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Contents

Magic Item

Sovereign Host
Arawai Boldrei Kol Korran
Aureon Dol Arrah Olladra
Balinor Dol Dorn Onatar
Symbol
Rites
Temples

Dark Six
The Devourer The Keeper The Shadow
The Fury The Mockery The Traveler
Symbol
Rites
Temples

Feats
Divine Adept Theologian

Spell Lists
Artificer Spells Paladin Spells
Bard Spells Ranger Spells
Cleric Spells Sorcerer Spells
Druid Spells Wizard Spells

Spell Descriptions
Contents
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Credits
Designer: Christopher Thomas Grabowski
Author: Christopher Thomas Grabowski
Editor: Angela Grabowski

Graphic Designer: Christopher Thomas Grabowski

Legal
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the


Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2021 by


Christopher Thomas Grabowski and published under the
Community Content Agreement for Dungeon Masters Guild.

Credits
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Magic Item
The orisons of the nine is a magic item in its own right.

Orisons of the Nine


Wondrous item, rare (requires attunement)
This book contains the teachings of the church of the
Sovereign Host. If you study these teachings, you gain access
to the feats Divine Adept and Theologian. It also details
several spells. These spells are aura of harmony, brand, cold
snap/heat wave, daybreak arrows, decompose/restore
corpse, detect emotions, dimensional anchor, endure
elements, hide from evil and good, life bubble, macabre
alteration, magic vestment, polypurpose panacea, returning
weapon, searing light, sift, sound burst, spiritual squire, sun
shield, treasure stitching, and witness. These spells expand
the spell lists of various classes.
While you are holding the book, you can use it as a holy
symbol.
The book has 6 charges. While you are holding the book,
you can expend up to 6 of its charges as an action to bestow
the effect of the bless spell on a creature within 30 feet of
you for each charge expended, which lasts for 1 hour (no
concentration required). The book regains 1d6 expended
charges daily at dawn.

Magic Item
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Sovereign Host
 The Sovereigns are with us at all times. Onatar stands at
every forge, and Dol Dorn is with you whenever blades are
drawn.
 The Sovereigns shape the world. They offer us guidance
and strength, but we must learn to listen.
 Honor every Sovereign in their place and time. If you hear
one voice clearly, embrace their path.
 As a follower of the Sovereign Host, you believe that the
hand of the Sovereigns can be seen in all things. What
others take to be intuition or instinct, you see as the voice
of the Sovereigns offering guidance. You don’t need
absolute proof; the fact of a bountiful harvest is evidence
of Arawai’s benevolence.
The pantheon of the Sovereign Host embodies all that is good
in the world. The people of Khorvaire have followed the
Sovereigns for thousands of years, and everyone knows the
names of the Sovereigns and the Dark Six. Even people who
aren’t devout might still swear by the Sovereigns or offer a
prayer in a moment of crisis.
The Sovereign Host is wondrously diverse. Variations and
subsects of the faith thrive, and temples are only loosely
aligned. In a small community, a skilled smith might double
as the priest because people believe he’s close to Onatar. A
midwife might symbolically speak for Arawai and Boldrei.
Typically, the faithful are united by their shared beliefs; no
central authority seeks to enforce a singular creed.
As a Vassal―a follower of the Sovereign Host―you might
feel connection to a particular Sovereign, but still show
reverence to each. Your background can influence your
particular interpretation of the Sovereigns―the Talenta
halflings consider the Sovereigns part of a pantheon of spirits,
while some Karrns honor only the Sovereigns of war―but any
character can be a Vassal.
Sovereign Host
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Sovereigns
These common names and attributes describe the nine
Sovereigns as they are worshiped in Khorvaire:
Arawai is the Sovereign of Life and Love. She is the patron of
fertility and of the benevolent aspects of nature, bringing
good harvest and gentle rain.
Aureon is the Sovereign of Law and Lore. He is considered
the first wizard, who shared the secrets of wizardry with
the world.
Balinor is the Sovereign of Horn and Hunt. He guides both
the beast and the hunter, and he is the patron of those
who walk on the edge of civilization and the natural world.
Boldrei is the Sovereign of Hall and Hearth. She guides and
protects communities and families, inspiring people to
work together for the common good.
Dol Arrah is the sun that drives away the darkness. She
stands for wisdom in war and for those who fight with
honor, pursue justice, and make sacrifices for the greater
good.
Dol Dorn is the Sovereign of Strength and Steel. He is the
patron of the common soldier, and he guides the hands of
anyone who holds a weapon. He embodies courage,
strength, and martial skill.
Kol Korran is the Sovereign of World and Wealth. He guards
travelers and guides traders. Although the Trickery domain
is suggested for his clerics, Kol Korran guides fair
negotiation; those driven solely by greed prefer the Keeper
of the Dark Six.
Olladra is the Sovereign of Feast and Fortune. She is the
giver of joy and the granter of luck, patron to entertainers,
gamblers, and anyone who takes a chance.
Onatar is the Sovereign of Fire and Forge. He guides both
mundane smiths and artificers, inspiring anyone who
performs an act of creation.
Sovereign Host
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Symbol
The Octagram is the symbol of the Host as a whole. A
Sovereign priest either carries a metal Octagram holy symbol
or holds a staff tipped with the icon. Priests dedicated to a
particular god also display their deity’s symbol, and Vassals
carry tokens with the symbols of the Sovereigns whose favor
they seek. There are eight points in the symbol for eight
Sovereigns; the ninth Sovereign (Aureon) is represented by
the Octagram itself.

