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Fate/Lost Continuum

Preface
Fate/Lost Continuum is a tabletop roleplaying game created
using the core rules from D&D 5e. Nothing else from 5e
(races, classes, monsters, etc.) is used in this document.
Additional tweaks and additions have also been made to the
core rules to further immerse the Nasuverse into the 5e
ruleset. These changes can be found further in the handbook.
The purpose of this game is to recreate a “Holy Grail War”
from the Fate series by Kinoko Nasu as a PvP TTRPG. I do
not personally believe 5e is the best suited system for this,
but I value its accessibility for newcomers highly.
Keep in mind while reading that this document assumes you
are familiar with the core rules of 5e as well as the Fate
series. Fate/Lost Continuum was created by Kodakzing with
a lot of help from some amazing friends.
To everyone reading this who has been there from the
beginning, before this handbook even existed, my heart goes
out to you. What started as a one-page list of abilities and die
rolls in an 8 person discord server has turned into something
that has brought people together.
I never would have imagined this game would grow like it did,
and I have nobody but you to thank for that. I love you guys,
thanks for sticking with it for as long as you have. May we
have many great Grail Wars in the future together.
-Koda

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 0: Tweaks to the Spells and Spell Slots
All spells still share the same casting rules and still consume
System a spell slot. However, spells cast by Magi do not have a spell
Despite using the ruleset for D&D 5th Edition, Fate/Lost level. Instead all spells are considered the same level. The
Continuum uses a different Character Sheet. A character's amount of spell slots a Magi has is determined by his class.
stats, equipment, spell ability, armor class, and hit point
values are all changed. Races and Skills are removed entirely. Wealth
Player Characters, known as Magi, also do not level up in the Instead of tracking individual coins, Fate/Lost Continuum
traditional sense. Instead, Magi distribute 6 Class Levels uses wealth points. Each Magi starts with an amount of
during character creation. Beyond that, there is no form of wealth points determined by their background.
"levelling up" or "experience points". Vendors on the map offer their goods in exchange for an
amount of wealth points. Menial things such as basic
Stat Parameters dwelling or food are covered automatically without
As stated, the game does not use the player statistics from 5e. consuming any resources.
Instead, Magi and Servants have 5 stat parameters. Instead of your class granting you starting equipment like in
Strength (STR): Works as STR does in 5e. Primary skill for 5e, you purchase all of your equipment using the wealth
melee weapon use. granted to you by your background. All items and their cost
are detailed in the Items and Equipment section.
Agility (AGL): Works as DEX does in 5e. Determines AC and
serves as the primary skill for ranged weapon use. Proficiency
Endurance (END): Works similar to CON in 5e. Determines Instead of a traditional proficiency bonus, Fate/Lost
maximum hit points. Continuum uses a proficiency system that encourages
specialization.
Mana (MNA): Essentially a combination of INT, WIS, and
CHA from 5e. Primary skill for spellcasting. If you use a weapon or spell that you are not proficient with,
you roll to attack with it at disadvantage. If the spell is a
Luck (LCK): You add your LCK score as a bonus to every saving throw instead, targets roll the save with advantage
saving throw (even LCK saving throws). when you are not proficient with it. If you cast a spell that
Each Master has 12 stat points to distribute among these 5 buffs a creature, the duration is divided by 2, and any effects it
stat parameters. Each individual parameter cannot be leveled grants are also divided by 2 (rounded down) if applicable.
higher than 5. You only gain proficiencies listed under your chosen
Instead of dividing the score by 2 as with 5e ability scores, Background and Main Class.
your stat parameters are already acting as modifiers Resting
themselves.
With the changes made to the 5e character system, resting
Conditions works a bit differently. Short rests do not exist. As a Magi,
your magic circuits offer you enough to forgo such half-
No conditions are removed from 5e, some have been added measures.
however.
You may spend 8 hours to take a long rest (referred to as
Bleeding: Creature takes 5 slashing damage at the end of simply "rest" from here on). Doing so refills expended spell
each of their turns. The creature may repeat an END saving slots, ability uses, and regenerates your hit points to their
throw with a DC determined by the source of the condition at maximum. Resting will also cleanse you of certain negative
the end of each of their turns. effects that state they last until after your next rest.
Bloodied: A creature becomes bloodied when they are
reduced below 50% of their maximum hit points. The
condition itself does nothing, but there are other abilities that
play off of creatures being bloodied.
Charmed: Creature rolls all attacks made at charmer with
disadvantage. If the creature forces the charmer to make a
saving throw, the charmer rolls the save with advantage.
Slowed: Creature has their movement speed halved and has
disadvantage on all AGL checks and saving throws.

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Chapter 1: Playing the Exploring the Map
While you are out of combat, you can move to a different
Game location on the map. The ground you can cover is limited by
Though it shares core rules with D&D 5th Edition, Fate/Lost your character’s speed. For every 10 feet of speed the
Continuum has wildly different gameplay while outside of character has, they can move 1 space on the map. In the case
combat. that the Master and Servant have a different speed, the
highest is used.
Game Structure You regain your movement allowance at the start of the next
Fate/Lost Continuum has 7 players, but as it is a player vs 8 hour phase. Keep in mind that moving through the world
player game, you will begin the game alone. In the beginning takes time, so if you had planned to move somewhere and
the game is a one-on-one between each player and a GM. then perform an action that takes 8 hours, you would not
have the time to do so in the same phase.
All 7 players look over a map before starting. The GM gives
you a place on the map where you begin. Your place on the Scouting
map and all further information the GM gives you is private. Scouting is your means of finding others during the game.
No other players know where anyone else is without taking While Servants and Masters can sense one another innately,
initiative to seek them out. Each player has a private channel their range on that is limited. When you move to a different
with the GM where such information is given. This private map area, you can choose to instead spend 8 hours to scout
channel is where most of the game will take place as the GM that area. Scouting requires a LCK skill check that is rolled
communicates to you either in-character as your summoned vs the other characters’ Scout DC (10 + LCK). If your scout
Servant, or as a narrator informing you of things you discover check is successful, you learn of the characters existence in
during the war. the map area chosen.
As you explore the map and run in to other players or notable Now you get to choose whether or not to engage. You are
characters, additional channels will be opened up for you to given no other information on the enemy other than their
communicate with them. Depending on your goals (and your appearance. If you choose to engage, the enemy will become
Servants) you can make powerful allies, or deadly enemies. alerted of your presence and a combat encounter will begin
at the start of the next 8 hour phase.
Flow of Time
The game progresses in phases which are measured using Or perhaps you would prefer to make friends instead of
in-game time. There are 3 phases: Day, Evening, and Night. enemies. In that case, you can choose to instead make
Each phase is 8 hours in-game. contact with the character you have found. If they respond in
kind, a channel of communication will be opened between the
both of you.
Actions Out of Combat
When moving through multiple areas of the map, you can
After all players are given which phase the game is beginning choose to scout each one as you pass through them. Only a
in (Day, Evening, or Night) and a starting location, the game single LCK skill check is made, and the roll suffers a stacking
begins. -2 penalty subsequently for each area after the first. If the
You are now in control of your Magi and can do anything you Master and Servant have different LCK parameters, the
want. Certain actions (scouting the map, preparing a ritual highest is used.
spell or bounded field, resting) take 8 hours to perform. If you If your scouting revealed a vendor or other NPC of
choose to do something that takes 8 hours, this will be all you importance, you may converse or trade with them at the start
can do until the GM announces the game has progressed into of the next 8 hour phase. This will not consume any time
the next phase. during the next phase.
Games of Fate/Lost Continuum are meant to take place over
several real life days, meaning not all players need to be
active for someone to submit an action. If there is a battle
between players, only the relevant parties need to be
available.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Escaping from Combat Making a Wish
When a fight begins to look grim, running away may be the Should you claim your prize as the victor of the Holy Grail
best option. Most enemies will not simply allow you to escape War, there is only one thing left to do. All that's left is having
however. A successful escape from combat requires you to your wish granted by the tremendous magical power of the
succeed in a Skill Challenge. Holy Grail.
Skill Challenges are ways to utilize your multitude of skills in To make a wish, you must use an action while in contact with
a non-combat scenario, originally from D&D 4th edition. the grail. Doing so will transport you to a pocket dimension
During these you will be making different skill checks, which within the grail itself, a field of white flowers as far as the eye
will vary depending on the nature of the scenario and the can see. Inside the grail resides its original creator, Justeaze
environment you’re in. You may have to run across rooftops von Einzbern. She will be the one with whom you speak
(AGL checks), blend in with crowds (LCK checks), take about your wish for the grail.
advantage of magic (MNA checks), etc.
Multiple creatures can exist, or even battle, within the pocket
Certain skills or abilities you have may be used to gain dimension. Justeaze will not intervene, she is merely there to
advantage or other bonuses on these checks i.e “I cast a spell grant the victor their wish.
to raise my speed as I run” or “I use my class feature to blind
my pursuers as we merge with a crowd”. Magi need to be
creative with their skill set if they want to survive the Grail
War. Use anything and everything at your disposal to get an
edge and stay alive.
In this same vein, your enemies may have skills of their own
which give you a hard time in your getaway. During each of
your skill checks, your enemy will have an opportunity to try
to use one of their own abilities to inhibit you i.e “I attempt to
hit them with a ranged attack to slow them down”.
Once the context of your escape and the types of skill checks
are determined, you will need to make 3 skill checks. If you
succeed on 2 out of these 3, you successfully elude your
enemies and escape from the combat scenario. If you fail 2
out of 3, or critically fail a single check, your pursuers will
manage to catch up, restarting the combat scenario with the
same initiative.
If multiple creatures are trying to escape together, they may
choose who is making each skill check. A Servant with high
AGL likely has a better chance leaping from building to
building than their Master would, so they would be able to
make the AGL check in place of their Master.
Once you are caught by your enemies, you will be unable to
attempt escape again during the encounter.
The Holy Grail
The goal every Master has is, of course, obtaining the Holy
Grail. The grail's physical form is held by an overseer during
the war, ideally granted to the last man standing. However,
the Holy Grail may have different plans.
The True Grail is an entity all on its own, able to manifest
itself anywhere it pleases. It may decide to appear floating
above the final two fighters during their battle, reminding
them what is on the line.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shops and Vendors
Among the map there are certain businessmen. Other Magi
who are aware of the Holy Grail War and seek to profit from
the participants. If you happen to stumble across one of
them, whether they operate from a magic shop disguised as a
fruit stand, or sell firearms from the back of a black van with
tinted windows, they will do business with you.
Most vendors offer magical items known as Mystic Codes to
those who offer them the right amount of wealth points.
Some may offer non-magical items such as firearms or other
weaponry. A shops inventory will vary depending on the
owner, there is really no telling what you may be able to get
your hands on during a war.
While most Magi vendors will be hidden, they are easier to
locate while scouting than enemy Magi will be. They are
hiding from the public, not from potential customers after all.
Normal, non-magical vendors may be located as well,
depending on the map. These vendors are accessible without
needing to scout or expend time, but offer a much less
impressive inventory of wares.
Anytime you scout, you may instead choose to seek a Magi
vendor. Doing so expends 8 hours, but no roll is needed to
locate them.
Acquiring a Vehicle
You can buy a vehicle with wealth when you create your
character from the Items and Equipment section. However,
you can also purchase one from certain vendors during the
game, or steal one depending on the map you're playing on.
To steal a vehicle, you make two AGL skill checks. The first is
simply a Hide check, the next is to steal the vehicle. If you are
caught stealing a vehicle, a public bounty will be placed on
your head.
Driving a vehicle grants you bonuses to scouting. You gain a
+2 bonus to all scout rolls while manning a vehicle, and when
scouting multiple areas the penalty is reduced to -1.
Player Bounties
Your actions are not without consequences just because you
are fighting in a Holy Grail War. If you are witnessed
committing crimes in broad daylight, a public bounty will be
issued for you. The police will be out looking for you, making
covert travel much more difficult. If you are caught
committing complete atrocities, such as mass murder using
spellcraft or the power of your Servant, the military may even
get involved.
If the Holy Church is overseeing the war, they will issue a
church bounty. This means the overseer contacts all other
Masters, temporarily pauses the war, and neutralizing you
becomes their top priority. The church will award the
Masters who stop you with Command Seals.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 2: Summoning a
Servant
A war will only go a few phases, if any, before all Magi have
summoned their Servants. In most cases, your Servant will
fight alongside you in your pursuit of the Holy Grail.
The Summoning Ritual
You prepare yourself to be in peak condition to ensure your
Servant is summoned as powerful as you can make them.
You construct a magic circle on the ground, chanting the
incantation to call forth your heroic spirit.
This process is considered a ritual spell that takes 10
minutes. Despite it being a relatively quick process, the ritual
will leave you drained. You will be unable to leave the map
area in which you summoned your Servant until you have
rested.
There is a way to alter the ritual to summon a particular class
of Servant: Berserker. A class of mad warriors who will give
even the strongest of Magi trouble controlling their rage. If
you are confident in your ability to hold the reins of a such a
beast, inform your GM during your ritual you will be
attempting to summon Berserker.
Your GM will instruct you to roll a d10. If you are the only
Magi in the war attempting to purposely summon Berserker,
you will automatically succeed. However, if other Magi in this
war are also trying to summon Berserker, the Magi who has a
higher result on their roll will be the one to succeed. Your GM
will not inform you on the result of your roll, though I imagine
if you do succeed, the answer will be quite obvious once your
Servant has materialized.
Stat Parameter Drain
There is a reason Berserker is the class that you are able to
manipulate into appearing by choice. Though they are given
great strength for being put into the class of the mad warrior,
they are also very demanding of their Master's mana supply.
If you lack the magical energy to fuel the Servant's rage, you
will be sapped of physical strength.
At the start of each of the Berserkers turns in combat, their
Master loses 5 hit points. This damage is unmitigatable.
Certain Berserkers can disable their Madness Enhancement
skills, which would bypass this health drain.
Extremely powerful Servants, even outside of the Berserker
class, also require large amounts of magical energy to
operate at full capacity. When you summon one of these
powerful Servants, they will have certain skills and abilities
sealed away due to their magical energy consumption.
Additionally, they suffer a demerit to their Stat Parameters
due to this reason.
You may temporarily unleash these Servant's full strength at
any time, but at the start of each of their turns while
unleashed you lose 5 hit points and gain a level of exhaustion.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Soul Consumption Pseudo-Servants
Servants require the magical energy provided from their There are some Servants who cannot be summoned with a
Master to remain materialized in the world. Though, if you physical form. In this case, they will seek to possess their
find your own magical energy is not enough to satiate your Master's body during the summoning ritual. When a Master
Servant, and you are suffering from stat parameter drain, becomes a vessel for a Heroic Spirit, they are known as a
there are ways to alleviate this struggle. Pseudo-Servant.
Murdering the living and allowing your Servant to consume Playing as a Pseudo-Servant is different than playing as a
their souls is one such way. Though this is a highly dubious traditional Master/Servant duo. You as a Master become
process due to the attention it will draw to you and your greatly empowered due to the Heroic Spirit, gaining their
Servant, it can be an alternative you turn to in your time of abilities as a Servant on top of whatever abilities you already
need. had as a Magi.
As a Magi and Servant, your ability to take the lives of Your Stat Parameters are replaced with the Servant's, but
civilians is unquestioned. There won't be any combat involved you may choose a single stat and increase it by a single rank
here. Instead, while out of combat, you may spend 8 hours in to represent your previous parameters.
a single map area harvesting souls. After doing so, any stat
parameter drain you have will be negated for 24 hours. Instead of the GM controlling the Servant in combat, you
share control of yourself as a Pseudo-Servant. Normally, you
Soul consumption can also be a way to strengthen your will be in full control. However, there may be times where the
Servant, even if you are already providing them with enough Heroic Spirit decides they need to step in, and the GM will
magical energy. After 8 hours of harvesting souls, your take over.
Servant will also gain temporary hit points equal to 20 + their
END modifier. Sharing your body with a Heroic Spirit can be tricky. Perhaps
they will seek to override your will and parade around with
Keep in mind, killing innocents as a Magi is extremely your body, stifling your attempts to act or speak. This is why
divisive. If other Magi are made aware of such acts, they will you may attempt to detract the amount of input they have on
have a reason to come after you. If the Church is made aware, your body by forcing them to make a MNA saving throw. If
they will issue a bounty to other participating Masters. they fail, you will assume control until the end of your next
turn. The Heroic Spirit can do the same.
Noble Phantasms
With the use of a Command Seal you can obtain full control
A Servant's Noble Phantasm is a special ability they possess over your body for 8 hours.
that embodies a part of their legend. Many Servants have
multiple Noble Phantasms. As they are usually abilities with Becoming a Pseudo-Servant is a complicated process, which
immense power, they will also require an immense amount of is why it is an extreme rarity. Some Heroic Spirits who need
magical energy. a human vessel may even ask beforehand if you are willing to
become a Pseudo-Servant, materializing with a random
A Servant will have the magical energy themselves to fuel a vessel if you are not.
single Noble Phantasm release every 24 hours. Multiple uses
of a Noble Phantasm require magical energy from the
Master. To do this, the Master must make a MNA skill check
with a DC given by the GM.
If the skill check is successful, the Noble Phantasm is
successfully released and the DC is raised by 2 until the end
of the Master's next rest. If the skill check is not successful,
the Noble Phantasm is still released, but the Master becomes
incapacitated. If the result of the skill check is a critical
failure, the Noble Phantasm is not released, and the Master is
killed.
Servant Status
You can freely read the status of your own Servant simply by
picturing it in your mind. You will learn their stat parameters
and class skills as soon as they are summoned, but personal
skills and Noble Phantasms are not revealed unless the
Servant themselves allow it or you witness the ability
yourself.
You may also view the statuses of enemy Servants
you can see by using an action on your turn. The same rules
apply for what is revealed to you on their status sheet.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 3: Being a Magi Self-Geas Scroll
As a Master you are a Magi that has made a contract with a There is a stronger version of the Geas ritual, a spell that
Servant to participate in the Holy Grail War. All Magi have conjures a physical contract. This version works both ways,
innate magical abilities, regardless of their skill with binding two or more Magi to abide by a written agreement.
spellcraft. As such, the curses efficacy is increased greatly.

