Sadly it may be cheaper on Amazon.ca, but its back ordered out at least a month at the moment. At least that's what my pre-order is still telling me, assuming they had copies in the first place.
649:Oath of Vengence
1st: Bane, Hunter's Mark
5th: Hold Person, Misty Step
9th: Haste, Protection from Energy
13th: Banishment, Dimension Door
17th, Hold Monster, Scrying
15h Level Ability: Soul of Vengeance When a creature under the effect of your vow of enmity makes an attack you can use your...
643: No real details on either, I would assume just allowing you to use your proficiency bonus when using them.
645: +4d6 Psychic Damage on attack, target makes Will save or suffers disadvantage on attack rolls, saving throws, and is incapacitated until end of its next turn.
636: Noble Background: Proficiencies History and Persuasion,nProficient with one gaming set, one language of :choice, and a set of fine cloths, a signet ring,, a scroll of pedigree and a purse with 25gp. as an added feature you have Position of Priviledge, allowing you to move amongst high...
632: Wish is a pretty massive description, takes up a half page in total, it can duplicate any 8th level or lower spell without using components, it has a handful of additional effects, from creating a non magical item of up to 25k in value, healing large groups, or forcing a reroll on an action...
627:Level 1 Rangers get favoured enemy and natural explorer, which doubles checks related to favoured terrains and improves many skills used within.
Rangers don't get Cantrips, 1st level spells are Alarm, Animal Friendship, Cure Wounds, Detect Magic, Detect Poison and Disease, Ensnaring Strike...
623: The Necromancer ability of command undead forces the undead to make a Charisma save, but I haven't had much detail time with the book yet. And as for the second question, I can't say for sure yet, not yet, sorry.
Crusaders Mantle:Concentration, up to 1 minute 30 foot aura centeered on caster each non hostile in aura deals an extra 1d4 radiant on a weapon attack.
Divine Power: Doesn't seem to exist. Divine Favor is a 1st level Paladin spell that gives just you 1d4 radiant damage on strike cast as a...
608:Necromany Savant: Price and time to scribe Necromancy spells into book halved. Grim harvest: Once per turn when you kill a creture with a spell of 1st or higher, gain hp equal to double spell level, triple level if spell was necromancy. Undead Thralls Add animate dead to book if its not...
599: 60 ft range, one creature takes 3d6 psychic damage and must try to flee. Save for half, doesn't have to move. 1d6 damage for each slot above 1st.
600: Looks like one handed weapons in each hand to me.
594: Banishing Smite, adds 5d10 force damage. If you reduce the target to 50hp or less it is banished. Sent back to home plane if an outsider, sent to a pocket demiplane for duration(concentration, up to 1 minute) if native to current plane.
Destructive Smite: seems to be missing from the book.
581: Circle of the Land at 2nd level on a short rest you can regain spell slots equal to half your druid level, with no spells higher than sixth, but only once per long rest. 6h level Nonmagical difficult terrain costs no extra movement, and advantage on spells that impede movement with plants...
574: Familiars are for the most part take the form of challenge 0 beasts, but act as celestial, fey or fiends, your choice. They act independantly but always follow commands, Acts on its own initiative, but may not attack. You can communicate with it telepathicly within 100 rounds and as an...