Rites
Formal prayers to the Sovereigns usually involve song.
Specific songs invoke each Sovereign and seek their favor,
appreciate the blessings received, and recognize the presence
of a Sovereign. Celebrants sing the songs of Boldrei and
Aureon at weddings, and soldiers sing Dol Dorn’s marching
songs on the move and Dol Arrah’s hymns on the dawn
before a battle.

Temples
Sovereign shrines arise where people feel the deities are
close, such as a library for Aureon or a smithy for Onatar. The
rites of Boldrei or Arawai typically occur in the wild, and a
tavern could serve as a shrine to Olladra. The shrines can
take any form, but they prominently display the symbol of
the particular Sovereign.
Temple of the Sovereign Host are made of stone and have
eight doors. The walls depict images of the Sovereigns, with
the icon of Aureon over the altar and the Octagram engraved
on the floor.

Sovereign Host
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Dark Six
The Dark Six are the shadows of the Sovereign Host. These
dark gods shape the world and are present at all times,
speaking to those willing to hear them. Where the
Sovereigns govern positive forces, the Dark Six are the source
of fears. Arawai and Balinor reflect the positive aspects of
nature. The devastating storm, the earthquake, the wildfire?
These are the work of the Devourer.
The Dark Six and the Sovereign Host are opposite sides of
the same coin. If you believe in one, you acknowledge the
existence of the other. The only question is whether you fear
the Six or revere them. Those who choose to follow these
sinister deities embrace darkness. A barbarian may thank the
Fury for the gift of rage. An assassin walks the path of the
Mockery, while a warlock’s pact may be a gift of the Shadow.
The Dark Six inspire worship in different ways among
diverse cultures. Temples to the Dark Six appear in Droaam,
along with wild revels driven by the Fury. The Dark Six aren’t
worshiped openly elsewhere in Khorvaire; the gods’ shrines
are hidden, and it’s more common to find a cult devoted to a
single member of the Six than a temple dedicated to the
entire pantheon.

Dark Six
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The Six
These common names and attributes describe the Dark Six as
they are known in Khorvaire:
The Devourer governs the destructive power of nature, both
pure elemental force and savagery in beasts.
The Fury governs both passion and revenge, rage and
despair. She offers revenge to those who have been
wronged, but her vengeance often leads to suffering.
The Keeper snatches souls before they can reach Dolurrh and
hoards them along with his vast wealth. Those driven by
greed call him their patron, and his priests often act as
criminal fixers.
The Mockery is the patron of treachery and of terror in
battle. He guides those who seek victory through guile,
both warriors and assassins. He was once the brother of
Dol Dorn and Dol Arrah, but he was stripped of his skin and
his name after betraying them.
The Shadow is the dark side of knowledge and ambition. It’s
said to be Aureon’s shadow, given malign life when Aureon
mastered magic. The Shadow is the maker of monsters and
the keeper of forbidden secrets, and it offers malevolent
spells to warlocks and wizards.
The Traveler asserts that chaos drives evolution and that
change makes us stronger. The Traveler is a trickster and
the giver of dangerous gifts. Some artificers worship the
Traveler, seeing it as the lord of innovation, but the gifts of
the Traveler always have unexpected consequences.