Geas Self-Geas Scroll


Magi are pragmatic creatures. The word "trust" means Conjuration
nothing to them. That is why when they ally, they must have a Casting Time: 1 minute
good reason to believe they will not be betrayed. That is Range: N/A
where a Geas arrangement comes in. Components: V, S
Duration: Instantaneous

Geas You conjure a scroll and quill. As a part of casting this spell,
Enchantment you must write a clause or agreement on this scroll using the
Casting Time: 1 minute quill. The agreement does not need a resolution, it may be
Range: Touch absolute and bind the targets forever. After the clause has
Components: V, S been agreed upon, up to 6 willing creatures may sign using the
Duration: Until the terms of the agreement are resolved. quill to bind their magical energy to the scroll. This will inflict a
You touch a willing creature and recite a clause, such as "You curse upon all parties who signed, enforcing the agreement. If
will not wilfully harm me or my Servant until the end of this you attempt to take an action that would infringe upon the
Holy Grail War." This clause must have a resolution, it cannot written terms, you are forced to make a DC30 MNA saving
bind the target forever. After the target creature has agreed to throw. On a failure, you instantly fall unconscious as your
the terms of the clause, they become cursed by a Geas that magic circuits go haywire. If you possess a magic crest, it is
prevents them from going against the agreement. If the target destroyed. You will remain unconscious in a comatose state
attempts to take an action that would go against the terms of for 24 hours. When you awaken, you will be unable to use any
the clause, they are forced to make a MNA save with a DC magical abilities you formerly possessed. There is no way to
equal to 10 + the caster's Spell Save DC. On a failure, the break this curse once you have signed, a Self-Geas Scroll will
target becomes stunned until the start of their next turn. bind you even after death. This is not a spell that should be
taken lightly.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Command Seals There will be times where a traditional Command Seal takes
too much time and requires too much thought. Extreme
Command Seals are granted to a Magi when he has been situations Magi will often find themselves in that will force
chosen by the Holy Grail to fight as a Master. They are them to use even their most valuable limited abilities in order
extremely powerful, single-use spells that materialize on the to survive.
body of the Master as a physical marking. They are extremely
powerful, similar in strength to sorcery. As their name Reflexive Command
suggests, the primary use of Command Seals is temporarily
commanding the obedience of your summoned Servant. Sorcery
Casting Time: 1 reaction
You begin the game with 3 Command Seals. Range: N/A
Components: V, S, M (a Command Seal)
Command Seal Duration: Instantaneous
Sorcery As a part of casting this spell you must speak a command to
Casting Time: 1 action your Servant chosen from the list below.
Range: N/A
Components: V, S, M (a Command Seal) Come! - Your Servant will teleport to your location, no matter
Duration: Instantaneous where they are located. They appear in an unoccupied space
As a part of casting this spell you must speak a command to within 10 feet of you. If you use this in reaction to being
your Servant. If your Servant is unwilling, they are forced to targeted with an attack, your Servant may intercept the attack
make a MNA saving throw with a DC equal to 20 + your MNA and become the new target.
modifier. On a failure, the Servant will carry out the command
Brace yourself! - Your Servant gains immunity to the next
to the best of their abilities.
instance of damage they take and resistance to all other
damage until the start of their next turn.
Another use for Command Seals is temporarily granting your Run! - Your Servant can immediately move up to double their
Servant a power boost. Command Seals are extremely large
releases of magical energy. Granting your Servant this energy movement speed in any direction.
can allow them to perform far beyond their normal limits.

Command Buff
Sorcery
Casting Time: 1 reaction
Range: N/A
Components: V, S, M (a Command Seal)
Duration: Instantaneous
As a part of casting this spell you must speak a command to
your Servant chosen from the list below. This spell follows the
same rules as a Command Seal.

Deliver this next blow with all of your might! - Your Servant's
next attack roll gains a +10 bonus to hit and damage rolls. If
your Servant's attack forces a saving throw instead, the save
DC is increased by 5.

Heal your wounds! - Your Servant gains an amount of


temporary hit points equal to 50 + your MNA modifier. If the
Servant is incapacitated, they are revived with 1 hit point.

Unleash your Noble Phantasm! - Your Servant immediately


releases their Noble Phantasm using the energy provided by
the Command Seal. This does not count against their single
Noble Phantasm release every 24 hours nor does it force you
to make a saving throw.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Part 4: Creating Your
Magi
This is when the fun begins. It is time to create your own
Magi with a unique skill set.
Backgrounds
Backgrounds are a lot more impactful here than in 5e. They
can almost be considered a secondary class. Your
Background as a Magi infers a lot about your skills and
abilities, as well as your social standing and possible
alliances. Your Background also grants you proficiencies, as
well as how many wealth points you begin with.
Proficiencies
Your completed Magi will have proficiencies from both your
Background as well as your Main Class. If you would gain the
same proficiency from two different sources, you may instead
choose a different proficiency of the same kind (spell or
weapon).
Association Magi
You are a member of the main branch of the Mage’s
Association: the Clock Tower. Whatever your lineage or
heritage is as a magi, it takes a backseat to your duties as an
association member. You are trained as a “jack of all trades”
style magi who has an aptitude for understanding all types of
thaumaturgy.
Proficiencies
Simple Weapons, 3 spell types of your choice.
Special Proficiency: Cantrips. You are considered
proficient with all cantrips. You learn one additional cantrip
of your choice.
Wealth
As an Association Magi you have 6 wealth points.
Parting Gift
You gain 5 wealth that can only be used towards Mystic
Codes or Mystic Eyes.
Your Work is Elementary
You gain a bonus to all Saving Throws made vs spells or
spell-like effects. This bonus is equal to half your MNA
modifier (rounded down).
Fundamental Studies
Your Spell Save DC is increased by 1. You gain 2 additional
Spells Known.

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Church Monk
You are a zealot of the Catholic Church. You are trained in
the art of healing magecraft as well as to hunt heresies such
as vampires and demons. Becoming a monk means receiving
training in the thaumaturgical theory of sacraments, the holy
miracles of God.
Proficiencies
Simple Weapons, Complex Melee Weapons, Sacrament-type
Spells.
Wealth
As a Church Monk you have 7 wealth points.
Heretic Hunter
Every successful spell or attack made at a construct, demon,
vampire, or spirit target deals an additional 1d8 radiant
damage. If the spell forces a save, these targets roll at
disadvantage.
Divine Healing
You have a pool of healing power that is restored when you
finish a rest. Your pool can restore 25 hit points in total. As an
action, you can touch a creature and draw power from the
pool to restore a number of hit points to that creature, up to
the maximum amount remaining in your pool.
Holy Sacrament
You learn the spell Baptism Sacrament, even if your class
does not grant you spell slots. You may cast it once per rest
without expending any spell slots.

Baptism Sacrament
Sacrament
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous

You channel holy energy within yourself before releasing it in a


wave around you. All creatures within 30 feet of you who
possess the type of demon, vampire, or spirit are forced to
make a MNA saving throw.
On a failure, these creatures are
banished to a different plane for 8 hours. They disappear,
becoming unable to interact with other creatures until they
return to the material plane. The creatures reappear in the
same area they were banished from.

On a success, these creatures take 4d8 radiant damage.


Servants, although considered spirits, will always succeed this
saving throw.

You may also use this feature to instead deploy a Field of


Hallowed Ground Bounded Field as an action once per rest.

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Freelance Magi Homunculus
You belong to no group in particular, despite possessing the You are a homunculus, a being created using magic. You may
ability to use thaumaturgy and the knowledge of its existence. be a longstanding Einzbern family magi, or just a discarded
Freelancers often use modern weaponry, which is looked test subject of the Association. Regardless of your origin,
down upon by Association Magi or other Magi in high being a homunculus grants you regenerative abilities as well
standing such as Family Heirs. You are well versed in stealth as vastly increased magic circuit capacity.
tactics, as well as an extremely taboo ritual of retrieving
Magic Crests from fallen Magi. Proficiencies
Simple Weapons, 1 Spell Type proficiency of your choice.
Proficiencies
You are proficient with Simple Weapons, Complex Ranged Wealth
Weapons, and have 2 additional proficiencies of your choice. As a Homunculus, you have 5 wealth points.
Wealth Sentient Creation
As a Freelance Magi you have 6 wealth points. Your type is now Construct.
Incognito Regeneration
You add your MNA modifier to your Scout DC. Additionally, While you are conscious, you regain 5 hit points at the start
your movement on the map only requires 5 feet of speed per of each of your turns.
area instead of 10.
Superior Circuits
Firearms Training You gain a +2 bonus your MNA Stat Parameter. This feature
You gain a +1 bonus to all ranged attack rolls made with a may take it over 5.
firearm. You begin the game with a Complex firearm of your
choice and an attachment of your choice. Mana Battery
When you summon a powerful Servant that requires high
Intelligence Network amounts of magical energy, their Stat Parameter Drain is
When you scout an area, you may choose to deploy a Lesser decreased by 1 level.
Familiar in that area. The familiar cannot leave the area it
was deployed in, instead remaining there and scouting
remotely every 8 hours after it is deployed. The familiar rolls
scout checks adding both your LCK and MNA modifiers, and
relays any information gathered to you telepathically.
Enemies who scout this area will find the familiar if they beat
your Scout DC, allowing them to destroy it using an action.
You may have any amount of Lesser Familiars deployed at
one time. They will not disappear unless they are destroyed.
You may only use this feature to deploy a Lesser Familiar
once per rest.

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Magus Family Heir Breathing and Walking
Your body remains in a state of harmony, allowing you to
You have inherited the secrets of your families studies. All of combat spells to some degree. You have a +2 bonus to all
the hard work of the generations before you, their fruit you saving throws vs spells or spell-like effects. When you are
now bear. The genre of thaumaturgy your family practiced is targeted by a spell, you may use your reaction to gain
left up to you. You gain access to a Magic Crest implanted resistance to any damage it deals. You may only take this
with the spells of your forefathers. Heirs of prestigious reaction once per rest.
families are held in extremely high regard.
Martial Maneuvers
Proficiencies You can perform feats of strength or agility in combat known
Simple Weapons. Choose 1 spell type that your magi lineage as maneuvers. You learn 3 maneuvers of your choice from the
focused on and gain proficiency in it. list below. You have 4 maneuver die (d6s) which are
Wealth expended when you use them and regained on rests. Many
As a Magus Family Heir you have 7 wealth points maneuvers enhance your attacks in some way. You may only
use one manevuer per attack.
Magic Crest Some of your maneuvers require your target to make a saving
You know 3 spells of the spell type you chose as your family’s throw. Your maneuver Save DC is 12 + STR or AGL (your
focus. These spells do not count against your spells known choice).
for your class.
Commander's Strike. When you take the Attack action on
Choose 1 of these 3 spells, making it your Signature Spell. If your turn, you can forgo one of your attacks and use a bonus
your Signature Spell deals damage, it deals an additional die action to direct one of your companions to strike. When you
of damage. You may cast your Signature Spell once per do so, choose a friendly creature who can see or hear you and
combat encounter without expending a spell slot. expend one maneuver die. That creature can immediately use
You add your MNA modifier to your Death Saves. The first its reaction to make one weapon attack, adding the maneuver
time you die, your crest will keep your body clinging to life. die to the attack's damage roll.
You will remain in unconscious stasis for 24 hours. If you Disarming Strike. When you hit a creature with a weapon
have not received healing by the end of this period, you die. attack, you can expend one maneuver die to attempt to
disarm the target, forcing it to drop one item of your choice
Naturally Gifted that it's holding. You add the maneuver die to the attack's
You add your MNA modifier to the damage rolls of all spells damage roll, and the target must make a STR saving throw.
you cast. If a single spell has multiple damage rolls (such as On a failed save, it drops the object you choose. The object
Scorching Ray), this bonus is only applied to a single one. lands at its feet.
Secret of Lineage Distracting Strike. When you hit a creature with a weapon
Spells cast from your Magic Crest have a +2 bonus to their attack, you can expend one maneuver die to distract the
Save DC. creature, giving your allies an opening. You add the maneuver
die to the attack's damage roll. The next attack roll against
Martial Adept the target by an attacker other than you has advantage if the
Despite possessing knowledge of thaumaturgy or even attack is made before the start of your next turn.
fraternizing with spellcrafters, you yourself have a different Evasive Footwork.
When you move, you can expend one
focus. You are trained in martial arts to the point that you can maneuver die, rolling the die and adding the number rolled to
stand toe to toe with spellcasters and magi in battle with your AC until you stop moving.
naught but your physical prowess. Most Magi walking this
path study Reinforcement or Projection to further enhance Feinting Attack. You may expend a maneuver die as a bonus
their physical combat. action when you make a melee attack to gain advantage on
the attack roll. If that attack hits, add your manevuer die to
Proficiencies the damage roll.
Simple Weapons, Complex Weapons.
Goading Attack.
When you hit a creature with a weapon
Wealth attack, you can expend one maneuver die to goad the target
As a Martial Adept you have 6 wealth points. into attacking you. You add the manveuver die to the attack's
damage roll, and the target must make a STR saving throw.
Steady Hand On a failed save, the target has disadvantage on all attack
Your unarmed strikes deal 1d4 bludgeoning damage and you rolls against targets other than you until the end of your next
may attack with them using either STR or AGL. Additionally, turn.
you have a +2 bonus to all melee attack rolls.

