suffer none of the drawbacks of 
  old age, and you can’t be aged magically.
  Any cleric spell you learn form this feature 
  counts as a bard spell for you.
  LIVING LEGEND
  Also at 3rd level, you gain the ability to aid your 
  allies in the most dire situations. When a friendly 
  creature other than yourself within 60 feet of you 
  makes a death saving throw, you can use your 
  reaction to expend one of your uses of Bardic 
  Inspiration, rolling a Bardic Inspiration die and 
  adding the number rolled to the creature’s roll. You 
  can choose to use this feature after the creature makes 
  its roll, but before the DM determines whether the 
  death saving throw succeeds or fails.
  CHANNEL ARCANA
  At 6th level, you gain the ability to channel arcane 
  energy directly from your deity, using that energy to 
  fuel magical effects. You gain the Channel Divinity 
  options granted at 2nd and 6th level by your chosen 
  domain. You employ that Channel Divinity by using 
  your Channel Arcana ability.
  When you use your Channel Arcana, you choose 
  which effect to create. You must then finish a short or 
  long rest to use your Channel Arcana again.
  Some Channel Arcana effects require saving 
  throws. When you sue such an effect, the save DC 
  equals your bard spell save DC.
  THROUGH THE DARKNESS
  Starting at 14th level, any creature affected by your 
  Countercharm feature is also under the effects of a 
  protection from evil and good spell that lasts until the 
  end of you next turn.
  DIVINE DOMAIN
  At 1st level, a cleric gains the Divine Domain feature. 
  Here is a new option for that feature: the Renewal 
  Domain.
  RENEWAL DOMAIN
  Gods of renewal—such as Lathander, Silvanus, 
  Chauntea, Angharradh, Shiallia, and Finder 
  Wyvernspur—are patrons of fertility and cherish 
  those who plant new life. These gods aim to uphold 
  its eternal cycle, through birth and rebirth, as do the 
  clerics who follow them. Farmers, mothers and 
  midwives count themselves among their 
  worshippers, as do all others who pray for good 
  health, numerous offspring and plentiful harvests.
  2
  RENEWAL DOMAIN SPELLS
  Cleric Level Spells
  1st
  charm person, goodberry
  3rd
  enlarge/reduce, lesser restoration
  5th
  catnap, plant growth
  7th
  aura of purity, freedom of movement
  9th
  greater restoration, reincarnate
  
  SACRED OATH
  At 3rd level, a paladin gains the Sacred Oath 
  feature. Here is a new option for that feature: the 
  Oath of Leadership.
  OATH OF LEADERSHIP
  The Oath of Leadership calls to paladins who seek to 
  be the first one to raise their weapon in the face of 
  danger and destruction. These paladins fearlessly 
  lead the charge into battle, even if death seems 
  unavoidable. Those sworn to this oath aim to be a 
  guiding beacon to those without light, and apply a 
  strong hand to those more reluctant to follow their 
  path.
  Some of them drape themselves in imposing robes 
  and shining armor, not out of vain, but to be a symbol 
  of hope to look up to. Others may prefer more 
  modest clothing, as they want their actions to speak 
  loudest of all.
  TENETS OF LEADERSHIP
  The tenets of the Oath of Leadership are meant to 
  guide a paladin in their role as a leader. They are the 
  words they hang on to in times of chaos and 
  uncertainty.
  Show No Fear. While others cower and run, you
  must remain fearless in the face of death.
  Lead by Example. Strive for perfection, as you are
  the ideal your followers look up to. 
  Guide the Misguided. Those who stray from the
  path of righteousness must be brought back on its 
  ways.
  Stand Against the Darkness. Be the first to raise
  your weapon in times no one else will.
  OATH SPELLS
  You gain oath spells at the paladin levels listed.
  CHANNEL DIVINITY
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options.
  Rallying Cry. As an action, you present your holy 
  symbol to inspire faith in your allies, using your 
  Channel Divinity. Each friendly creature within 30 
  feet of you gains advantage on the first attack roll or 
  saving throw it makes before the end of your next 
  round.
  Moment of Perfection. You can use your Channel
  Divinity to imbue yourself with peerless skill. As a 
  bonus action, you can choose a skill you are proficient 
  with.