Dark Six
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Symbol
The Hexagram represents the entire pantheon of the Dark
Six. However, since the Six aren’t worshiped openly in most
of Khorvaire, each sect chooses a unique symbol based on the
nature of their god. Followers of the Devourer might carry a
shark’s tooth or a piece of wood scorched in a wildfire. A
Keeper cult might use the nine-sided coin of Kol Korran with
the face disfigured. A particular sect uses these symbols
consistently, if not obviously.

Rites
The Dark Six are a mirror of the Sovereign Host and their
worship uses similar rituals, including formal rituals
conducted in song.
Each of the Six has their own rites. Followers of the Fury
engage in wild revels. Cults of the Devourer gather around
enormous bonfires. Cults of the Mockery conduct ritual
combats or gather to torture captured enemies.

Temples
Temples and shrines of the Dark Six hide behind disguises. A
cult of the Mockery might gather in a slaughterhouse, while a
shrine to the Shadow remains concealed in the deep stacks of
a library. Dedicated temples are built from dark stone, with
six doors and the Hexagram engraved in the floor.

Dark Six
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Feats
This book grants access to the following feats.

Divine Adept
You have spiritual training that allows you to perform
Channel Divinity. You learn one Channel Divinity option.
Choose one of the following: Turn Undead from the cleric
class, the 2nd level Channel Divinity feature from a Domain in
the cleric class, or one 3rd level Channel Divinity option from
a Sacred Oath in the paladin class. If the Channel Divinity
option you choose requires the target to make a saving
throw, the DC equals 8 + your proficiency bonus + your
Wisdom or Charisma modifier (your choice).
If you have (or later gain) the Channel Divinity feature
(found in the cleric and paladin classes), you gain one extra
use of Channel Divinity between rests; otherwise you can use
your Channel Divinity once before you must finish a short or
long rest to use your Channel Divinity again.
Whenever you reach a level that grants the Ability Score
Improvement feature, you can replace this feat’s Channel
Divinity options with another one available through this feat.

Feats
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Theologian
Your extensive study of religion rewards you with the
following benefits:
 You learn the thaumaturgy cantrip. Intelligence is your
spellcasting ability for this cantrip.
 You can use your action to make a DC 11 Intelligence
(Religion) check. If you succeed, you cast the detect evil
and good spell without expending a spell slot. Intelligence
is your spellcasting ability for this spell.
 If you spend at least 30 minutes of a short or long rest in
quiet prayer, you can make a DC 20 Intelligence (Religion)
check at the end of the rest to entreat a blessing from a
deity. On a success, choose one of the following blessings.
Each blessing lasts for 8 hours or until you receive another
one of these blessings.
Arcana. You add a d4 to all ability checks you make using
the Arcana skill. Additionally, you add a d4 to any saving
throw you make to maintain your concentration.
Forge. You add a d4 to all ability checks you make using
artisan’s tools.
Grave. You add a d4 to all death saving throws you
make.
Knowledge. You add a d4 to all ability checks you make
using the skills Arcana, History, Nature, or Religion.
Life. You regain 1d4 hit points. Whenever you receive
magical healing, you regain an additional 1d4 hit points.
Light. One of your hands sheds bright white light in a 20-
foot radius and dim light for an additional 20 feet. You can
suppress or restore this light as a bonus action.
Continue on the next page.