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Lunging Attack. When you make a melee attack on your turn
you may expend a maneuver die to increase the range of that
attack by 5 feet. If you hit, you add the maneuver die to the
attack's damage roll.
Maneuvering Attack.
When you hit a creature with a weapon
attack, you can expend one maneuver die to maneuver one of
your comrades into a more advantageous position. You add
the maneuver die to the attack's damage roll, and you choose
a friendly creature who can see or hear you. That creature
can use its reaction to move up to half its speed without
provoking opportunity attacks from the target of your attack.
Menacing Attack.
When you hit a creature with a weapon
attack, you can expend one maneuver die to frighten the
target. You add the maneuver die to the attack's damage roll,
and the target must make a STR saving throw. On a failed
save, it is frightened of you until the end of your next turn.
Parry. When a creature damages you with a melee attack,
you may expend a maneuver die as a reaction to reduce the
attack's damage by the amount rolled + your AGL modifier.
Precision Attack.
When you make a weapon attack roll
against a creature, you can expend one maneuver die to add
it to the roll. You can use this maneuver before or after
making the attack roll, but before any effects of the attack are
applied.
Pushing Attack.
When you hit a creature with a weapon
attack, you can expend one maneuver die to attempt to drive
the target back. You add the maneuver die to the attack's
damage roll, and if the target is Large or smaller, it must
make a STR saving throw. On a failed save, you push the
target up to 15 feet away from you.
Rally.
On your turn, you can use a bonus action and expend
one maneuver die to bolster the resolve of one of your
companions. When you do so, choose a friendly creature who
can see or hear you. That creature gains temporary hit points
equal to the superiority die roll + your STR or AGL modifier
(your choice).
Riposte. When a creature misses you with a melee attack,
you may expend a maneuver die as a reaction to immediately
make a melee attack at them. If you hit, you add the
maneuver die to the attack's damage roll.
Sweeping Attack.
When you hit a creature with a melee
weapon attack, you can expend one maneuver die to attempt
to damage another creature with the same attack. Choose
another creature within 5 feet of the original target and
within your reach. If the original attack roll would hit the
second creature, it takes damage equal to the number you
roll on your maneuver die. The damage is of the same type
dealt by the original attack.
Trip Attack. You may expend a maneuver die when you make
a successful weapon attack, forcing the target to make a STR
saving throw if they are Large or smaller. On a failure, the
target falls prone. You add the maneuver die roll to your
attack damage.

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Seal Designation Enforcer Suppress Thaumaturgy
You gain access to a special Bounded Field that can be
A Sealing Designation is an edict handed down by the Mage's deployed instantly. You may only use this ability once per rest.
Association targeting specific magi. Magi with special
bloodline abilities that need to be protected, heretical magi
who have gone against the Association's wishes, they both Field of Suppression
become prey for the Sealing Designation Enforcer; a member Bounded Field
of the Association who is dispatched to imprison the former
while executing the latter. You are trained in manhunting, the Casting Time: 1 action
collection of important thaumaturgical resources, and the Range: Touch
masking of any magical presence. Components: V, S
Duration: 8 hours
Proficiencies You touch the ground, causing a Bounded Field to surround
You are proficient with Simple Weapons and have 3 you in a 120ft. area. All magical energy in this area is
additional proficiencies of your choice. You also start with a
set of Manacles. suppressed, unable to be sensed even by other magi. The main
use of this spell is to mask the confrontations of magi from
Wealth the public.
As a Seal Designation Enforcer you have 7 wealth points.
You may also use this spell to touch an incapacitated or
Sealing Designation unconscious creature, concentrating the suppression onto
You have been sent to participate in the war with a special them and making them unable to use any thaumaturgy (cast
directive: investigating all enemy magi. Defeating other magi spells or use magical effects) until the spell ends.
in combat will grant you wealth as you report back to the
Association with information.
When you defeat an enemy Master in combat, you gain an
amount of wealth equal to the amount they were granted Unknown
from their background. If the enemy Master was the target of Your existence in the war is likely a mistake. You are a civilian
a bounty from the Association or Church, you also gain the caught up in a war between mages, someone with loose ties
remaining Command Seals in their possession, adding them at best to the world of magic. That doesn’t stop you. You’ve
to the total amount you possess for your current Servant. sworn to see this through. It’s fun to root for the underdog,
Spell Tracking
and this time, that’s you. You are this war’s biggest wildcard.
You add your MNA modifier to all Scout checks. (Choosing this background completely changes how your
character functions. It is much worse than just choosing
When scouting an area, you learn if there was any a different background and playing normally. If this
thaumaturgy used in the area in the past 24 hours. If there doesn’t sway you from choosing Unknown, welcome to
was, you learn where it originated from and in what direction hard mode.)
the source has moved on the map.
You may also use this feature to expend 1 wealth anytime you Proficiencies
scout a map area, expanding your search to all adjacent map Simple Weapons
areas as well with no penalty. Wealth
You have 1 wealth.
Competent Reflexes
Your nimbleness and quick reactions are probably the only
reason you’re still alive. You have advantage on AGL saving
throws and skill checks.
Limitless Potential
Unlike every other character, you do not start the game with 6
class levels. Instead, you start with a single level and gain an
additional level every 24 hours that you’re still alive, up to a
maximum of 10. You also gain a new proficiency with a
weapon or spell type of your choice every 24 hours, up to a
maximum of 3.
Unfathomable Luck
You add your LCK modifier to all skill checks you make.
Additionally, once per rest you may reroll any of your own die
rolls. You must take the new result.

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Classes
Your class, like in 5e, is where most of your strength and
abilities will come from. Unlike 5e, Fate/Lost Continuum has
a sharper focus on multiclassing. It is likely you will have
levels in multiple different classes. Experiment and find
combinations that work well together.
Class Levels
Each Magi has 6 class levels. You may split these levels
between any amount of classes. Each level grants different
features from the respective class. Attaining a higher level in
a class grants stronger features.
Feats and Traits
You may also use class levels to gain Feats, Sorcery Traits,
and Mystic Eyes detailed in the Feats and Traits section.
Feats and Mystic Eyes may also be purchased with wealth
instead of class levels.
Main Class
If you have split your class levels between multiple classes,
the class you have the highest level in becomes your Main
Class. If you have multiple classes you have the highest level
in, you may choose between those classes for your Main
Class. You only gain the proficiencies listed on the class if it is
your Main Class.
Spell Slots and Spells Known
Certain classes are marked as "Spellcasters". For each level
you have in a Spellcaster class, you gain 1 spell slot. You may
only have spells known if you have at least one spell slot. You
have an amount of spells known equal to your Spellcaster
class levels. If your Main Class is a Spellcaster, you learn 2
cantrips.
Spell Save DC
All Magi have a spell save DC of 10 + MNA.
Hit Points
Each Magi has an amount of maximum hit points equal to 50
+ (END x 5).
Armor Class
Each Magi has a base AC of 10 + AGL.

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Aeromancer Enchanting Winds
Magi who control the flow of the air around them. Wind Starting at 5th level your flight speed is increased to 60 feet.
elementalists capable of flight, blowing enemies away, and You may touch a creature as an action, granting them a flight
molding invisible barriers out of air. Floating above the speed of 30 feet and reducing your own to 30 feet as well.
battlefield and staring down at it like a chess board, This ally also gains the effects of Warding Wind.
Aeromancers are natural strategists who set the pace of any
combat they take part in. Hurricane
Spellcaster Starting at 5th level you regain a charge of Tempest at the
start of each of your turns.
This class is a Spellcaster class. For each level in it you gain
additional spell slots as well as spells known.
Proficiencies
You gain proficiency in Evocation type spells.
Tempest
Starting at 1st level, you gain charges of Tempest. Tempest is
a class resource you may spend to perform certain feats you
will gain with further levels in Aeromancer. You have one
charge of Tempest for each level you have in Aeromancer.
You may expend a charge of Tempest as a bonus action and
choose a creature you can see within 60 feet, forcing them to
make a STR saving throw. On a failure, you cause a gust of
wind to blow that creature in a direction of your choice up to
20 feet. If the creature is moved into an object, they take 2d6
bludgeoning damage.
Enhance Velocity
Starting at 2nd level you can expend a charge of Tempest
when you cast a spell. If the spell deals damage, it deals an
additional 1d8 bludgeoning damage and forces targets to
make a STR saving throw vs being knocked prone.
If the spell deals no damage, you may instead use the energy
to blast yourself up to 20 feet in a direction of your choice.
You can do this before or after the spell is cast.
Acolyte of Wind
Starting at 3rd level you gain a flight speed of 30 feet. While
you are flying, you are constantly under the effects of the spell
Warding Wind.
Redirection
Starting at 4th level when you or a creature within 60 feet is
the target of a ranged attack, you may use your reaction and
expend a charge of Tempest to take control of the projectile.
You choose a new target for the ranged attack using the same
attack roll. The attack deals an additional 1d8 force damage.

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Alchemist Conjured Elemental
Creator magi who bend physical matter into other shapes Starting at 3rd level a tiny elemental familiar joins your
and forms. Altering the material makeup of objects, cause. It floats above your shoulder, enchanting your attacks.
Alchemists are able to create powerful scrolls and potions for The elemental cannot be targeted in combat. Choose an
us in combat. Their own personal combat prowess may be elemental damage type other than Force or Psychic. The first
lackluster, however, they are powerful assets to a squad; or time you deal damage on your turn, you deal an additional
alone with their magical constructs. 1d8 damage of the chosen type.
Additionally, you may command your elemental familiar to
Proficiencies enchant a different creature you can see as a bonus action.
This class grants a special scroll proficiency, allowing you to The elemental familiar will remain at the chosen creature’s
cast spells from scrolls as if you were proficient with the side until you recall it as a bonus action.
spell. The Spell Save DC for your scrolls is 14, and the spell
attack bonus is +4.
Scroll Creation
Starting at 1st level you gain the ability to create a scroll
containing a spell of your choice from the Spellcraft section
using your action. You may only use this feature once per
rest. When you create a new scroll, any scrolls you possess
that you created previously will turn to ash as if they were
used.
Magnum Opus
Starting at 1st level, if your main class is Alchemist, you begin
the game with a single Mystic Code of your choice. This
feature ignores the Mystic Code's requirements.
Scroll Editing
Starting at 2nd level you learn to enhance simple spell scrolls
and increase the contained spells efficacy. Any time you
create a scroll using your Scroll Creation feature, you may
upgrade it choosing from one of the options listed below.
If the spell deals damage, it gains a +5 bonus to its
damage roll.
If the spell forces a saving throw, its DC is increased by 2.
If the spell requires an attack roll, you gain a +3 bonus to
hit when you cast it.
The spell within the scroll can be cast twice before the
scroll turns to ash.
The spell within the scroll ignores resistance and treats
immunity as resistance.
If the spell deals elemental damage, you may choose a
different elemental damage type for it.
Superior Creations
Starting at 3rd level you may create a potion of your choice
from the Equipment section using your action. You may only
use this feature once per rest. When you create a new potion,
any potions you possess that you created previously are
destroyed.
Additionally, your Scroll Creation feature now creates two
scrolls each containing spells of your choice, instead of just
one.

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Alchemist's Stone
Starting at 4th level you gain an Alchemist's Stone, a Golem
powerful artifact that projects a magical aura enchanting the Large Construct
creature holding it and all nearby allies. Choose an effect
from the list below for your stone to possess. You may switch
the effect to a different one using your action. Armor Class 16
Hit Points 50
You and all allies within 20 feet of you regain 5 hit points Speed 20 ft.
at the start of your turn.
You and all allies within 20 feet of you gain a d6
inspiration die at the start of each of your turns. The STR AGL END MNA LCK
inspiration die can be rolled and added to any attack roll 5 0 5 2 0
or saving throw you make, but you may only have a single
one from the same source at any given time. Damage Resistances Non-magical slashing, piercing,
You and all allies within 20 feet of you gain resistance to and bludgeoning
acid, cold, fire, lightning, necrotic, radiant, and thunder Condition Immunities Paralyzed, Petrified, Poisoned
damage.
You and all allies within 20 feet of you gain immunity to
being charmed and frightened and rolls saving throws Abilities
made against other mental interference with advantage. Carrying Capacity. A single creature may mount the
golem's shoulder, needing to expend 15 feet of
Should your Alchemist's Stone be lost or destroyed, you may movement to do so. While mounted, the creature
spend 8 hours creating a new one. cannot be targeted by melee attackers from the
ground.
Golemancy
Mobile Cover The golem's large frame provides
Starting at 5th level you gain the ability to turn your 3/4ths cover to all creatures standing directly
Alchemist's Stone into a large battle-golem using your action. behind it.
The golem appears in an unoccupied space within 20 feet of
you, forming around your stone which now acts as it's core.
Your golem continues to hold the Alchemist Stone's aura, but Actions
it's radius is reduced to 10 feet and the effect cannot be Titan Fist. Melee attack: +8 to hit, reach 5 ft., one
swapped while the stone is acting as the golem's core. When target. Hit: 2d6+4 bludgeoning damage. Enemies
the golem is reduced to 0 hit points, it crumbles and leaves hit must succeed a DC15 STR saving throw or be
the Alchemist's Stone behind where it was slain. You may knocked prone.
only use this feature once per rest.

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Astromancer
Spiritual magi who use astrology in all forms of their
magecraft. Astromancers are often called Soothsayers as
they possess the ability to catch glimpses of future events.
Seen as a lesser school of palm readers and fortune tellers by
most, Astromancers refute these claims and take great pride
in their studies.
Spellcaster
This class is a Spellcaster class. For each level in it you gain
additional spell slots as well as spells known.
Proficiencies
You gain proficiency in Divination spells and 1 additional
spell type of your choice.
It Has Been Foretold
Starting at 1st level glimpses of the future begin to press on
your awareness. When you finish a rest, roll two d20s and
record the numbers rolled. You can replace any attack roll,
saving throw, or skill check made by you or a creature that
you can see with one of these foretelling rolls.
You can replace a roll in this way only once per turn. Each
foretelling roll can be used only once. When you finish a rest,
you lose any unused foretelling rolls.
When you replace the roll of an enemy, they must make a
LCK saving throw against your Spell Save DC. On a success,
their roll is not changed. This still consumes your foretelling
roll.
Clairvoyance
You have foreseen a great calamity, and you will not be caught
unawares. Starting at 2nd level the first saving throw you
make in each combat is made with advantage. Additionally,
you cannot be surprised while you are conscious.
Eye of the Mind
Starting at 3rd level you gain truesight in a 60 foot radius and
gain an additional reaction on each of your turns.
Additionally, you roll three d20s for your foretelling rolls
instead of two.
Guided by the Stars
Starting at 3rd level you learn a single Divination spell of your
choice. You may cast this spell once per rest without
consuming a spell slot.

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Church Executor God's Will
A group of church monks dedicated to hunting greater evil. Starting at 4th level you learn 2 Sacrament type spells of
Exorcists who carry specialty weapons blessed with the your choice. You can cast these spells using Conviction points
capability of slaying heretics. Being an Executor means you instead of spell slots. The Spell Save DC for your Sacraments
have undergone extreme training that tests both your body is 12 + STR or AGL (your choice).
and your faith. You are mankind’s weapon. Though your Additionally, the damage of your unarmed strikes is increased
methods are brutal, your piety is unquestionable. to 1d6.
Proficiencies Extra Attack
You gain proficiency in Complex weapons and Sacrament Starting at 5th level you can attack twice, instead of once,
type spells. whenever you take the Attack action on your turn.
Holy Arsenal Evasion
The Church provides all of it's Executors with Black Keys and Starting at 5th level when you are subjected to an effect that
a Blessed Frock. allows you to make an AGL saving throw to take only half
Starting at 1st level you have 10 Black Keys and gain 5 more damage, you instead take no damage if you succeed, and only
for each level you have in Church Executor beyond the 1st. half if you fail.
Your Blessed Frock is a piece of worn equipment that grants
you resistance to all non-magical slashing, piercing, and
bludgeoning damage.
Conviction
Starting at 2nd level you gain access to Conviction points.
You use Conviction points to fuel various feats of extreme
physical prowess. You have an amount of Conviction points
equal to the amount of levels you have in Church Executor. If
your creature type is Demon or Vampire, your Conviction
points are permanently sealed. Conviction points are
consumed when they are used and regained on rests.
Flurry
Immediately after taking the attack action on your turn, you
can spend 1 Conviction point to make 2 unarmed strikes or
ranged Black Key attacks as a bonus action.
Enhanced Reflexes
You can spend 1 Conviction point to take the dodge,
disengage, or dash action as a bonus action.
Second Wind
You can spend 1 Conviction point as a bonus action to regain
hit points equal to 1d12 + the amount of levels you have in
Church Executor.
Additionally, your unarmed strikes deal 1d4 bludgeoning
damage. You can use STR or AGL for the attack and damage
rolls of your unarmed strikes.
Extreme Speed
Starting at 3rd level you gain +10 movement speed. You can
use your reaction to deflect ranged weapon attacks that hit
you. When you do so, the damage you take from the attack is
reduced by 1d10 + STR/AGL.
When you take the attack action on your turn using an
unarmed strike or a Black Key, you can make one unarmed
strike as a bonus action.