  The next time you make 
  an ability check that uses the chosen 
  skill within 1 minute, you gain a +10 bonus to the 
  check. 
  AURA OF GUIDANCE
  Starting at 7th level, when a friendly creature within 
  10 feet of you makes an attack roll, you can use your 
  reaction to grant advantage on the roll. A creature 
  must be able to hear or see you to gain this benefit.
  Starting at 18th level, you can target a friendly 
  creature within 30 feet of you using this feature.
  LEAD THE CHARGE
  Beginning at 15th level, you can give yourself a bonus 
  to initiative rolls equal to your Charisma modifier.
  During your first turn in each combat, your 
  walking speed is doubled and you don’t provoke 
  opportunity attacks. On that turn you can use your 
  bonus action to beckon your allies to follow you into 
  the fray. Choose a number of friendly creatures you 
  can see within 120 feet of you, up to a number equal 
  your Charisma modifier (minimum of one). Each of 
  them can immediately use it’s reaction to move up to 
  double its speed towards you, without provoking 
  opportunity attacks.
  PERFECT PARAGON
  At 20th level, you can turn into a divine symbol of 
  leadership. Using your action, you undergo a 
  transformation. For 10 minutes, you gain the 
  following benefits:
  ・You gain proficiency in every skill, and your 
  proficiency bonus is doubled for any ability check 
  you make using a skill you’re proficient with.
  ・Whenever you make an attack roll, an ability
  check, or a saving throw, you can treat a d20 roll 
  of 7 or lower as an 8.
  Once you use this feature, you can’t use it again 
  until you finish a long rest.
  3
  OATH OF LEADERSHIP SPELLS
  Paladin Level Spells
  3rd
  bless, command
  5th
  calm emotions, enhance ability
  9th
  beacon of hope, tongues
  13th
  compulsion, freedom of movement
  17th
  geas, skill empowerment
  Credits 
  • Created by u/sandwichbear
  • Thanks to everyone on the Discord of Many Things 
  and the Unearthed Arcana subreddit who helped in 
  the process of creating this compendium 
  • Version 1.6.2
  
  ROGUISH ARCHETYPE
  At 3rd level, a rogue gains the Roguish Archetype 
  feature. Here is a new option for that feature: the 
  Infiltrator.
  INFILTRATOR
  There are rogues who live in the shadows, weaving a 
  web of intrigue and treachery, manipulating those 
  who stand in their way with magic and deceit. These 
  rogues often work for lords or kings, hidden 
  organizations or even on their own, playing factions 
  out against each other to further their own goals.
  SPELLCASTING
  When you reach 3rd level, you gain the ability to cast 
  spells. See chapter 10 in the Player’s Handbook for the 
  general rules of spellcasting.
  Preparing and Casting Spells. The Infiltrator 
  Spellcasting table shows how many spell slots you 
  have to cast your spells. To cast one of your infiltrator  
  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 infiltrator spells that are 
  available for you to cast, choosing from the infiltrator 
  spell list. When you do so, choose a number of 
  infiltrator spells equal to your Charisma modifier + 
  half your rogue 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 7th level, you have four 
  1st-level and two 2nd-level spell slots. With a 
  Charisma of 14, your list of prepared spells can 
  include six spells of 1st or 2nd level, in any 
  combination. If you prepared the 1st-level spell sleep, 
  you can cast it using a 1st-level or 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 
  infiltrator spells requires time spent meditating and 
  refocusing: at least 1 minute per spell level for each 
  spell on your list.
  Spellcasting Ability. Charisma is your 
  spellcasting ability for your infiltrator spells, since 
  you funnel your deceiving influence into your spells. 
  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 an infiltrator 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
  DOPPELGANGER
  Starting at 3rd level, if you spend at least 1 minute 
  observing or interacting with a humanoid of your 
  size, you can memorize its behaviour for a short 
  period of time, and impersonate it.
  For the next 24 hours, you can use your action to 
  change your appearance, including the sound of your 
  voice, to match that of the observed creature. Your 
  equipment however doesn’t change with you.
  At any time during this duration, you can use 
  your action to revert to your original appearance.