Feats
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Nature. You add a d4 to all ability checks you make using
an herbalism kit, navigator’s tools, or the skills Animal
Handling, Nature, or Survival.
Order. You add a d4 to all ability checks you make using
the skills Insight, Intimidation, Investigation, or Persuasion.
Peace. You add a d4 to all ability checks you make using
a gaming set, musical instrument, or the skills Insight,
Performance, or Persuasion.
Tempest. Your spell attacks deal an extra 1d4 lightning
damage. This does not affect area effects, such as the
explosion of a fire ball.
Trickery. You add a d4 to all ability checks you make
using a disguise kit, forgery kit, thieves’ tools, or the skills
Deception, Sleight of Hand, or Stealth.
Twilight. You gain darkvision out to a range of 60 feet. If
you already have darkvision, your darkvision extends an
additional 60 feet.
War. Your weapon attacks deal an extra 1d4 damage.
At the DM’s option, you may choose an alternative
blessing effect, but it should be no more powerful than
those described above. The DM has final say on such a
blessing’s effect.

Feats
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Spell Lists
The following spell lists show which spells can be cast by
characters of each class. If a spell can be cast as a ritual, the
ritual tag is noted in parentheses. The wizard spell list also
notes the spell’s school of magic in parentheses.

Artificer Spells Bard Spells

Cantrips (0 Level) Cantrips (0 Level)


Brand Sift
Polypurpose panacea
Returning weapon 2nd Level
Sound burst
1st Level
Endure elements (ritual) 3rd Level
Witness (ritual)
3rd Level
Magic vestment 4th Level
Sun shield
4th Level
Dimensional anchor 5th Level
Treasure stitching (ritual)
5th Level
Cold snap/heat wave
Life bubble (ritual)
Treasure stitching (ritual)

Spell Lists
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Cleric Spells 5th Level
Aura of harmony
Cantrips (0 Level) Cold snap/heat wave
Brand Life bubble (ritual)
Macabre alteration Treasure stitching (ritual)
Polypurpose panacea
Returning weapon Druid Spells
Sift
1st Level
1st Level Decompose/restore
Decompose/restore corpse (ritual)
corpse (ritual) Endure elements (ritual)
Endure elements (ritual)
Hide from evil and good 3rd Level
Detect emotions
2nd Level
Sound burst 4th Level
Spiritual squire Sun shield

3rd Level 5th Level


Daybreak arrows Cold snap/heat wave
Detect emotions Life bubble (ritual)
Magic vestment
Searing light
Witness (ritual)

4th Level
Dimensional anchor
Sun shield

Spell Lists
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Paladin Spells Ranger Spells

1st Level 1st Level


Endure elements (ritual) Endure elements (ritual)
Hide from evil and good
3rd Level
2nd Level Magic vestment
Spiritual squire
4th Level
3rd Level Sun shield
Daybreak arrows
Magic vestment 5th Level
Cold snap/heat wave
4th Level Life bubble (ritual)
Sun shield
Sorcerer Spells
5th Level
Aura of harmony 3rd Level
Life bubble (ritual) Magic vestment

4th Level
Dimensional anchor

Spell Lists
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Wizard Spells Endure elements (abjur.,
ritual)
Cantrips (0 Level)
3rd Level
Brand (trans.)
Magic vestment (trans.)
Macabre alteration
(necro.) 4th Level
Polypurpose panacea Dimensional anchor
(trans.) (abjur.)
Returning weapon (conj.)
Sift (divin.) 5th Level
Cold snap/heat wave
1st Level (trans.)
Decompose/restore Life bubble (abjur., ritual)
corpse (necro., ritual) Treasure stitching (trans.,
ritual)

Spell Lists
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Spell Descriptions
The spells are presented in alphabetical order.

Aura of Harmony
5th-level abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 hour
An air of calm radiates from you in an aura with a 30-foot
radius. Until the spell ends, the aura moves with you,
centered on you. Any creature in the aura other than you
who targets another creature with an attack or a harmful
spell must first make a Wisdom saving throw. On a failed
save, the creature loses the attack or spell. This spell doesn’t
protect creatures from area effects, such as the explosion of a
fireball.
If you make an attack or cast a harmful spell that affects a
creature, this spell ends.