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At the start of your next turn, the glyph stabilizes and is ready
Ethermancer for use. You may activate it as a free action during your turn
or at the end of another creature's turn. When you activate it,
Magi who manipulate the Imaginary Element known as you must choose a map area as a destination. All creatures
Hollow. They can create a “negative space” that exists outside standing on the glyph when you activate it are taken to that
of the material realm. Using Hollow, you can temporarily exit map area instantly.
the material realm and enter it again at a different location.
Using this trick you can transport yourself, your allies, and You may only use Touko Travel once per rest.
perform different feats to disrupt your enemies.
Dimensional Shift
Spellcaster
Starting at 3rd level you add your MNA modifier to all AGL
This class is a Spellcaster class. For each level in it you gain skill checks and saving throws.
additional spell slots as well as spells known.
Additionally, you learn the ability to completely overload an
Proficiencies area with Hollow during combat, repositioning all
combatants as you please.
You gain proficiency in Abjuration and Conjuration type
spells. As an action, you cause the ground in a 120 foot circle
centered on you to morph into Hollow before sucking all
Ethereal Jaunt creatures in this area beneath it. You may then choose to
Starting at 1st level you learn how to use the ability Ethereal relocate all targets into a space of your choice within the
Jaunt. area. This includes your summoned tendrils. Unwilling
creatures must succeed a STR saving throw against your
As a bonus action, you exit the material realm momentarily Spell Save DC if they wish to avoid being teleported.
before reappearing in an unoccupied space you can see This ability has a recharge of 5-6. You automatically regain
within 30 feet. the expended use of it upon entering combat.
You may also use Ethereal Jaunt on allies and other willing
creatures, allowing them to choose the location they teleport
to themselves.
You can use Ethereal Jaunt an amount of times equal to your
MNA mod per rest.
From the Void
Starting at 2nd level you learn to weave Hollow as you cast
Abjuration and Conjuration spells.
When you cast an Abjuration spell, you shroud yourself in
Hollow before sending it outwards in an explosive blast of
shadow. All creatures within 10 feet of you take 2d8 necrotic
damage and are knocked backwards 10 feet.
When you cast a Conjuration spell, you may create a tendril
of Hollow in an unoccupied space within 5 feet of you. The
tendril will automatically lash out at any enemies that enter a
space within 10 feet of it or start their turn within 10 feet of
it, making a melee spell attack using your MNA modifier. The
tendril deals necrotic damage equal to 2d6 + your MNA
modifier on a hit. The tendril has 15 AC and 10 HP.
Touko Travel
Starting at 3rd level you learn the ability to charge an area
with Hollow to transport a group of creatures over a large
distance.
As a bonus action, you may choose a 10x10 foot area within
60 feet of you that can see and begin charging a teleportation
glyph.

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Geomancer Type Earth
Magi who bend the earth to their will. Stone benders able to Starting at 5th level, anytime you gain temporary hit points,
conjure shields and walls made of rock to defend them. you may instead choose to stow them. You do not gain stowed
Geomancers are defensive fighters and prefer to drag fights temporary hit points immediately, instead accumulating them
out and outlive their opponents. in a pool. Stowed temporary hit points are still lost after a
rest. As a bonus action, as long as you have at least 1
Spellcaster temporary hit point stowed, you may shroud your body in
Earthen Armor, gaining all stowed temporary hit points + an
This class is a Spellcaster class. For each level in it you gain amount of temporary hit points equal to your END modifier.
additional spell slots as well as spells known. Earthen Armor remains active until your temporary hit points
are reduced to 0. While Earthen Armor is active, you gain the
Proficiencies following features.
You gain proficiency in Evocation type spells. Your AC is set to 18. You cannot gain bonuses to AC from
Stat Parameters, spells or abilities that you cast yourself,
Stone Aegis or equipment.
Starting at 1st level you begin the game with temporary hit You gain resistance to all damage. This resistance does
points equal to 10 + your END mod. You regain these not stack with other forms of resistance.
temporary hit points at the end of each rest. While you have You add half of your END modifier (rounded down) to all
temporary hit points, you gain a +1 bonus to your AC. saving throws (including END saving throws).
You are immune to difficult terrain.
Rapid Casting (Earth)
Starting at 2nd level when you use your action to cast a spell,
you can use your bonus action to cast a cantrip or a second
spell as long as the second spell is Evocation and creates a
wall or otherwise alters terrain.
While you have temporary hit points, your Stone Aegis
feature is upgraded to grant you +2 AC.
Eruption
Starting at 3rd level the first time you are reduced to 0 hit
points, you are instead set to 1 hit point. When this feature is
triggered, the ground around you in a 20 foot area quakes. All
creatures within 20 feet of you are thrown to the edge of this
area, which becomes difficult terrain.
This feature can only be used once per rest.
Jagged Rocks
Starting at 3rd level when take damage from a melee attack
while you have any amount of temporary hit points, the
attacker takes piercing damage equal to 1d6 + your END
mod.
While you have temporary hit points, your Stone Aegis
feature is upgraded to grant you +3 AC.
Impervious Stone
Starting at 4th level you gain temporary hit points equal to (2
+ your END mod) each time you cast a spell.

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Hydromancer Taste of Your Own Medicine
Magi with a focus on controlling others. Despite their name, Starting at 3rd level, you can transfer any and all debuffs or
Hydromancers have very little to do with actual water. The debilitations from yourself to another creature. As an action,
element of Water is related to flows, forms, cycles, you force a single creature you can see within 60 feet to make
combinations, and manipulations. The Matou clan of magi a MNA saving throw. On a failure, all negative effects
used the manipulation origin of their elemental affinity for currently afflicting you are removed, afflicting the enemy
water to create the Command Seals. instead. If the enemy succeeds, you remain afflicted with
these debuffs.
Spellcaster This skill recharges on a roll of 5-6.
This class is a Spellcaster class. For each level in it you gain
additional spell slots as well as spells known.
Proficiencies
You gain proficiency in Enchantment spells.
Obey the Call
Starting at 1st level when a creature successfully passes a
saving throw you force them to make with an enchantment
spell or your Divert Aggression/Taste of Your Own Medicine
features, they take 3d6 psychic damage.
Divert Aggression
Starting at 2nd level when a creature you can see within 60
feet of you makes an attack roll against you, you can use your
reaction to divert the attack, provided that another creature is
within the attacks range. The attacker must make a MNA
saving throw against your spell save DC. On a failed save, the
attacker must target the creature that is closest to it, not
including you or itself. If multiple creatures are closest, the
attacker chooses which one to target.
On a successful save, you can't use this ability on the attacker
again until this feature recharges against them (recharge 5-6
per target).
You must choose to use this ability before knowing whether
the attack hits or misses. Creatures that can't be charmed are
immune to this effect.
Control the Flow
Starting at 2nd level you can choose to take a 20 or a 1 for
your intiative roll instead of rolling. You may choose to
change an allies initiative roll instead of your own in this way,
but only before they have rolled initiative.
Master of Manipulation
Starting at 3rd level, anytime you cast an Enchantment type
spell or use a charm or similar effect that only targets a single
creature, you instead choose an area you can see within 120
feet of you. All creatures within 10 feet of that area become
targets of the effect.

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Necromancer Necromancer Adept
Heretic magi who control the powers of death. Starting at 2nd level you learn a single Necromancy spell of
Necromancers can use dead bodies to boost their magical your choice. You may cast this spell once per rest without
ability, conjure undead allies, gather information, and curse consuming a spell slot.
enemies. Those who practice Necromancy are not Mortal Coil
considered outright evil, but all magi know them to be shifty.
Meddling in the affairs of life and death is taboo in the world Starting at 3rd level you learn to bend the life forces of your
of magi. summoned skeletons to aid you. You may target a skeleton
you have summoned and reduce it to 0 hit points using your
Spellcaster bonus action. Doing so grants you a boon, chosen from the
This class is a Spellcaster class. For each level in it you gain list below.
additional spell slots as well as spells known. You make a ranged spell attack originating from the
skeleton at a single target within 60 feet. On a hit, the
Proficiencies target takes 3d6 necrotic damage.
You gain proficiency in Necromancy spells. You force a single target you can see within 60 feet of the
skeleton to make a MNA saving throw against your Spell
Overlord Save DC. On a failure, the target becomes frightened of
you. Targets may repeat this save at the end of each of
Starting at 1st level your connection with death allows you to their turns.
call forth undead minions. Anytime you cast a Necromancy You gain 10 temporary hit points.
spell, a skeleton appears from the ground in an unoccupied
space within 10 feet of you. The skeletons obey your verbal
commands. If no command is given, the skeleton will stand
guard and defend itself. Your skeletons are slain when they
are reduced to 0 hit points, otherwise they disappear at the
start of your next rest.

Skeleton
Medium Undead

Armor Class 13
Hit Points 15
Speed 30 ft.

STR AGL END MNA LCK


0 2 2 2 0

Damage Immunities Poison


Condition Immunities Poisoned

Abilities
Loyal Minion. If a skeleton's summoner is targeted
with a melee attack while the skeleton is within 5
ft. of them, the skeleton may use its reaction to
become the new target of the attack.

Actions
Scratch. Melee attack: +4 to hit, reach 5 ft., one
target. Hit: 1d6+2 slashing damage.

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Dreadlord
Starting at 4th level, two skeletons are automatically
summoned at the end of each of your rests.
Additionally, you begin the game with two skeletons.
Echo of Death
Starting at 5th level you learn to bend the life forces of even
fallen enemies. Once per rest, when you or your skeletons
slay an enemy, you may temporarily bind their soul into your
service as a wraith. Wraiths roll their own initiative once
summoned and obey your verbal commands.
Enemy Magi, Servants, or other notable creatures retain
their abilities as wraiths, but have their maximum hit points
reduced by half, rounded down. They regain all expended
uses of spells, features, abilities, etc. Servant wraiths cannot
utilize Noble Phantasm true name attacks. Random NPC
humanoids simply become skeletons instead.
Your wraith is slain when it reaches 0 hit points, otherwise it
will remain by your side until you dismiss it.
You may use your Mortal Coil feature to target your wraith.
Doing so grants you all three options at once.
Necrophage
Starting at 5th level you learn to transfer the life force of the
undead bound to your service to yourself when you are in
mortal danger. While you are incapacitated and have at least
one skeleton, you may sacrifice ALL skeletons to revive
yourself with half of your maximum hit points rounded down
on your turn.
Alternatively, you may choose a summoned wraith instead.

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Projection Magi Onslaught
Magi who can create objects and weapons using the magical Starting at 3rd level the magic bonus for your projections is
energy in their bodies. Projection is a niche type of magecraft increased to +2. Additionally, when you take the attack action,
that is often used in combination with other types, if at all. you can use a bonus action to project any single weapon (that
Most magi scoff at Projection, seeing it as inferior to does not have the Two-Handed property) in your offhand and
Reinforcement. Why invest so heavily in the creation of immediately make an attack with it. You must have a free
flimsy, hollow objects when you can merely enhance already hand to use this feature. The weapon shatters after the
existing ones? Projection Magi typically have a unique attack.
circumstance that makes their creations special. Flash Detonation
Proficiencies Starting at 4th level, when your Flash Projections or
You gain proficiency in Complex Weapons. Onslaught projections shatter all creatures other than you
within 5 feet of the weapon take 2d6 force damage.
Projection Trace On
Starting at 1st level you can create any Simple or Complex Starting at 5th level you begin to fully understand a weapon
weapon as a bonus action. The weapon appears in your on a molecular level just by looking at it. You can create any
hands. Weapons you create using this feature gain a +1 Mystic Code or Noble Phantasm you have seen using your
magic bonus. You can only have an amount of projections Projection ability. You cannot replicate Divine Constructs
equal to your level in Projection Magi at any given time. using this method.
Projections will remain until dismissed as a free action.
For a Servant’s Noble Phantasm, it must be a weapon. You
Flash Projections can use the weapon’s True Name Attack if you have learned
Starting at 1st level you can overcharge your projections with the name of the Noble Phantasm. If you use a True Name
magical energy, granting them highly increased power at the Attack, the Noble Phantasm crumbles afterwards.
cost of instability. Flash Projections can only be used once For a Mystic Code, it must be a weapon. Mystic Codes
before they shatter to pieces. You can create a number of projected using this feature ignore attunement rules.
Flash Projections equal to your level in Projection Magi per
rest. You can only use this ability once per rest. You can only have
Some Flash Projections require creatures to make a saving a single projection using this feature at a time.
throw. Your Save DC for these saving throws is 10 + STR or
AGL (your choice). You learn one Flash Projection at 1st level.
Instant Defense
When you are the target of an incoming weapon attack, you
can use your reaction to project a shield that grants you +3
AC versus that attack. The shield shatters after receiving the
blow.
Flash Projections Cont.
Starting at 2nd level you learn additional Flash Projections.
Blade Overcharge
You can project a giant greatsword and attack with a wide
arcing sweep using your bonus action. All creatures within 10
feet of you are forced to make an AGL saving throw. On a
failure, targets take 3d6 slashing damage and are knocked
prone. Targets take half as much damage and are not
knocked prone on a successful save. The sword shatters after
the attack.
Immense Projectile
You can project any weapon and make a ranged weapon
attack with it using your action. The weapon deals an
additional 1d6 piercing damage if the attack is successful.
The weapon shatters after the making contact with the
target.

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Pyromancer Pyroblast
Magi who harness the immense destructive capabilities fire. Starting at 5th level when you cast an Evocation type spell
Pyromancers burn not only their opponents, but the entire that deals fire damage, you may choose to expend all of your
battlefield on which they are fighting to ash with their prolific remaining spell slots. The spell deals 3d6 additional fire
and uncontrollable flames. Pyromancers are held in high damage for each spell slot expended. Casting a spell in this
regard, not only is it the most difficult elemental magecraft to way causes it to ignore fire resistance and treat fire immunity
handle, but being born with an affinity to fire is a rarity. as fire resistance.

Spellcaster
This class is a Spellcaster class. For each level in it you gain
additional spell slots as well as spells known.
Proficiencies
You gain proficiency in Evocation spells.
Combustion
Starting at 1st level when you cast an Evocation type spell
that deals fire damage, you can use your bonus action to let
slip a large wave of additional flame. All creatures in a 10 foot
cone in front of you are forced to make an AGL saving throw,
taking 3d6 fire damage on a failure or half as much on a
success.
Nurturing Flame
Starting at 2nd level you and your allies gain temporary hit
points equal to 10 + your Pyromancer level at the end of each
rest.
Pyromania
Starting at 2nd level all spells you cast that deal fire damage
deal an additional 1d6 fire damage.
Fuel the Fire
Starting at 3rd level you gain resistance to fire damage.
Additionally, the first Evocation type spell that deals fire
damage you cast in each encounter does not consume a spell
slot.
World On Fire
Starting at 4th level you can use the ability World On Fire
once per rest.
You may use your action to cause the battlefield to erupt in
flames in an aura around you. All creatures within 30 feet of
you take 5 fire damage at the end of each of your turns. While
World On Fire is active, the amount of additional damage
your fire spells do is increased to 1d12. If you take cold
damage while World On Fire is active, it ends. Otherwise it
acts like a concentration spell with a duration of 1 minute.
Inflammable
Starting at 5th level you gain immunity to fire damage.