  BEGUILING SPEECH
  Starting at 9th level, if you speak to any number of 
  humanoids for at least 10 minutes, you can attempt to 
  deceive them into trusting you. Choose a number of 
  them up to your Charisma modifier (minimum of 
  one) within 30 feet of you.
  INFILTRATOR SPELLCASTING
  Rogue 
  Level
  —Spell Slots per Spell Level—
  1st
  2nd
  3rd
  4th
  3rd
  2
  —
  —
  —
  4th
  3
  —
  —
  —
  5th
  3
  —
  —
  —
  6th
  3
  —
  —
  —
  7th
  4
  2
  —
  —
  8th
  4
  2
  —
  —
  9th
  4
  2
  —
  —
  10th
  4
  3
  —
  —
  11th
  4
  3
  —
  —
  12th
  4
  3
  —
  —
  13th
  4
  3
  2
  —
  14th
  4
  3
  2
  —
  15th
  4
  3
  2
  —
  16th
  4
  3
  3
  —
  17th
  4
  3
  3
  —
  18th
  4
  3
  3
  —
  19th
  4
  3
  3
  1
  20th
  4
  3
  3
  1
  4
  
  Each target has to succeed on a Wisdom saving 
  throw against your spell save DC or be charmed by 
  you. A creature automatically succeeds on the save if 
  it doesn’t understand your language. While charmed 
  in this way, the target regards you as an ally. This 
  effect ends on a target after 1 hour, if you attack it, or 
  if it witnesses you attacking or damaging any of its 
  other allies.
  If a target succeeds on its save against this effect, 
  the target has no hint that you tried to charm it.
  Once you use this feature, you can’t use it again 
  until you finish a long rest.
  GAZE OF THE DARK SUN
  Beginning at 13th level, any creature you can see 
  within 90 feet of you has disadvantage on saving 
  throws against infiltrator spells you cast.
  SEIZE MIND
  At 17th level, you gain the ability to enter the minds 
  of others. As an action, choose a creature you can see 
  within 120 feet of you. It must make a Charisma 
  saving throw against your spell save DC. On a failed 
  save, you can perceive through the creature’s senses 
  for 1 hour, until you lose your concentration (as if you 
  were concentrating on a spell), or until you or the 
  target are no longer on the same plane of existence.
  While perceiving through the other creature’s 
  senses, you benefit from any special senses possessed 
  by that creature, and you are blinded and deafened to 
  your own surroundings.
  1ST LEVEL 
  Alarm
  Animal Friendship
  Charm Person
  Comprehend Languages
  Detect Evil and Good
  Detect Magic
  Detect Poison and Disease
  Identify
  Purify Food and Drink
  Sleep
  Snare
  Speak with Animals
  2ND LEVEL 
  Animal Messenger
  Arcane Lock
  Calm Emotions
  Detect Thoughts
  Enthrall
  Find Traps
  Locate Object
  Magic Mouth
  Pass without Trace
  See Invisibility
  3RD LEVEL 
  Clairvoyance
  Dispel Magic
  Feign Death
  Nondetection
  Remove Curse
  Sending
  Speak with Dead
  Tongues
  4TH LEVEL 
  Arcane Eye
  Charm Monster
  Locate Creature
  Mordenkainen’s 
  Private Sanctum
  INFILTRATOR SPELL LIST
  5
  Art Credits 
  • Kingdoms by flyinghand 
  • Sword in the Wind by Owll 
  • Nordic Shrine by flaviobolla 
  • Grunwald 1410 by Piotr Arendzikowski 
  • The Royal Assassin by Marc Simonetti 
  • Winter Fortress by Stephen Najarian 
  • The Violin by John D Benson 
  • Primal Druid by Tomasz Jedruszek
  
  SORCEROUS ORIGIN
  At 1st level, a sorcerer gains the Sorcerous Origin 
  feature. Here is a new option for that feature: the 
  Singing Heart.
  SINGING HEART
  You are gifted with an otherworldly voice, allowing 
  you to twist the essence of magic with a mere song. 
  You or your ancestors perhaps were blessed with this 
  gift by a benign, otherworldly being, maybe angelical 
  in nature, maybe demonic. Whatever power touched 
  your soul and body and granted these abilities to 
  you, they are waiting to be heard.