Spell Descriptions
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Brand
Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a branding iron)
Duration: 7 days
You try to touch a creature and brand it with a magic rune.
Make a melee spell attack against the target. On a hit, the
target takes 1d4 radiant damage and you etch an indelible
rune onto an exposed area of the creature, typically the head
or forearm. The rune lasts for the duration, even after the
damage is healed.
This spell’s damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).

Spell Descriptions
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Cold Snap/Heat Wave
5th-level transmutation
Casting Time: 10 minutes
Range: Self (5-mile radius)
Components: V, S, M (burning incense and bits of earth and
wood mixed in water)
Duration: Concentration, up to 8 hours
You change the temperature within 5 miles of you for the
duration. You must be outdoors to cast this spell. Moving to
a place where you don’t have a clear path to the sky ends the
spell early.
When you cast the spell, you change the current
temperature, which is determined by the DM based on the
climate and season. This spell has no effect on precipitation
or wind pattern. It takes 1d4 × 10 minutes for the new
temperature to take effect. When the spell ends, the
temperature gradually returns to normal. When you change
the temperature, find the current condition on the following
table and change its stage by one, up or down.

TEMPERATURE
Stage Condition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold

Continue on the next page.

Spell Descriptions
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At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, you can change the temperature
multiple times up to one additional stage away from the
normal condition for each slot level above 5th. The
temperature changes one stage at a time. After a new stage
of temperature takes effect, you can change the temperature
again, up to the extreme determined by the slot level you
used to cast this spell.

Daybreak Arrows
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a quiver containing arrows or bolts. When a target
is hit by a ranged weapon attack using a piece of ammunition
drawn from the quiver, the target takes an extra 1d6 radiant
damage, and sheds bright light in a 20-foot radius and dim
light for an additional 20 feet until the end of your next turn.
The spell’s magic ends on a piece of ammunition when it hits
or misses, and the spell ends when twelve pieces of
ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the number of pieces of ammunition
you can affect with this spell increases by two for each slot
level above 3rd.

Spell Descriptions
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Decompose/Restore Corpse
1st-level necromancy (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pinch of dried toadstool)
Duration: Instantaneous
You touch the corpse of a Medium or smaller creature and
either decompose the flesh off the corpse or restore the flesh
to the corpse. You can affect a larger corpse with multiple
castings of this spell; a Large corpse counts as two Medium
corpses, a Huge corpse counts as four Medium corpses, and a
Gargantuan corpse counts as eight Medium corpses.
Decompose Corpse. You rapidly decomposes the flesh
from a single corpse, leaving behind a perfectly cleaned
skeleton.
Restore Corpse. You grow flesh on a decomposed or
skeletonized corpse, providing it with sufficient flesh that it
can be animated as a zombie rather than a skeleton. The
corpse looks as it did when the creature died. The new flesh
is somewhat rotted and not fit for eating.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can target one additional Medium
or smaller corpse for each slot level above 1st.

Spell Descriptions
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Detect Emotions
3rd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a medallion)
Duration: Concentration, up to 1 minute
For the duration, you can read the emotions of certain
creatures and sentient objects. When you cast the spell and
as an action on each of your turns until the spell ends, you
can focus your intuition on any one creature or sentient
object that you can see within 30 feet of you. If the target
you choose has a Charisma of 3 or lower, the target is
unaffected.
You initially learn the surface emotions of the target—
anger, serenity, fear, love, pain, ecstasy, anxiety, calmness,
stress, relief, sadness, joy, indifference, passion, boredom,
excitement, anticipation, surprise, disgust, desire, jealousy,
gratitude, guilt, innocence, shame, pride, hunger, thirst,
satiation, or some other emotion. As an action, you can
either shift your attention to another target’s emotions or
attempt to probe deeper into the same target’s feelings. If
you probe deeper, the target must make a Charisma saving
throw. On a failed save, you sense whether it is currently
charmed or frightened, learn its alignment, and gain insight
into one trait, mannerism, habit, belief, or flaw that shapes its
personality. If the target has predetermined personal
characteristics—such as personality traits, ideals, bonds, and
flaws—the DM may choose to reveal one of them to you. On
a successful save, the spell ends.
Continue on the next page.