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Reinforcement Magi Sharpened Edge
Magi who funnel magical energy into objects, creatures, or Starting at 3rd level when you make a weapon attack, you
themselves to enhance their strength and effectiveness. can expend any amount of Reinforcement Points. The
Reinforcement is a rudimentary school of magecraft normally weapon gains a bonus to attack and damage rolls equal to the
taught to all beginners. Though it is easy and useful to grasp amount of points expended for that attack.
only the basics, Magi who fully dedicate themselves to Additionally, all weapons you reinforce using Reinforce
Reinforcement unlock its true potential. Object gain a +1 magic bonus.
Proficiencies Reinforce Body Cont.
You gain proficiency in Complex weapons. Starting at 4th level the effects of Reinforce Body are
upgraded and you are able to grant these effects to other
Reinforcement creatures by using the ability while touching them.
Starting at 1st level you gain a number of Reinforcement You gain +10 movement speed and can use your bonus
Points equal to the amount of levels you have in action to leap up to 10 feet in any direction.
Reinforcement Magi. These points are used for multiple You gain a +3 bonus to all melee damage rolls.
features in this class. Reinforcement Points are expended You gain +2 AC, usable as a reaction in response to being
when they are used and regained at the end of rests. attacked.
Reinforce Object Extra Attack
Starting at 1st level you can expend Reinforcement points to Starting at 5th level you can attack twice, instead of once,
enhance the strength of objects and weapons. You enhance a whenever you take the Attack action on your turn.
weapon or object you’re touching using your bonus action
and expending a single Reinforcement point, raising its Bladeworks
damage die by 1 tier (d6 becomes d8, etc.).
Starting at 5th level you can use Reinforce Object on the
Weapons with dual damage die (2d6, etc.) and weapons with same weapon twice instead of once. Additionally, you regain a
a damage die of 1d12 gain an additional 1d4 (becoming 1d6 Reinforcement Point at the start of each of your turns.
if reinforced again) instead. Objects become improvised
weapons that deal 1d4 damage with a type determined by the
object. Weapons may only be reinforced one time using this
method.
Reinforce Object lasts until the end of your next rest.
Iron Skin
Starting at 2nd level you learn how to use Reinforcement
passively to enhance the defense of your clothing, allowing
you to add half your MNA mod (rounded down) to your AC
while you are not wearing armor.
Reinforce Body
Starting at 2nd level you can expend Reinforcement Points to
enhance yourself using your bonus action. Each time you use
Reinforce Body, you may choose any amount of the effects
below.
You gain +10 movement speed and can use your action to
leap up to 10 feet in any direction.
You gain a +2 bonus to all melee damage rolls.
You gain +1 AC, usable as a reaction in response to being
attacked.
You must expend 1 Reinforcement point for each effect. You
cannot choose the same effect twice on the same creature,
even with multiple uses of Reinforce Body. Effects last for 10
minutes.

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Items and Equipment Complex Melee Weapons
M
Name Cost Damage Properties
In this section you will find your items, weapons, and Mystic A
Codes. When creating your character, this is the section Battleaxe 2
1d8
Versatile (1d10)
where you will spend your wealth points, as well as the slashing
Catalysts section. All items in this section have a listed cost. 1d8
Mystic Codes may have requirements other than wealth. Flail 2
bludgeoning

Ammunition Glaive 2
1d10
Heavy, reach, two-handed
slashing
All simple weapons with the Ammunition property come with
30 ammo, complex weapons come with 60. Additional Greataxe 2
1d12
Heavy, two-handed
ammunition must be purchased from vendors once the game slashing
has begun. Some vendors sell specialty ammo such as 2d6
incendiary rounds or poisoned arrows. Greatsword 2
slashing
Heavy, two-handed

1d10
Weapons List Halberd 2
slashing
Heavy, reach, two-handed

Simple Melee Weapons Lance 2


1d12
Reach, special
Name Cost Damage Properties piercing

1d4 1d8
Club 1 Light Longsword 2 Versatile (1d10)
bludgeoning slashing

1d4 Finesse, light, thrown 2d6


Dagger 1 Maul 2 Heavy, two-handed
piercing (range 20/60) bludgeoning

1d8 1d8
Greatclub 1 Two-handed Morningstar 2 —
bludgeoning piercing

1d6 Light, thrown (range 1d10


Handaxe 1 Pike 2 Heavy, reach, two-handed
slashing 20/60) piercing

1d6 1d8
Javelin 1 Thrown (range 30/120) Rapier 2 Finesse
piercing piercing

Light 1d4 Light, thrown (range 1d6


1 Scimitar 2 Finesse, light
hammer bludgeoning 20/60) slashing

1d6 1d6
Mace 1 — Shortsword 2 Finesse, light
bludgeoning piercing

1d6 1d6 Thrown (range 20/60),


Quarterstaff 1 Versatile (1d8) Trident 2
bludgeoning piercing versatile (1d8)

1d4 1d8
Sickle 1 Light War pick 2 —
slashing piercing

1d6 Thrown (range 20/60), 1d8


Spear 1 Warhammer 2 Versatile (1d10)
piercing versatile (1d8) bludgeoning
1d4
Whip 2 Finesse, reach
Simple Ranged Weapons slashing
Name Cost Damage Properties 1d8 Finesse, light, thrown
Black Key 2
piercing (range 20/60), special
Ammunition (range
Crossbow, 1d8
1 80/320), loading, two-
light piercing
handed Black Keys
Dart 1
1d4 Finesse, thrown (range The unique weapons of the Holy Church Executors. These
piercing 20/60) weapons are considered magical for overcoming resistances.
Shortbow 1
1d6 Ammunition (range Special: Black Keys gain a +5 bonus to attack and damage
piercing 80/320), two-handed rolls if the target is a vampire or demon. You can draw up to 3
Sling 1
1d4
Ammunition (range 30/120)
Black Keys in one hand using the same action. When you are
bludgeoning wielding 3 in the same hand, the damage type is replaced
1d6 Ammunition (range
with slashing and the damage die becomes 2d6.
Pistol 1
piercing 60/320), loading(6), light
Vehicles

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Firearm Properties Net
A Large or smaller creature hit by a net is Restrained until it
Some more advanced firearms have properties that are not in is freed. A net has no effect on creatures that are formless, or
D&D 5e, such as Automatic and Burst Fire. Save DCs for creatures that are Huge or larger. A creature can use its
your firearm attacks are 12 + your AGL mod. Special action to make a DC 10 STR check, freeing itself or another
ammunition may not be used in combination with Automatic creature within its reach on a success. Dealing 5 slashing
or Burst Fire attacks. damage to the net (AC 10) also frees the creature without
Automatic harming it, ending the effect and destroying the net. When
Automatic firearms can make a separate attack that releases you use an action, Bonus Action, or Reaction to Attack with a
a salvo of bullets per pull of the trigger. As an action, you can net, you can make only one Attack regardless of the number
force any creatures of your choice in a 25-foot square of attacks you can normally make.
centered on a point within your firearm's maximum range to Complex Ranged Weapons
make an AGL saving throw, taking the gun's automatic Name Cost Damage Properties
damage (listed in parenthesis) on a failed save, and half that
damage on a success. This action subtracts 10 rounds from Crossbow,
2
1d6 Ammunition (range
your gun. You can use this action only if you have the hand piercing 30/120), light, loading
ammunition available to do so. Firearms with the automatic Ammunition (range
property always expend six ammunition per attack. Crossbow,
2
1d10
100/400), heavy, loading,
heavy piercing
two-handed
Burst Fire
Burst fire firearms are able to make a special attack that 1d8
Ammunition (range
releases a stream of multiple bullets. As an action, you can Longbow 2
piercing
150/600), heavy, two-
force up to 6 creatures of your choice in a 15-foot square handed
centered on a point within your gun's maximum range to Net 2 - Special, thrown (range 5/15)
make an AGL saving throw, taking your gun's burst fire
damage (listed in parenthesis) on a failed save, and half that Heavy
2
1d8 Ammunition (range
damage on a success. This action subtracts 6 rounds from Pistol bludgeoning 60/320), loading(6)
your gun. You can use this action only if you have the Ammunition (range 40/120)
ammunition available to do so. Additionally, guns with the Automatic
2
2d4
light, loading(24),
burst fire property always expend three ammunition per Pistol piercing
automatic(6d4)
attack.
Ammunition (range 30/90)
Burst 1d8
Scatter 2 light, loading(24), burst
Pistol piercing
Firearms with the scatter property have two types of damage, fire(3d8)
a regular damage roll and a scatter damage roll. When you hit 1d12 Ammunition (range 90/300)
a creature with a firearm that has the scatter property, Rifle 2
piercing two-handed, loading(6)
creatures within 5 feet of the target take scatter damage if the
attack would hit them. The original target and the attacker do Combat
2
1d12
Ammunition (range 90/300)
two-handed, loading(24),
not take this damage. Rifle piercing
burst fire(3d12)
Loading Ammunition (range 90/300)
Most firearms allow for more than one piece of ammunition Automatic
Rifle
2
2d6
piercing
two-handed, loading(30),
to be loaded into them at once. The amount of ammo you can automatic(6d6)
load into the gun at one time is listed in parenthesis. Sawn-Off 2d4 Ammunition (range 20/40),
2
Shotgun bludgeoning loading(4), scatter(1d4)
Special Weapon Properties
Ammunition (range 30/60),
Weapons with the special property have their unique feature Shotgun 2
1d12
two-handed, loading(6),
explained below. bludgeoning
scatter(1d6)
Lance Double
Ammunition (range
You have disadvantage when you use a lance to Attack a Barrel 2
2d6 90/300),two-handed,
target within 5 feet of you. Also, a lance requires two hands to Shotgun
bludgeoning loading, scatter(1d8),
wield when you aren't mounted. special

Double Barrel Shotgun


When you within 5 feet of a creature and hit them with a
weapon attack you deal an additional 1d8 damage.