  Wherever a Singing Hearts travels, they feel 
  compelled to share their blessed voice with those 
  around them, drawing both hospitality and envy 
  towards themselves.
  SHATTERING RESONANCE
  Starting at 1st level, you gain the ability to sing an 
  incredibly high-pitched note. When a creature within 
  10 feet of you makes an attack roll against you, you 
  can use your reaction to sing this note. Each creature 
  within 10 feet of you must make a Constitution 
  saving throw. On a failed save, a creature is pushed 
  10 feet away from you and knocked prone. On a 
  successful save, the creature is pushed away half the 
  distance and isn’t knocked prone.
  In addition, all creatures within 100 feet of you 
  other than yourself are deafened until the end of your 
  next turn.
  Once you use this feature, you can’t use it again 
  until you finish a short or long rest.
  VIRTUE OF A SINGER
  Also at 1st level, you can use a musical instrument 
  (found in chapter 5 of the Player’s Handbook) as a 
  spellcasting focus for your sorcerer spells.
  Additionally, you gain proficiency with one 
  musical instrument of your choice and the 
  Performance skill. If you are already proficient in this 
  skill, you can add double your proficiency bonus to 
  checks you make with it.
  EMBOLDENING VOICE
  Starting at 6th level, you can aid your allies in need. 
  When a friendly creature within 60 feet of you takes 
  damage, you can use your reaction and spend 1 
  sorcery point to embolden that creature. It gains 
  temporary hit points equal your Charisma modifier 
  and an Emboldening die, a d4. The creature must be 
  able to hear you to gain these benefits.
  Once within the next minute, the creature can roll 
  the die and add the number to one attack roll or 
  saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the 
  Emboldening die, but must decide before the DM 
  says whether the roll succeeds or fails. Once the 
  Emboldening die is rolled, it is lost. A creature can 
  have only one Emboldening die at a time.
  Your Emboldening die changes to a d6 when you 
  reach 14th level.
  SONG OF BRAVE DEEDS
  At 14th level, the beauty of your voice inspires those 
  who fight with you. As a bonus action, you can start 
  singing a song that lasts until the end of your next 
  turn. During that time, you and any friendly 
  creatures within 30 feet of you have advantage on 
  death saving throws and saving throws against being 
  frightened, and any hostile creatures within the same 
  area have disadvantage on saving throws against 
  being charmed. A creature must be able to hear  you 
  to gain or suffer these effects. The song ends early if 
  you are incapacitated or silenced or if you voluntarily 
  end it (no action required).
  SONG OF VALIANT SOULS
  At 18th level your voice inspires your allies beyond 
  their normal limits. While a friendly creature is 
  affected by your Song of Brave Deeds feature, having 
  0 hit points doesn’t knock it unconscious. The 
  creature still must make death saving throws, and it 
  suffers the normal effects of taking damage while at 0 
  hit points.
  OTHERWORLDLY PATRON
  At 1st level, a warlock gains the Otherworldly Patron 
  feature. Here is a new option for that feature: the 
  Ancestral Soul.
  THE ANCESTRAL SOUL
  Ancient spirits of long-forgotten heroes and villains 
  still linger in the world around you. They inhabit the 
  very essence of the wind you breathe and the earth 
  you walk upon. Kept in this world by their dying 
  wish unfulfilled, one of them, perhaps a warrior of 
  legend, an ancient sage or an ancestor of your tribe, 
  has made a pact with you to finish what they once 
  started.
  EXPANDED SPELL LIST
  The Ancestral Soul lets you choose form an expanded 
  list of spells when you learn a warlock spell. The 
  following spells are added to the warlock spell list for 
  you.
  6
  ANCESTRAL SOUL EXPANDED SPELLS
  Spell Level
  Spells
  1st
  heroism, identify
  2nd
  augury, skywrite
  3rd
  call lightning, spirit guardians
  4th
  control water, phantasmal killer
  5th
  control winds, legend lore
  
  TIMELESS ARCANA
  Starting 1st level, your patron bestows upon you 
  the knowledge of ancient magic. When you finish a 
  long rest, choose one spell from the druid spell list of 
  a level for which you have spell slots. This spell 
  counts as a warlock spell for you. Until you finish 
  another long rest, you can cast it once using a 
  warlock spell slot. 