Spell Descriptions
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On a successful or failed save, the target knows that you
are probing into its feelings, and unless you shift your
attention to another target’s emotions, the target can use its
action on its turn to make a Charisma (Deception) check
contested by your Wisdom (Insight) check; if it succeeds, the
spell ends.
Questions verbally directed at the target naturally shape
the course of its emotions, so this spell is particularly
effective as part of psychotherapy.
You can also use this spell to detect the presence and
location of emotional creatures and sentient objects you
can’t see. When you cast the spell or as your action during
the duration, you can search for emotions within 30 feet of
you. The spell can penetrate barriers, but 2 feet of rock, 2
inches of any metal other than lead, or a thin sheet of lead
blocks you. You can’t detect a creature or sentient object
with a Charisma of 3 or lower.
Once you detect the presence of a creature or sentient
object in this way, you can read its emotions for the rest of
the duration as described above, even if you can’t see it, but
it must still be within range.

Spell Descriptions
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Dimensional Anchor
4th-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
A shimmering sliver ray springs from your hand to a creature
that you can see within range. The target can’t teleport nor
move into a different plane of existence than the one it is on
when you cast the spell.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, you can target one additional creature
for each slot level above 4th. The creatures must be within
30 feet of each other when you target them.

Endure Elements
1st-level abjuration (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours
Until the spell ends, one willing creature you touch can exist
comfortably in temperatures between -50 and 140 degrees
Fahrenheit without any additional protection. If the target
wears heavy clothes, it can tolerate temperatures as low as
-100 degrees Fahrenheit. The target’s equipment is likewise
protected from the ravages of these temperatures and of
precipitation.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can target one additional creature
for each slot level above 1st.

Spell Descriptions
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Hide from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and
iron, which the spell consumes)
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch is hidden
from certain types of creatures: aberrations, celestials,
elementals, fey, fiends, and undead.
Creatures of those types cannot see, hear, smell, or
otherwise perceive the target. Even special senses (such as
blindsight, darkvision, and tremorsense) cannot detect or
locate the target. However, a creature of those types who
has truesight can still perceive the target within the specified
range of its truesight. The spell ends for a target that attacks
or casts a spell.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can target one additional creature
for each slot level above 1st.

Spell Descriptions
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Life Bubble
5th-level abjuration (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of eggshell)
Duration: 8 hours
Until the spell ends, one willing creature you touch is
surrounded by a shell of comfortable living conditions. The
target can breathe freely, even underwater or in a vacuum,
and it is immune to harmful smells, gasses, spores, smokes,
dusts, mists, vapors, and the like—including inhaled diseases,
poisons, spells (such as cloudkill and stinking cloud), and
breath weapons (such as a brass dragon’s Sleep Breath and a
green dragon’s Poison Breath).
In addition, the target can exist comfortably in
temperatures between -50 and 140 degrees Fahrenheit
without any additional protection. If the target wears heavy
clothes, it can tolerate temperatures as low as -100 degrees
Fahrenheit. The target’s equipment is likewise protected
from the ravages of these temperatures and of precipitation.
At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, you can target one additional creature
for each slot level above 5th.

Spell Descriptions
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Macabre Alteration
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Up to 8 hours
This spell manipulates a corpse you touch. You create one of
the following magical effects on the corpse:
 You instantaneously determine the cause of death of the
corpse.
 You cause the corpse to exhale an incomprehensible moan
for up to 1 round.
 You instantaneously reshape and mold the face of the
corpse so that it appears like a different member of its
race. You can make the corpse look like a specific person,
whom you are familiar with. A creature that sees the
corpse and that is familiar with the person the corpse is
imitating can identify the corpse as a different person with
a successful Intelligence (Investigation) check against your
spell save DC.
Continue on the next page.