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Firearm Attachments Attachments
You can attach equipment to guns and crossbows that grant Name Cost Placement Properties
slight benefits such as scopes, laser sights, bayonets, etc. You Red Dot +1 to all damage rolls at
can place or remove attachments as an action during your Sight
1 Top
creatures within 30 feet.
turn. Attachment placement is different for guns and
crossbows as listed below. Increases the normal
and maximum range of
Firearm Attachment Placements Scope 1 Top the firearm by 30 feet.
Crossbow Top, Bottom Does not affect
shotguns.
Gun Top, Bottom, Sides (2), Barrel
You are immune to
being disarmed if you
Foregrip 1 Bottom have a free hand to hold
the foregrip. Does not
affect pistols.
+1 to attack rolls while
Bipod 1 Bottom/Barrel prone or behind half-
cover.
Allows you to make
melee attacks with the
Bayonet 1 Barrel
firearm (1d6
slashing/piercing).
You can use a bonus
action to mark a
creature with the beam
allowing you to reroll 1s
Laser Sight 1 Bottom, Sides and 2s on all damage
rolls made with the
firearm at the creature
until the end of your
turn.
Adds a flashlight that
can be turned on and
off using a bonus
Flashlight 1 Bottom, Sides action. It sheds bright
light in a 30 foot cone
and dim light for 30
feet beyond that.
Adds your AGL modifier
Tight Choke
1 Barrel to your firearm's scatter
Barrel
damage.
The range for your
firearm's scatter damage
Wide Choke
1 Barrel becomes 10 feet in a
Barrel
radius around the
original target.
Adds your AGL modifier
to your firearm's
Compensator 1 Barrel
automatic and burst fire
damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Armor Special Ammo: Tranquilizer (2)
Ammunition, 1 wealth
Primarily worn by martial fighters, armor protects the body
from physical blows. Heavier armor will provide greater Arrows/Bolts that inject the target with a paralyzing agent
protection but restrict movement, so choose your defense forcing them to succeed a DC15 END saving throw or
carefully. become paralyzed. Targets may repeat this save at the end of
each of their turns.
Armor
Name Cost Requirements Properties Anti-toxin
Light
Consumable, 1 wealth
2 N/A Increases base AC to 11.
Armor When consumed removes the Poisoned condition.
Increases base AC to 14. You
only gain a maximum of 2 AC Caltrops
Medium
2 2 STR
from your AGL modifier. You Consumable, 1 wealth
Armor have a -1 penalty to all AGL
skills checks and saving A single bag of 20 caltrops. As an action, you can spread
throws. them to cover a 5-foot-square area. Any creature that enters
the area must succeed on a DC 15 AGL saving throw or stop
Increases base AC to 18. You moving and take 1 piercing damage. Until the creature
Heavy
gain no AC from your AGL regains at least 1 hit point, they are Slowed.
3 5 STR modifier. You have a -2
Armor
penalty to all AGL skill checks Holy Water Flask (5)
and saving throws. Consumable, 1 wealth
Grants +1 AC while wielded
Shield 2 N/A
in a free hand. As an action, you can splash the contents of this flask onto a
creature within 5 feet of you or throw it up to 20 feet,
You may wear armor without meeting the requirements, but shattering it on impact. In either case, make a ranged Attack
the AGL penalties are doubled if this is the case. against a target creature, treating the holy water as an
Improvised Weapon. If the target is a vampire or demon they
Potions and Consumables take 4d6 radiant damage and cannot regain hit points until
the end of the encounter.
Below you will find all potions usable by Alchemists or
unique consumable items sold by vendors. Hunting Trap
Consumable, 1 wealth
Arrows/Bolts (30)
Ammunition, 1 wealth When you use your action to set it, this trap forms a saw-
toothed steel ring that snaps shut when a creature steps on a
Bullets (60) pressure plate in the center. The trap is affixed by a heavy
Ammuntion, 1 wealth chain to an immobile object, such as a tree or a spike driven
into the ground. A creature that steps on the plate must
Special Ammo: Explosive (5) succeed on a DC 13 AGL saving throw or take 1d4 piercing
Ammunition, 1 wealth damage and stop moving. Thereafter, until the creature
breaks free of the trap, its Movement is limited by the length
Bullets that explode on impact dealing an additional 1d8 of the chain (5 feet). A creature can use its action to make a
bludgeoning damage to targets hit and all creatures within 5 DC 13 STR check, freeing itself or another creature within
feet of the target. its reach on a success. Each failed check deals 1 piercing
damage to the trapped creature.
Special Ammo: Incendiary (10)
Ammunition, 1 wealth Manacles
Consumable, 1 wealth
Bullets that ignite targets hit dealing an additional 1d6 fire
damage. These metal restraints can bind a Small or Medium creature.
Escaping the manacles requires a successful DC 20 AGL
Special Ammo: Poison (10) check. Breaking them requires a successful DC 20 STR
Ammunition, 1 wealth check. Each set of manacles comes with one key. Manacles
have 15 Hit Points.
Arrows/Bolts coated in potent poison dealing an additional
1d6 poison damage and forcing targets to succeed a DC13
END saving throw or become Poisoned until the end of their
next rest.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Oil Flask (5) Potion of Invisibility
Consumable, 1 wealth Potion, 2 wealth
As an action, you can splash the oil in this flask onto a When you drink this potion you become invisible and are
creature within 5 feet of you or throw it up to 20 feet, unable to be sensed by magic of any kind for 1 hour. This
shattering it on impact. Make a ranged Attack against a target effect ends early if you cast a spell or make an attack.
creature or object, treating the oil as an Improvised Weapon.
On a hit, the target is covered in oil. If the target takes any fire Potion of Rage
damage before the oil dries (after 1 minute), the target takes Potion, 2 wealth
an additional 5 fire damage from the burning oil. You can also
pour a flask of oil on the ground to cover a 5-foot-square area. When you drink this potion your blood boils with rage,
If lit, the oil burns for 2 rounds and deals 5 fire damage to enhancing your martial prowess while clouding your mind.
any creature that enters the area or ends its turn in the area. You gain the following effects until the end of the next
A creature can take this damage only once per turn. encounter.
Rope You gain a +2 bonus to melee damage rolls.
Consumable, 1 wealth You make all melee attacks with advantage, but all attacks
made at you are also made with advantage.
50 feet of rope. Lengths of rope have 2 hit points and can be You gain resistance to non-magical slashing, piercing, and
burst with a DC17 STR check. bludgeoning damage.
Potion of Charisma Potion of Speed
Potion, 2 wealth Potion, 2 wealth
When consumed, grants the user the charisma of a leader When you drink this potion you gain superhuman speed. Your
capable of leading armies into battle. Until the end of your movement speed is doubled and you do not provoke
next rest, when you enter combat you and all allies gain 10 opportunity attacks, and roll all checks made to escape
temporary hit points and a d8 inspiration die that can be combat with advantage. This effect lasts until the end of the
rolled and added to any attack roll or saving throw. next encounter.
Potion of Growth Potion of Resistance
Potion, 2 wealth Potion, 2 wealth
When you drink this potion your size is increased by one When you drink this potion you gain resistance to all damage
category - from Medium to Large, for example. You gain except Force and Psychic. This effect lasts until the end of the
advantage on all STR checks and saving throws. Your next encounter.
weapons also grow to match your new size, and all attacks Potion of Thorns
made with them deal an additional 1d4 damage. These Potion, 2 wealth
effects last until the end of the next encounter or until you fall
unconscious. When you drink this potion your magic circuits flare, lashing
Potion of Guts out at your attackers. Anytime a creature deals damage to
Potion, 2 wealth you, they take 1d6 piercing damage. This effect lasts until the
end of the next encounter.
When you drink this potion you gain the conviction to pick Potion of Wraith Walk
yourself up from a mortal blow. The first time you are Potion, 2 wealth
reduced to 0 hit points, you are instead set to 1 hit point. This
effect can only happen once, and only lasts until the end of When you drink this potion you become ethereal, granting
your next rest. you the ability to walk through walls, obstacles, and other
Potion of Healing solid objects. You also gain a climbing speed and burrowing
Potion, 2 wealth speed equal to your movement speed for 1 minute. Moving
through a solid object counts as difficult terrain. You are
When you drink this potion you regain 4d6+6 hit points. immune to environmental damage such as spreading fire or
terrain spells such as Wall of Thorns. If you are inside a solid
Potion of Intuition object when this effect ends, you are violently thrown
Potion, 2 wealth towards the nearest open space, taking 5d6 bludgeoning
damage.
When you drink this potion you gain an extremely refined
combat sense. You gain +2 AC vs ranged attacks, +2 to all
attack rolls. These effects last until the end of the next
encounter or until you fall unconscious.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mystic Codes Book of the False Attendant
Mystic Code, 2 wealth
Specialty equipment and magical items made to assist Magi
beyond what physical training and magecraft are capable of. A tome capable of transferring the contract formed between a
Mystic Codes require attunement. You become automatically Servant and their Master. The owner of the tome can
attuned with a Mystic Code when you equip it. You may only temporarily end their contract with their Servant, granting
be attuned to a single worn Mystic Code ownership of the contract to anyone that wields this tome.
(equipment/consumable) and a single held Mystic Code The original Master loses their Command Seals. The wielder
(weapon) at any given time. of the tome acting as a stand-in Master instead can use their
action to issue commands to the Servant, who will be forced
Amulet of Attunement to make a DC17 MNA saving throw taking 6d8 necrotic
Mystic Code, 4 wealth damage and becoming paralyzed until the end of their next
A small silver necklace with a blue gem embedded in its turn on a failure. This save is only made if the Servant
center. This Mystic Code does not need to be attuned. While disobeys the command, or if an impossible command that
wearing it, the user can maintain concentration on two spells only the power of a Command Seal could actualize is issued.
at the same time. The user makes saving throws to keep If this tome is destroyed, the original Master regains their
concentration as if concentrating on a single spell. contract made with the Servant as well as their Command
Seals.
Azoth Blade
Mystic Code, 3 wealth, Requirements: Magus Family Heir
A ceremonial dagger used as a focus for casting spells. The
blade has three charges that can be expended when the user
casts a spell to enhance the spell. Damaging spells deal an
additional 1d6 damage of the same type for each charge
expended. Spells that force saving throws have the Save DC
raised by 1 for each charge expended. If the spell is both
damaging and forces a save, you may choose which aspect is
enhanced. You can regain the blade's expended charges by
granting it spell slots using an action on your turn. It will
regain one charge for each spell slot used. It starts with 3
charges and regains a single charge by itself at the end of
each rest. The blade can be used as a normal dagger in melee
combat.
Band of the Forsaker
Mystic Code, 3 wealth
A steel binding that goes around the users wrist. Once this
band is equipped it cannot be unequipped by any means.
While wearing the band, the user gains resistance to all
damage dealt by spells or other magical effects. The band
also seals the users own magic circuits, making them
permanently unable to cast spells.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Crown of Storms Energized Gauntlets
Mystic Code, 5 wealth, Requirements: Main Class Mystic Code, 3 wealth, Requirements: At Least One Spell
Aeromancer Slot
An ivory crown bearing the strength of a raging storm. While A pair of large steel gauntlets that fits over the users hands.
wearing the crown, you may expend any amount of Tempest The gauntlets serve as a spellcasting focus, allowing the user
as an action, causing a tornado to appear in an area you can to cast spells through them. All spells cast using the gauntlets
see within 60 feet. The tornados' size and power is based on have their damage type replaced with lightning damage.
the amount of Tempest expended. At 1 Tempest expended it Unarmed strikes made with the gauntlets deal an additional
is 10x10 ft., deals 3d6 thunder damage, and lasts for 1 round. 1d6 lightning damage. While wielding the gauntlets, the user
It grows 5x5ft., deals an additional 1d6 damage, and lasts an may expend a spell slot and use their reaction when they take
additional round for each point expended after 1. You may damage to teleport to a new location within 60 feet that they
move the tornado up 10 feet in any direction using your can see. All creatures within 5 feet of the new location take
bonus action on your turn. Targets caught in the tornado as it 3d6 lightning damage.
appears, or creatures that end their turn within it, or
creatures it passes through while moving are forced to make Ferrystone
a STR saving throw vs. your Spell Save DC. Targets are Mystic Code, 1 wealth
knocked prone on a failure, and take half as much damage
and are not knocked prone on a success. A shiny, silver, translucent orb. This is a consumable Mystic
Code possessing similar qualities to a magical gem. While
All structures the tornado passes through are destroyed, you possess the Ferrystone, you may use it to mark the map
making the area they occupied difficult terrain. Any location you are currently in as a free action. At any point
projectiles that must pass through the tornado are later on, you may activate the Ferrystone using your action,
automatically affected by your Redirection feature. instantly teleporting you to the point you marked. The
Ferrystone is consumed after teleportation.
Cursebreaker
Mystic Code, 5 wealth, Requirements: Main Class Gamaliel
Necromancer Mystic Code, 5 wealth, Requirements: 5 STR
A double-barrel shotgun capable of firing rounds made of A large tower shield with a string-instrument motif and a
human fingers. They pierce their targets and inflict them with pointed spearhead on the bottom. This weapon is a Divine
a curse. While loading this shotgun you may choose to Construct lance, granting it a +1 magic bonus to its attack
sacrifice a skeleton using your Mortal Coil to curse the and damage rolls. While wielding it, the user gains +2 AC.
ammunition of your next shot. Choose a curse effect from
below. The scatter damage of the gun is unaffected by the As a reaction while wielding Gamaliel, when the user is
chosen curse. targeted with an AoE effect that forces an AGL saving throw,
they may plant the shield's spearhead into the ground and
Targets damaged by your attack are forced to succeed a strum Gamaliel's strings to project a barrier. This barrier
MNA saving throw against your Spell Save DC. Targets provides the user and all creatures within 5 feet of them
that fail have a portion of their soul ripped out, which you 3/4ths cover against the triggering AoE effect.
then gain as a surge of magical energy. The target has a -2
penalty to all rolls until the end of your next turn, and you Gem-Tipped Staff
regain 2d8 hit points. Mystic Code, 5 wealth, Requirements: Main Class Gem Magi
The shot deals an additional 2d6 necrotic damage.
Targets damaged by your attack are forced to succeed a A staff tipped with a large gemstone. This staff acts as a
MNA saving throw against your Spell Save DC. Targets spellcasting focus for Gem Magi, as the large gemstone is an
that fail become vulnerable to one type of elemental Empty Gem that can be made into a Magical Gem. What
damage you choose. The next attack made at them is differentiates the staff from a mere Empty Gem holder is that
made with advantage. These effects last until the end of it can be reused, meaning once the Magical Gem inside the
your next turn. staff is used, it will revert back into an Empty Gem instead of
being destroyed. Additionally, the gem will automatically draw
Enchanted Blueprint magical energy into itself while the user is resting, storing a
Mystic Code, 2 wealth, Requirements: Main Class Projection single spell slot inside of it at the end of each rest, up to 3.
These spell slots can only be used to turn the large gemstone
Simple, magical instructions provided to create a specialized inside the staff into a Magical Gem.
weapon to your liking. You may utilize this blueprint anytime
you use your Projection feature, allowing you to add or a
remove a single keyword from any weapon of your choice.
You may not attach a ranged weapon keyword, such as Full-
Auto or Scatter, to a melee weapon. Adding the Two-Handed
keyword to a weapon increases its damage die size by 1.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hiltless Mystic Eye Killers
Mystic Code, 4 wealth. Mystic Code, 2 wealth
An eastern longsword with no hilt. Instead, the user grips the Glasses created with enchanted lenses that nullify the effects
bottom of the blade wrapped in bloodied linen. While of Mystic Eyes. If the wearer possesses their own Mystic
wielding Hiltless, the users maximum hit points are reduced Eyes, they are sealed while this item is equipped. The user is
by half, rounded down. When the user successfully deals immune to the targeted effects of enemy Mystic Eyes while
damage with Hiltless, they regain hit points equal to the wearing these glasses. The user rolls any saving throws made
damage dealt. from non-targeted Mystic Eye effects, or effects originating
from Mystic Eyes with advantage.
Holy Shroud of Magdalene
Mystic Code, 3 wealth, Requirements: Female, Church Origin Rounds
Monk/Main Class Church Executor Mystic Code, 4 wealth, Requirements: Complex Weapon
Proficiency
A long, red, scarf-like shroud adorned over the users
shoulders. As an action, the user may bind a single Male A special Mystic Code taking the form of a limited amount of
target within 60 feet of her, forcing the target to make a DC17 ammunition. The user gains 5 origin rounds that can be
STR saving throw at disadvantage. On a failure, the target loaded into any firearm. Origin rounds deal the damage of a
becomes restrained. The target can repeat this saving throw normal bullet, but any targets hit have their magic circuits
at disadvantage at the end of each of their turns. The user severed and rebinded, causing them to go haywire. If the
can forcefully drag the target to any location within 60 feet on target is a spellcaster, they take an additional 3d6 necrotic
subsequent turns using her bonus action. If the target passes damage and become permanently Slowed. Any time they cast
the save or otherwise frees itself, the shroud cannot be used a spell after being hit with an origin round, they are forced to
against them until the end of the users next rest. make a DC15 MNA saving throw, taking 3d6 necrotic
damage and expending the spell slot without casting the spell
Mechanical Bracers on a failure. Targets that have passed the save become
Mystic Code, 5 wealth, Requirements: Main Class immune to Origin Rounds until the end of their next rest.
Reinforcement Targets that fail become immune to the effects of subsequent
Origin Rounds.
A pair of metallic mits that tightly grip the user's hands and
forearms. You gain the following benefits while wearing these Planar Sash
bracers. Mystic Code, 5 wealth, Requirements: Main Class
Your unarmed strike damage is increased to 1d6 Ethermancer
bludgeoning damage and you may choose to use either A black sash that sparkles like a galaxy and moves as if the
STR or AGL for their attack and damage rolls. wind is forever blowing. While wearing this sash somewhere
You may expend a Reinforcement Point as a reaction on your body, your Ethereal Jaunt feature is sealed and
when you are targeted by a ranged attack to immediately replaced with Void Warp.
use any amount of your movement towards the attacker.
You may use Reinforce Body during this movement. Void Warp. Anytime you take the Attack action, cast a spell,
When you use Sharpened Edge on these bracers, you or take damage, you are forcibly pulled from the material
increase their damage die by one size for each plane and teleported to an unoccupied space of your choice
Reinforcement Point spent instead of granting them a that you can see within 15 feet. All creatures within 5 feet of
bonus to attack and damage rolls. the area you reappear at take 1d6 necrotic damage. You may
choose whether you teleport before or after casting a spell or
These bracers are considered light weapons. As such, you making an attack, but you must teleport at least 5 feet.
cannot wield another weapon while wearing the Mechanical
Bracers.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Pocket Dragon Seventh Holy Scripture
Mystic Code, 5 wealth. Mystic Code, 5 wealth, Requirements: Main Class Church
Executor, 5 STR
A small pseudo-dragon familiar. When you choose this Mystic
Code, pick an elemental damage type. This will be the A conceptual weapon, one of the most powerful artifacts the
element your Pocket Dragon utilizes for it's abilities. While Holy Church possesses. An extremely large, heavy, metal
Pocket Dragon is mounted on your shoulder, it grants you the stake-driver. Created to prevent immortal beings from
following. reincarnating, this weapon is the ultimate bane to constructs,
vampires, demons, and spirits, causing them to become
You gain resistance to the elemental damage type of the unable to regain hit points until the end of their next rest
Pocket Dragon. after taking damage from it. Additionally, if a vampire, demon,
You may command the Pocket Dragon to make a breath or spirit is reduced to 0 hit points by the weapon, they die
attack using your bonus action. All creatures in a 15-foot instantly.
cone in front of you are forced to make a DC15 AGL
saving throw, taking 3d6 damage of the Pocket Dragon's Heavy, Two-Handed, 2d8 bludgeoning damage. This weapon
elemental type on a failure or half as much on a success. has a +1 magic bonus.
This breath attack has a recharge of 5-6.
Each time you make a successful melee attack using this
You may command your Pocket Dragon to dismount from weapon, you gain a stack of Conscription, up to 3. You may
your shoulder as a free action on your turn. While it is expend stacks of Conscription in the following ways:
unmounted, it has a flight speed of 20 feet. It may scout on its
own, using your LCK modifier. In combat, the Pocket Dragon You may expend 1 stack instead of making one of your
has 10 hit points and 12 AC. You may command it to take the attacks using the Attack action, revealing a large stake to
Help action using your bonus action. Should your Pocket pierce your target. This attack deals 3d8 piercing damage.
Dragon die, it will return to you at the end of your next rest. You may expend 3 stacks as a bonus action, spreading
golden pages around you in a 10 ft. area. You and all allies
Salamander Skin Glove in this area regain 20 hit points. Any undead, spirits,
Mystic Code, 3 wealth vampires, or demons are unable to enter this area. If they
are already in this area, they are thrown to the edge of it,
A brown leather glove that can be worn by someone unskilled becoming prone and taking 5d8 radiant damage. This
in magecraft, granting them limited Pyromancy abilities. The area remains for 3 rounds, unless targeted with a magical
glove has 5 charges and regains 1d4 charges at the end of effect that would destroy it.
each rest. The user can expend the charges by snapping their
fingers to cast the following spells. The Spell Save DC for Starmine
spells cast with the glove is 15. Mystic Code, 4 wealth.
1 Charge. Firebolt A longbow made of elegantly twisted black metal. The bow
2 Charges. Greater Combustion automatically creates ammunition with each shot, which deal
3 Charges. Wall of Fire force damage and are considered magical for overcoming
resistances. When you use your action to cast a spell, you
Sandor's Pestilence may make a single attack using Starmine as a bonus action.
Mystic Code, 3 wealth Anytime you make an attack using Starmine, you may expend
A battered heavy crossbow with a scope attachment. Any a single spell slot to make the attack deal an additional 3d8
ammunition loaded into this crossbow becomes poison bolts. force damage. You must expend this spell slot before you
Additionally, the wielder of the crossbow gains resistance to know if the attack will hit or not.
poison damage and immunity to the Poisoned condition. Swords of the Stars
Mystic Code, 5 wealth, Requirements: Main Class
Astromancer
Twin scimitars with the 12 signs of the zodiac engraved on
the blades. You may use your MNA modifier for the attack
and damage rolls of these swords. While wielding these
swords, you are always under the effects of the Foresight
spell. When you land a successful attack using these
weapons, you may expend a foretelling roll to cause the
attack to deal an additional 3d6 force damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Volumen Hydrargyrum Worn Scabbard
Mystic Code, 5 wealth, Requirements: Main Class Mystic Code, 5 wealth, Requirements: 5 AGL
Hydromancer
An extremely worn and unsuspecting wooden sheathe
A small glass vial filled with enchanted silver mercury. As a containing an eastern longsword with a red tassel attached to
bonus action, the user may speak the command phrase: "Boil, the bottom of the hilt. The sword may not be unsheathed
my blood." to conjure the mercury from the vial, taking the normally.
form of a sphere that occupies a space within 5 feet of the
user. The mercury becomes a creature in its own right Anytime you make an attack with this sword, you instead
commanded by the user on their turn. perform a Blade Flash. Spells that buff weaponry have no
effect on this weapon.
Blade Flash. A melee attack with a reach of 60 feet. Your
Marrow of the Moon AGL mod is added to the attack and damage rolls of this
attack. On a hit, the attack deals 1d10 slashing damage.
Spirit Blade Flash ignores armor and magical benefits to AC.
Medium Mystic Code

Armor Class 18
Hit Points 45
Speed remains within 5 feet of the user

STR AGL END MNA LCK


5 0 0 0 0

Damage Resistances Nonmagical slashing, piercing,


and bludgeoning.
Condition Immunities All

Actions
Volumen will automatically act as it sees fit. It may
perform a single action at the start or the end of its
user's turn.