  Once you cast a spell this way, you can’t choose it 
  again with this feature for 7 days.
  SPIRIT WARD
  Starting at 6th level, your patron watches over you 
  when you are most vulnerable. When a creatures 
  targets you with an attack or a harmful spell while 
  you are unconscious or asleep it must first make a 
  Charisma saving throw against your warlock spell 
  save DC. On a failed save the attack or spell is lost 
  and the creature takes psychic damage equal your 
  Charisma modifier (minimum of 1).
  WISDOM OF THE EARTH
  Starting at 10th level, you can cast commune with 
  nature without expending a spell slot. When you do 
  so, you gain knowledge of a number of facts equal 
  your Charisma modifier (minimum of one).
  Once you cast commune with nature this way, you 
  can’t do so again until you finish a long rest.
  CURSE OF AGES PAST 
  At 14th level, your patron teaches you an ancient 
  curse. As an action, you can recite words in a 
  forgotten tongue. Choose one creature within 30 feet 
  of you that you can see. The target is cursed for 1 
  minute, until it dies, or until your concentration is 
  broken (as if you are concentrating on a spell). At the 
  start of each of its turns, the target has to make a 
  Constitution saving throw against your warlock spell 
  save DC. On a failure, the target suffers one level of 
  exhaustion and ages 1d12 years. The target 
  automatically succeeds on the saving throw if it is 
  undead, a construct, or if it can’t be aged magically.
  Once you use this feature, you can’t use it again 
  until you finish a long rest.
  ARCANE TRADITION
  At 2nd level, a wizard gains the Arcane Tradition 
  feature. Here is a new option for that feature: the 
  School of Trade and Craft.
  SCHOOL OF TRADE AND CRAFT
  The School of Trade and Craft focuses on the 
  application of magic in everyday life. Despite being 
  looked down upon by students of other arcane 
  traditions, these wizards pride themselves in their 
  work and research. As a member of this school, you 
  aim to facilitate the lives of those around you, and 
  maybe strike a profit in the process. Followers of this 
  tradition often work in construction and trade, store 
  management or craft guilds.
  TRADE SAVANT
  Beginning when you select this 
  school at 2nd level, the gold cost 
  of material components for wizard 
  spells you cast is halved.
  Additionally, when you make an ability check to 
  estimate the value of an object, you are considered 
  proficient in the skill you are using and add double 
  your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  ARCANE PROFICIENCY
  When you choose this school at 2nd level, you gain 
  the ability to magically enhance your handicraft. As 
  an action, you can choose one skill or tool and 
  expend a spell slot of 1st level or higher.  For 1 hour, 
  you have proficiency with the chosen skill or tool. 
  When you expend a spell slot of 2nd level or higher, 
  the duration of this feature increases by 1 hour for 
  each slot above the 1st.
  FOCUSED CONTROL
  Starting at 6th level, you have mastered the 
  manipulation of objects. When you cast a spell with a 
  duration of 1 minute or longer that targets an object, 
  you can use your action on subsequent turns to 
  extend the spell’s duration by one round.
  MASS FABRICATION
  At 10th level, you add the fabricate spell to your 
  spellbook, if it is not there already. When you cast 
  fabricate using a spell slot, you regain one expended 
  spell slot. The slot you regain must be of a level lower 
  than the spell slot used to cast fabricate.
  TRANSPORT MATTER
  At 14th level, you learn a ritual used to teleport large 
  objects and containers. You perform the ritual over 
  the course of 1 hour, which can be done during a 
  short rest. The object can be no more than 20 feet in 
  any dimension and must be within your reach 
  throughout the ritual, at the conclusion of which the 
  object and all nonliving material contained within it 
  is transported to a destination of your choosing. You 
  must be familiar with the destination you choose. If 
  the object would arrive in a place already occupied 
  by another object or creature, it is instead transported 
  to the nearest unoccupied space.
  7
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Compendium of Charismatic Leadership.pdf