Spell Descriptions
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 You instantaneously cause the corpse to reach out and grab
a target within 5 feet of the corpse. You make an ability
check using your spellcasting ability contested by the
target’s Strength (Athletics) or Dexterity (Acrobatics) check
(the target chooses the ability to use). If you win the
contest, the corpse either knocks the target prone or
subjects the target to the grappled condition (your choice).
A creature grappled by the corpse can use its action to
try to escape. To do so, it must succeed on a Strength
(Athletics) or Dexterity (Acrobatics) check against your spell
save DC. The corpse can maintain a grapple for up to 1
minute.
 You preserve the freshness of the corpse for up to 8 hours.
This effect extends the time limit on raising the target from
the dead, since time spent under the influence of this
effect doesn’t count against the time limit of spells such as
raise dead.
 You accelerate the rate of decomposition of the corpse for
up to 8 hours. Until this effect ends, the corpse
decomposes four times as fast; if this effect lasts for the full
8 hours, the corpse will have decomposed an extra day.
This effect expends the time limit on raising the target from
the dead, since time spent under the influence of this
effect counts against the time limit of spells such as raise
dead.
If you cast this spell multiple times, you can have up to three
of its non-instantaneous effects active at a time, and you can
dismiss such an effect as an action.

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Magic Vestment
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a nonmagical outfit or suit of armor. Until the spell
ends, that outfit or suit of armor becomes magical with a +1
bonus to AC.
At Higher Levels. When you cast this spell using a spell slot
of 6th, 7th, or 8th level, the bonus increases to +2. When you
use a 9th-level spell slot, the bonus increases to +3.

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Polypurpose Panacea
Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: S
Duration: Up to 1 hour
This spell creates effects relating to a creature’s health, well-
being, and entertainment. You touch a willing creature and
create one of the following magical effects:
 The target does not feel minor aches and pains, such as
from arthritis, a cold, or a hangover, for 1 hour.
 The target perceives pleasant hallucinations for 1 hour,
such as wandering lights, music, playful surreal animals,
and so on.
 The target feels comfortably intoxicated for 1 hour, as if it
had a few alcoholic beverages. This effect does not cause a
hangover.
 The target becomes completely sober for 1 hour, negating
any penalties for being drunk. Magical and alchemical
methods (such as detect poison and disease) still detect the
target as inebriated. Time spent under this effect doesn’t
count toward the time necessary to sober up (it merely
delays the target’s intoxication).
 If the target goes to sleep within 1 hour, it has a lucid
dream that is under its control and lasts for an hour.
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 The target remains awake for 1 hour without feeling
sleepy, and without side effects such as jitteriness. This
effect merely delays a target’s need for sleep and does not
count as rest or sleep. You can use it multiple times in
succession, but as each effect wears off, the target is as
tired as it would be had you not used this effect.
A target can have only one effect active at a time, and you
can dismiss such an effect by using an action and touching the
target.

Returning Weapon
Conjuration cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 minute
A weapon you are holding is imbued with an enchantment.
For the duration, you can teleport the weapon to your hand
as a bonus action or as part of any attack you make with the
weapon. The spell ends if you cast it again.

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Searing Light
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of sunstone)
Duration: Instantaneous
You project a blast of light from your open palm. Make a
ranged spell attack against the target. On a hit, the target
takes 3d8 fire damage, and must make a Constitution saving
throw. On a failed save, it is also blinded until the end of your
next turn. Undead and oozes have disadvantage on this
saving throw, and take an extra 3d8 radiant damage on a
failed save.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d8 for each
slot level above 3rd. The extra damage against an undead or
ooze also increases by 1d8 for each slot level above 3rd.

Sift
Divination cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You examine a 10-foot cube area you can see within range as
if you were standing in that area. The DM might have you
make a Wisdom (Perception) check or an Intelligence
(Investigation) check. You find only surface details that can
be perceived with sight or touch.

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Sound Burst
2nd-level evocation
Casting Time: 1 action
Range: Self (20-foot cube)
Components: V, S, M (a musical instrument)
Duration: Instantaneous
You blast an area with a tremendous cacophony. Each
creature in a 20-foot cube originating from you must make a
Constitution saving throw. On a failed save, a creature takes
2d12 thunder damage and is deafened until the start of your
next turn. On a successful save, the creature takes half as
much damage and isn’t deafened.
In addition, the spell emits a discordant noise audible out
to 300 feet.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d12 for each
slot level above 2nd.