Stab. Melee attack: +5 to hit, reach 10 ft., one target.


Hit: 1d8+5 piercing damage.
Defend. The mercury automatically morphs around
the target when they are attacked, becoming the
new target of all attacks made at the target until
the start of their next turn. Attacks that nullify
magic bypass this defense.
Detect. The mercury spreads itself into a large web
spanning a 120 foot area surrounding the user.
All hidden creatures in this area are revealed to
the user.

The user can return the mercury to the vial as an action. The
mercury regains all lost hit points at the end of the users rest,
but if it reaches 0 hit points it will remain lost until the user
spends 8 hours out of combat to replenish it.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dual Wielder
Feats and Traits Training cost: 3 wealth or 1 Class Level
Abilities representing physical prowess, powers originating You master fighting with two weapons, gaining the following
from magical lineage, and Mystic Eyes proving one was born benefits:
genetically gifted. In this section you will find abilities to
further personalize your Magi beyond what a Class offers. You gain a +1 bonus to AC while you are wielding a
Each Feat, Sorcery Trait, and pair of Mystic Eyes can be separate melee weapon in each hand.
'bought' using one Class Level. You may have more than one You can use two-weapon fighting even when the one
Feat, but only one Sorcery Trait and one pair of Mystic Eyes. handed melee weapons you are wielding aren’t light.
You may add your ability modifier to damage rolls made
Feats with off-hand weapons.
A feat represents a talent or area of expertise that grants the You can draw or stow two one-handed weapons when you
character special capabilities. Feats are primarily physical would normally be able to draw or stow only one.
traits, but there are some that affect the character's magical Martial Initiate
abilities.
Training cost: 3 wealth or 1 Class Level.
Bow Expert You've either begun your training as a melee combatant, or
Training cost: 3 wealth or 1 Class Level are a weathered warrior brushing up on their skills. You gain
You have mastered firing bows and can make shots other 2 maneuver die learn 2 maneuvers listed in the Martial Adept
would find impossible. You gain the following benefits: background.
Attacking at long range or point blank doesn't impose If your background is Martial Adept, you instead learn 1
disadvantage on your bow or crossbow attack rolls. additional maneuver and your maneuver die size increases to
Your bow and crossbow attacks ignore half-cover and 1d8.
three-quarters cover.
Before you make an attack using a bow or crossbow, you Great Weapon Master
can choose to take a -5 penalty to the attack roll. If the Training cost: 5 wealth or 1 Class Level
attack hits, you add +10 to the attack's damage. You've learned to put the weight of a weapon to your
You ignore the loading quality of crossbows. advantage, letting its momentum empower your strikes. You
Charger gain the following benefits:
Training cost: 3 wealth or 1 Class Level On your turn, when you score a critical hit with a melee
If you move at least 10 feet in a straight line towards your weapon or reduce a creature to 0 hit points with one, you
target immediately before taking a melee attack, you either can make one melee weapon attack as a bonus action.
gain a +5 bonus to the attacks damage roll or force the target Before you make a melee attack with a heavy weapon, you
to make a contested STR check, becoming prone on a failure. can choose to take a -5 penalty to the attack roll. If you do
so and the attack hits, it deals +10 damage.
Dauntless Historian
Training cost: 5 wealth or 1 Class Level. Requirements: 3 Training cost: 3 wealth or 1 Class Level
END or higher
You never give up in the face of defeat, granting you the Becoming a history major is finally going to be worthwhile.
following benefits: You gain the following benefits:
At the start of your turn, if you are bloodied, you gain a d8 You may roll a True Name Discernment (LCK) check
inspiration die that can be rolled and added to any attack when you see a Servant for the first time.
roll or saving throw. You may only have one inspiration die When a Servant that you can see uses their Noble
from this feature at any given time. Phantasm True Name Attack, you may roll a True Name
When you take damage that would reduce you to 0 hit Discernment check with advantage.
points, you can use your reaction to bolster your When you correctly guess the Servant's True Name, you
willpower. You gain temporary hit points equal to 1d10 + gain a +3 bonus to all saving throws they force upon you.
your END modifier, which will take as much of the Additionally, you learn of any weaknesses the Servant has.
triggering damage as possible. You may only use this The DC for True Name Discernment checks is 16.
feature once per rest. Discerning a Servant's True Name with this feature reveals
their Noble Phantasm and it's abilities to you as if they
revealed it to you themselves. If a Servant has multiple Noble
Phantasms, you learn the one of the lowest rank first, and
may roll to learn additional Noble Phantasms at the start of
each subsequent turn in combat with them.

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Inspiring Leader Polearm Master
Training cost: 4 wealth or 1 Class Level Training cost: 5 wealth or 1 Class Level
You gain the charisma to move men into battle with fire in You can keep your enemies at bay with reach weapons. You
their eyes. Once per rest when you enter combat, you and all gain the following benefits:
allies gain 10 temporary hit points and a d8 inspiration die
that can be rolled and added to any attack roll or saving When you make an Attack with only a polearm or
throw. quarterstaff, you can use a bonus action to make an attack
with the opposite end of the weapon. The weapon's
Mage Slayer damage die for this attack is 1d6, and the attack deals
Training cost: 4 wealth or 1 Class Level bludgeoning damage.
When you are holding a polearm or quarterstaff, enemies
You have practiced techniques useful in melee combat provoke opportunity attacks from you when they enter
against spellcasters, gaining the following benefits: your reach.
When you successfully hit an enemy with an opportunity
When a creature within reach of your weapon casts a attack using a polearm, your target's movement speed is
spell, you can use your reaction to make a weapon attack reduced to 0 until the end of their turn.
against that creature.
When you damage a creature that is concentrating on a Run and Gun
spell, they have disadvantage on the saving throw to Training cost: 5 wealth or 1 Class Level
maintain concentration.
You have advantage on saving throws made against spells First one in, last one out. You excel at getting up close and
cast within 10 feet of you. personal with firearms. You gain the following benefits:
Magic Initiate On your turn, when you score a critical hit with a firearm
Training cost: 3 wealth or 1 Class Level or reduce a creature to 0 hit points with one, you can
make one ranged weapon attack as a bonus action.
You have begun walking the path of a magi capable of When you are using a gun with the scatter property, the
spellcraft. You gain a single spell type proficiency of your scatter damage is dealt to the original target as well.
choice. Additionally, you gain 2 spells known, 2 spell slots, You do not suffer disadvantage on ranged firearm attacks
and learn a cantrip of your choice. when you are within 5 ft. of the target.
Mobile Elemental Adept
Training cost: 3 wealth or 1 Class Level Training cost: 3 wealth or 1 Class Level
You are exceptionally speedy and agile. You gain the following You have mastered one magical element in particular,
benefits: increasing the efficacy of spells that utilize this element.
When you choose this feat, choose a single elemental damage
You gain +10 movement speed. type. Spells you cast ignore resistance to damage of the
When you take the Dash action you are immune to chosen type. In addition, when you roll damage for a spell you
difficult terrain until the end of your turn. cast that deals damage of that type, you can treat any 1 on a
When you make a melee attack against a creature, you do damage die as a 2.
not provoke opportunity attacks from that creature until
the end of your turn whether the attack hit or not. War Caster
Training cost: 4 wealth or 1 Class Level
Pistol Expert
Training cost: 5 wealth or 1 Class Level You have practiced casting spells in the midst of combat,
learning techniques that grant you the following benefits:
You know your way around a handgun. You gain the following
benefits: You have advantage on END saving throws made to
maintain concentration.
When you use the Attack action and attack with a one When a hostile creature's movement provokes an
handed weapon, you can use a bonus action to attack with opportunity attack from you, you can instead use your
a pistol you are holding. reaction to cast a spell at the creature. The spell must
You can use a pistols automatic or burst fire attacks using have a casting time of 1 action and only target one
your bonus action. creature.
You do not suffer disadvantage on ranged pistol attacks You can perform the somatic components for spells even
when you are within 5 ft. of the target. while carrying a weapon or other object in your hands.

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Sorcery Traits Spellweaving
Some magi are born with a better grasp on spellcraft than
Magical traits passed down through lineages of magi. others, called Spellweavers. Spellweavers gain the ability to
Sorcery Traits are prized possessions of magi families, often alter all spells they cast, as a part of the casting action. They
moreso than their crest. Though normally passed down can do this a number of times equal to their MNA modifier
genetically, there are rare cases of magi with a weak or each rest.
complete lack of lineage possessing a Sorcery Trait.
Distant Spell. When you cast a spell that has a range of 5
Demon Blood feet or greater, you can double the range of the spell.
Magi whose ancestors were of a heretic clan may possess When you cast a spell that has a range of touch, you can
this woeful trait: the blood of a demon. Your type becomes make the range of the spell 30 feet.
demon. As a bonus action once per rest, you can excite your Quickened Spell. When you cast a spell that has a casting
demon blood. You gain the following benefits for 1 minute or time of 1 action, you can cast a second spell with any cast
until you are incapacitated: time using your bonus action. This costs 3 of your
When you take the Attack action on your turn, you make Spellweaving MNA allowance instead of just 1.
two attacks instead of just one. This effect stacks with Twinned Spell. When you cast a spell that targets only
Extra Attack, granting you three attacks instead if one creature and doesn’t have a range of self, you can
applicable. target a second creature in range with a copy of the same
You roll all STR, AGL, and MNA checks and saving spell.
throws with advantage. Sculpt Spell. When you cast a spell that deals damage in
You gain a +3 bonus to the damage of all melee attacks. an area, you may change the damage type to a different
elemental damage type of your choice. Additionally, allied
When you activate this ability, all creatures within 60 feet of creatures become immune to the damage from the spell.
you that can see you are forced to make a DC15 MNA saving Eruptive Spell. When you cast a spell that deals damage
throw, becoming frightened of you on a failure. Targets may to a single target, all targets within 5 feet also the same
repeat this save at the end of each of their turns. When this damage.
ability wears off, you gain 3 levels of exhaustion. You may Volatile Spell. When you cast a spell that deals damage,
spend 8 hours out of combat consuming the souls of humans you add your MNA modifier to spells damage. If a single
as a Servant would. Doing so grants you no benefits other spell has multiple damage rolls (such as Scorching Ray),
than ridding yourself of the exhaustion granted by this ability. this bonus is only applied to a single one. This costs 2 of
your Spellweaving MNA allowance instead of just 1.
Mana Transference
Some magi can serve as a conduit for magical energy, pulling Runic Inheritor
it from others to power their own spells or granting a portion Runes are a thaumaturgical theory long lost to time, though
of their own to allies. As an action you can touch a willing or there are a scant few modern magi who are able to practice
helpless(restrained, paralyzed, unconscious, etc.) creature. it. Typically runic casters have a strong Celtic bloodline.
You may choose to grant them your own unexpended spell Anytime you cast a spell, you can freely morph that spell into
slots. For each spell slot given, they may replenish one of a rune embedded on a weapon or your own fists.
their own expended spell slots, regain 15 hit points, or Once per turn when you make a weapon attack, you may cast
replenish the use of a once per rest ability. You may also take a spell as part of making the attack, attaching the spell as a
their spell slots, granting you the same benefits. The creature rune to your weapon (or ammunition, in the case of a ranged
must succeed a contested MNA check or have their magical attack). If the spell requires an attack roll, its damage and
energy siphoned. effects are automatically added to the weapon attack on a hit.
The damage of the spell is reduced by a single die if
applicable. If the spell forces a saving throw, it is cast at the
target hit by the attack first and foremost. If it is an AoE
attack, it will detonate using the target of the attack as its
point of origin. The Save DC is reduced by 2, and the damage
of the spell is lowered by a single die if applicable.

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Spiritual Surgery
You are able to use healing magecraft to the best of its
abilities, mending wounds normally impossible to heal
without the use of sorcery. You have a pool of healing power
that is restored when you finish a rest. Your pool can restore
25 hit points in total. As an action, you can touch a creature
and draw power from the pool to restore a number of hit
points to that creature, up to the maximum amount
remaining in your pool. If you already possess a pool of
healing, this amount is added to that pool. Anytime you cast a
spell that causes a creature to regain hit points, they regain
an additional 2d6 hit points. Additionally, your healing will
cleanse targets of all physical debilitations.
Time Manipulation
The ability to create a Bounded Field within your own body
to slow the flow of time around you, allowing you to move and
react with superhuman speed. You may activate this ability as
a free action once per round, speaking the command words
"Time Alter". Each time you do, choose a tier of the ability
from below.
Double Accel: Your movement speed is increased by 10
feet. You gain a +1 AC bonus. You gain a +1 bonus to all
attack rolls.
Triple Accel: Your movement speed is increased by 30
feet. You gain a +2 AC bonus. You gain a +3 bonus to all
attack rolls. You may take an additional action this turn. If
you take the Attack action, it is limited to one attack. You
may activate Triple Accel at the end of another creatures
turn using your reaction to immediately take your turn.
Square Accel: Your movement speed is increased by 60
feet. You gain a +3 AC bonus. You gain a +3 bonus to all
attack rolls. You may take an additional action on this
turn. You may cast an additional spell on this turn. You
may activate Square Accel as a reaction to immediately
take your turn at any time.
These bonuses last until the start of your next turn. Excessive
use of this ability takes a heavy toll on your body. You may
activate Double Accel once per encounter without accruing
any detriments. Otherwise, you take 5 necrotic damage
afterwards. Triple Accel causes you to take 15 necrotic
damage and makes you unable to move or take actions until
the start of your next turn. Square Accel causes you to take
30 necrotic damage and makes you stunned until after the
end of your next turn. If you Square Accel more than once in
a single encounter, you die once it ends. Necrotic damage
taken from Time Manipulation cannot be reduced or negated
by any means.
Void
The ultimate mental state. One is nothing, thus invincible.
This ability is learned instead of inherited, an extreme rarity
for a sorcery trait. Monks, swordsmen, and magi alike strive
for a lifetime to reach this mental state of nirvana. You are
immune to all mental interference, and you are immune to
the effects of exhaustion. Additionally, when you fail a saving
throw, you may instead choose to pass. You may only use this
feature once per rest.