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Spiritual Squire
2nd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a holy symbol)
Duration: 1 hour
This spell creates a transparent ally made of force that
performs simple tasks at your command until the spell ends.
The squire springs into existence in an unoccupied space on
the ground within range. It takes the form of a servant of
your god or an ancestor, and appears to be wearing armor.
You and your allies can pass through the squire’s space
unhindered, but your enemies cannot. The squire is
considered a creature allied to you and your allies for the
purpose of determining advantage, disadvantage, and extra
damage on attacks that creatures make. This affects rules
like flanking, the Pack Tactics trait, and the Sneak Attack
feature (found in the rogue class). The squire has AC 13, 1 hit
point, immunity to all damage except force damage, a speed
of 30 feet, and a Strength of 10, and it can’t attack. If it drops
to 0 hit points, the spell ends.
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Once on each of your turns as a bonus action, you can
mentally command the squire to move up to 30 feet and
interact with an object, lead a mount, take the Help action, or
help a creature don or doff armor. The squire can perform
simple tasks that a human squire could do, such as fetching
things, cleaning, mending, folding clothes, lighting fires,
serving food, and pouring wine. Once you give the command,
the squire performs the task to the best of its ability until it
completes the task, then waits for your next command.
If you command the squire to perform a task that would
move it more than 120 feet away from you, the spell ends.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the squire forms carrying a melee
weapon and can attack with it. The weapon can take
whatever form you choose. Clerics of deities who are
associated with a particular weapon (as St. Cuthbert is known
for his mace and Thor for his hammer) make the squire’s
weapon resemble that weapon. When you use your bonus
action to command the squire, you can have it take the
Attack (one melee weapon attack only), Dash, Disengage,
Dodge, or Hide action. The squire has its own reaction, which
it regains at the start of each of your turns and it can use to
make opportunity attacks. When the squire attacks, you
make a melee spell attack against a creature within 5 feet of
the squire. On a hit, the target takes force damage equal to
2d8 + your spellcasting ability modifier.
When you cast this spell using a spell slot of 6th level or
higher, the squire’s attack damage increases by 1d8 for every
two slot levels above 4th.

Spell Descriptions
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Sun Shield
4th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a piece of sunstone)
Duration: 10 minutes
Brilliant light surrounds your body for the duration, shedding
bright light in a 30-foot radius and dim light for an additional
30 feet. This light is sunlight. You can end the spell early by
using an action to dismiss it.
Until the spell ends, you have resistance to necrotic
damage. In addition, whenever a creature within 10 feet of
you hits you with an attack, the light flares at the attacker,
dealing 1d8 radiant damage, and the attacker must make a
Constitution saving throw. On a failed save, it is also blinded
until the end of your next turn. Undead and oozes have
disadvantage on this saving throw, and take an extra 1d8
radiant damage on a failed save.

Spell Descriptions
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Treasure Stitching
5th-level transmutation (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a 10-foot square cloth worth at least
100 gp)
Duration: Until dispelled
You touch the cloth you use as the material component piled
with any amount of objects, provided those objects fit within
a 10-foot cube area, and none of those objects are artifacts or
similarly unique items. The entire pile of objects becomes
transformed into a two-dimensional embroidered
representation of those objects on the cloth. This process
adds no weight or bulk to the cloth. Each time you cast this
spell, you must use a different cloth.
At any time thereafter, you can use your action to touch
the unfurled cloth and dismiss the spell. Dispel magic or a
similar effect successfully applied to the cloth also ends the
spell’s effect. When the spell ends, the pile of objects is
restored and the cloth turns to ash.
If the cloth is destroyed before the spell ends, all objects
held within the cloth are lost.

Spell Descriptions
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Witness
3rd-level divination (ritual)
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 hour
You link your senses to a willing creature that you can see
within range. For the duration of the spell, you can use your
action to see through the creature’s eyes and hear what it
hears, and continue to do so until you use your action to
return to your normal senses. While perceiving through the
creature’s senses, you gain the benefits of any special senses
possessed by that creature, though you are blinded and
deafened to your own surroundings.

Spell Descriptions
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