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Mystic Eyes Mystic Eyes of Usurpation
Rail Zeppelin Cost: 4 wealth or 1 Class Level
Magi are born with Mystic Eyes in extremely rare cases. They
are caused by a mutation in one's magic circuits in their eyes, As an action, you force single creature within 60 feet of you
granting them abilities similar to spellcraft. They are the sign that you can see to make a DC17 MNA saving throw. On a
of a high class magus, as they are powerful and easy to failure, the target becomes blinded until the end of their next
conceal. turn. If they possess Mystic Eyes of their own, you may
activate them against their will at a target of your choice if
Mystic Eyes of Enchantment applicable. Blinded Creatures repeat the saving throw at the
Rail Zeppelin Cost: 4 wealth or 1 Class Level end of their turns. The target becomes unable to use their
As an action, you force single creature within 60 feet of you Mystic Eyes themselves until the end of their next rest. This
that you can see to make a DC17 MNA saving throw. On a ability recharges on a rest.
failure, they become charmed by you. Creatures charmed in Mystic Eyes of Duplication
this way cannot inflict harm on you. Targets may repeat this Rail Zeppelin Cost: 4 wealth or 1 Class Level
saving throw at the end of each of their turns. This ability has
a recharge of 5-6. When you see a spell cast or a Mystic Eye ability used, you
may choose to activate your Mystic Eyes and immediately
Mystic Eyes of Distortion cast it yourself. You may also choose to store it for later use.
Rail Zeppelin Cost: 4 wealth or 1 Class Level You may use this stored ability at the same cost as the
As an action, choose a point you can see and distort space- original user, or once per rest if you lack spell slots. You may
time in a 20 foot radius around that space. All creatures who only have a single ability stored at a time, storing a new one
start their turn within this vortex or move within it must will replace the previous. You may store up to 3 different
make a DC17 STR saving throw, taking 4d8 force damage abilities per rest.
and being sucked 10 feet towards that chosen point on a Mystic Eyes of Life Perception
failure. Creatures take half damage and are not pulled in on a Rail Zeppelin Cost: 4 wealth or 1 Class Level
success. Ranged attacks within this space miss automatically.
This field lasts for 3 rounds, or until dispersed. You may only Creatures damaged by your melee attacks have a portion of
use this ability once per rest. their life force sapped. Anytime a creature you have damaged
with a melee attack this encounter would regain hit points,
Mystic Eyes of Binding they must succeed a DC17 END saving throw or have this
Rail Zeppelin Cost: 4 wealth or 1 Class Level healing negated. This affliction persists on your targets until
As an action, you force single creature within 60 feet of you the end of their next rest. Additionally, your melee attacks
that you can see to make a DC17 MNA saving throw vs ignore temporary hit points, dealing damage straight to the
becoming stunned. They may repeat this saving throw at the target's hit points.
end of each of their turns. You can use this ability once per
rest.
Mystic Eyes of Compulsion
Rail Zeppelin Cost: 4 wealth or 1 Class Level
As an action, you force single creature within 60 feet of you
that you can see to make a DC17 MNA saving throw. On a
failure, you may speak a single command to the target
(similar to a Command Seal). They will spend their next turn
obeying this command to the best of their abilities. You may
only use this ability once per rest.
Mystic Eyes of Premonition
Rail Zeppelin Cost: 4 wealth or 1 Class Level
When you take damage from a source that you can see, you
may use your reaction to reduce the amount of damage taken
by half.
Mystic Eyes of Sensation
Rail Zeppelin Cost: 4 wealth or 1 Class Level
You have truesight in a range of 60 feet around you. You
cannot be surprised. You automatically read the statuses of
other Masters and Servants without needing to use an action.

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Find Familiar
Spellcraft Conjuration cantrip
This is the section for cantrips, spells, and Bounded Fields. Casting Time: 1 action
Spells are separated into the eight schools of thaumaturgy: Range: Self
Abjuration, Conjuration, Divination, Enchantment, Evocation, Components: S
Illusion, Necromancy, and Transmutation. Sacraments, the Duration: 8 hours
manner of spellcraft used by the Holy Church, are also
included as their own school. You conjure a small creature capable of flight in the palm of
your hand. This creature obeys verbal commands and will
Cantrips scout nearby areas as you choose. The creature has a flight
speed of 30 feet and no other statistics. It uses your MNA
A cantrip is a spell that can be cast at-will without expending modifier to scout.
any spell slots.
Fire Bolt
Acid Splash Evocation cantrip
Conjuration cantrip Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: 60 feet Components: V, S
Components: V, S Duration: Instantaneous
Duration: Instantaneous You hurl a mote of fire at a creature or object within range.
You hurl a bubble of acid. Choose one creature within range, Make a ranged spell attack against the target. On a hit, the
or choose two creatures within range that are within 5 feet of target takes 2d6 fire damage. A flammable object hit by this
each other. A target must succeed on an AGL saving throw or spell ignites if it isn’t being worn or carried.
take 1d12 acid damage.
Frostbite
Burning Blade Evocation cantrip
Evocation cantrip Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: Self (5-foot radius) Components: V, S
Components: S Duration: Instantaneous
Duration: Instantaneous You cause numbing frost to form on one creature that you
As part of casting this spell you make a melee attack at a can see within range. The target must make an END saving
creature within 5 feet. On a hit, the target takes an additional throw. On a failed save, the target takes 1d10 cold damage,
1d8 fire damage from the attack. You may choose a second and it has disadvantage on the next weapon attack roll it
creature within 10 feet of you causing the flames to leap at makes before the end of its next turn.
them from your first target, causing the second creature to
take 1d8 fire damage as well. Gandr
Evocation cantrip
Chill Touch
Necromancy cantrip Casting Time: 1 action
Range: 120 feet
Casting Time: 1 action Components: V, S
Range: 120 feet Duration: Instantaneous
Components: V, S You fire a red and black bolt of curse wrought energy at a
Duration: 1 round target within range. Make a ranged spell attack against the
You create a ghostly, skeletal hand in the space of a creature target. On a hit, the target takes 1d10 necrotic damage and
within range. Make a ranged spell attack against the creature rolls a d4, subtracting the result from their next attack roll or
to assail it with the chill of the grave. On a hit, the target takes saving throw.
1d10 necrotic damage, and it can’t regain hit points until the
start of your next turn. Until then, the hand clings to the
target. If you hit an undead or vampire target, it also has
disadvantage on attack rolls against you until the end of your
next turn.

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Infestation Sacred Flame
Conjuration cantrip Sacrament cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You cause a cloud of mites, fleas, and other parasites to Flame-like radiance descends on a creature that you can see
appear momentarily on one creature you can see within within range. The target must succeed on an AGL saving
range. The target must succeed on an END saving throw, or it throw or take 1d12 radiant damage. The target gains no
takes 1d10 poison damage and moves 5 feet in a random benefit from cover for this saving throw.
direction if it can move and its speed is at least 5 feet. Roll a
d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This Shocking Grasp
movement doesn’t provoke opportunity attacks, and if the Evocation cantrip
direction rolled is blocked, the target doesn't move. Casting Time: 1 action
Message
Range: Touch
Components: V, S
Transmutation cantrip Duration: Instantaneous
Casting Time: 1 action Lightning springs from your hand to deliver a shock to a
Range: 120 feet creature you try to touch. Make a melee spell attack against
Components: V, S the target. You have advantage on the attack roll if the target
Duration: 1 round is wearing armor made of metal. On a hit, the target takes
You point your finger toward a creature within range and 2d6 lightning damage, and it can’t take reactions until the
whisper a message. The target (and only the target) hears the start of its next turn.
message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are Sword Burst
familiar with the target and know it is beyond the barrier. Conjuration cantrip
Magical silence, 1 foot of stone, 1 inch of common metal, a Casting Time: 1 action
thin sheet of lead, or 3 feet of wood blocks the spell. The spell Range: 5 feet
doesn’t have to follow a straight line and can travel freely Components: V
around corners or through openings. Duration: Instantaneous
Primal Savagery You create a momentary circle of spectral blades that sweep
Transmutation cantrip around you. Each creature within range, other than you, must
Casting Time: 1 action succeed on an AGL saving throw or take 2d6 force damage.
Range: Self Thunderous Blade
Components: S Evocation cantrip
Duration: Instantaneous
Casting Time: 1 action
You channel primal magic to cause your teeth or fingernails Range: Self (5-foot radius)
to sharpen, ready to deliver a corrosive attack. Make a melee Components: S
spell attack against one creature within 5 feet of you. On a Duration: 1 round
hit, the target takes 2d6 acid damage. After you make the
attack, your teeth or fingernails return to normal. As part of casting this spell you make a melee attack at a
creature within 5 feet. On a hit, the target suffers the weapon
Resistance attack’s normal effects and then becomes sheathed in
Abjuration cantrip booming energy until the start of your next turn. If the target
Casting Time: 1 action willingly moves 5 feet or more before then, the target takes
Range: Touch 1d12 thunder damage, and the spell ends.
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends,
the target can roll a d4 and add the number rolled to one
saving throw of its choice. It can roll the die before or after
the saving throw. The spell then ends.

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Thunderclap Deploy Field
Evocation cantrip Abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self (5-foot radius) Range: Touch
Components: S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You create a burst of thunderous sound, which can be heard You touch a point and instantly manifest a Bounded Field of
100 feet away. Each creature other than you within 5 feet of your choice originating from that point. When casting a
you must make an END saving throw. On a failed save, the Bounded Field using this spell, the fields maximum radius is
creature takes 2d6 thunder damage. 60 feet.
Virtue Threefold Barrier
Abjuration cantrip Abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S Components: V, S
Duration: 1 round Duration: 1 minute
You touch one creature, imbuing it with vitality. If the target A personal bounded field comprised of a multi-layered
has at least 1 hit point, it gains a number of temporary hit forcefield. When you cast this spell, you gain 3 charges of
points equal to 1d4 + your MNA modifier. The temporary hit Threefold Barrier. Each charge you possess grants you +1 AC
points are lost when the spell ends. and magical damage resistance (any non-slashing, piercing,
or bludgeoning damage you take is reduced by 1d4 for each
Word of Radiance charge you possess). Each time you take damage, you lose a
Sacrament cantrip charge of Threefold Barrier. You regain a single charge of
Casting Time: 1 action Threefold Barrier at the start of each of your turns while the
Range: 5 feet spell is active.
Components: V Counterspell
Duration: Instantaneous
Abjuration
You utter a divine word, and burning radiance erupts from Casting Time: 1 reaction, which you take when you see a
you. Each creature of your choice that you can see within creature within 60 feet of you casting a spell
range must succeed on an END saving throw or take 1d12 Range: 60 feet
radiant damage. Components: S
Spells Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a
Distortion Field spell. If the creature is casting a spell, its spell fails and has no
Abjuration effect. The target may respond by using their reaction to
Casting Time: 1 reaction, which you take when you are hit expend an additional spell slot, forcing you both to make a
by an attack or targeted by a spell. contested MNA check. If you succeed, the spell fails. If the
Range: Self target succeeds, the spell is cast normally.
Components: V, S
Duration: 1 round
You distort the air around you to form a protective force,
shielding you from attacks. Until the start of your next turn,
you have a +5 bonus to AC, including against the triggering
attack, and a +5 bonus to AGL saving throws vs spells or
similar effects.

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Dispel Magic Warding Bond
Abjuration Abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: 8 hours
Choose one creature, object, or magical effect within range. This spell wards a willing creature you touch and creates a
Creature targets may make a contested MNA check to mystic connection between you and the target until the spell
attempt to negate this spell. For creatures and objects, all ends. While the target is within 60 feet of you, you both gain a
spells, enchantments, or other magical effects currently +1 bonus to AC and saving throws. One of you gains
active on them automatically end. Magical effects such as resistance to all damage (you may choose between yourself
bounded fields or concentration spells are automatically and your target). Each time the creature with resistance takes
ended. damage, the other bonded creature takes the same amount of
damage.
Flaring Burst
Abjuration The spell ends if you drop to 0 hit points or if you and the
Casting Time: 1 action target become separated by more than 60 feet. It also ends if
Range: Self (10-foot radius) the spell is cast again on either of the connected creatures.
Components: V, S You can also dismiss the spell as an action.
Duration: Instantaneous Black Tentacles
When you cast this spell a massive blast of energy is let loose Conjuration
from you. All creatures within 10 feet of you are forced to Casting Time: 1 action
make a STR saving throw, being knocked backwards 10 feet Range: 90 range
and taking 2d6 force damage on a failure. Targets that Components: V, S
succeed take half damage and are not knocked backwards. Duration: Concentration, up to 1 minute
You may cast this spell while you are grappled or restrained, Squirming, ebony tentacles fill a 20-foot square on ground
doing so frees you from those conditions. that you can see within range. For the duration, these
tentacles turn the ground in the area into difficult terrain.
Restoration
Abjuration When a creature enters the affected area for the first time on
Casting Time: 1 action a turn or ends its turn there, the creature must succeed on an
Range: Touch AGL saving throw or take 3d6 bludgeoning damage and be
Components: V, S restrained by the tentacles until the spell ends. A creature
Duration: Instantaneous that ends its turn in the area and is already restrained by the
tentacles takes 3d6 bludgeoning damage.
You imbue a creature you touch with positive energy to undo
a debilitating effect. You can reduce the target's exhaustion A creature restrained by the tentacles or an unrestrained
level by one, or end one of the following effects on the target: creature that wishes to free them can use its action to make a
STR or AGL skill check (its choice) against your spell save
Any single condition affecting the target DC. On a success, the target is freed.
Any reduction of the target's stat parameters
Any effect reducing the target's hit point maximum
This spell has no effect on the "Stat Drain" debilitation that
afflicts some Servants after summoning.
Mind Blank
Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
Until the spell ends, one willing creature you touch is
immune to psychic damage and rolls saving throws against
all mental interference with advantage.

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Call Lightning Conjure Greater Familiar
Conjuration Conjuration
Casting Time: 1 action Casting Time: 1 minute
Range: 120 feet Range: 10 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: 8 hours
A storm cloud appears in the shape of a cylinder that is 10 You call forth a more powerful familiar than the creatures
feet tall with a 60-foot radius, centered on a point you can see summoned with the Find Familiar spell. A Medium
100 feet directly above you. The spell fails if you can't see a quadruped creature of your choice, such as a hound, appears
point in the air where the storm cloud could appear (for in an unoccupied space within range. The familiar disappears
example, if you are in a room that can't accommodate the when it reaches 0 hit points or when the spell ends. You may
cloud). have an amount of familiars summoned using this spell equal
to your MNA modifier at one time.
When you cast the spell, choose a point you can see within
range. A bolt of lightning flashes down from the cloud to that The creature is friendly to you and your companions for the
point. Each creature within 5 feet of that point must make an duration. Roll initiative for the creature in combat, which has
AGL saving throw. A creature takes 3d10 lightning damage its own turns. It obeys any verbal commands that you issue to
on a failed save, or half as much damage on a successful one. it (no action required by you). If you don't issue any
On each of your turns until the spell ends, you can use your commands to the creature, it defends itself from hostile
action to call down lightning in this way again, targeting the creatures but otherwise takes no actions.
same point or a different one.
If you are outdoors in stormy conditions when you cast this
spell, the spell gives you control over the existing storm Greater Familiar
instead of creating a new one. Under such conditions, the Medium Beast
spell's damage increases by 1d10.
Cosmos Blade Armor Class 13
Conjuration Hit Points 15 + Caster's MNA mod
Speed 30 feet
Casting Time: 1 action
Range: 30 feet
Components: V, S STR AGL END MNA LCK
Duration: Concentration, up to 1 minute
1 2 1 0 1
You create a sword-shaped rift in space and time that floats
on its own. Upon casting the spell, you may make a single Keen Hearing and Smell. The familiar has a +5 bonus
melee spell attack at a target within 5 feet of the blade, to all scout checks.
dealing 3d8 force damage on a hit.
So long as the spell remains active, you may use your bonus Actions
action on subsequent turns to move the blade up to 30 feet Bite. Melee weapon attack: +4 to hit, reach 5 ft., one
and make another melee spell attack with it. target. Hit: (2d4 + 2) piercing damage. If the target
is a creature, it must succeed on a DC13 STR saving
throw or be knocked prone.

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Conjure Shadowling
Conjuration Imp
Casting Time: 1 action Small Demon
Range: 10 feet
Components: V, S Armor Class 10
Duration: Until dispelled Hit Points 5 + Caster's MNA mod
You conjure a single shadowling in an unoccupied space Speed flying, 20 feet
within range. It obeys your verbal commands and remains
summoned until it is defeated or you dispell it using your
action. You may only have an amount of shadowlings STR AGL END MNA LCK
summoned equal to your MNA modifier at any given time. 0 1 0 3 0

Infernal Lackey When the imp's summoner uses its


action to make an attack or cast a spell, they may
Shadowling use their bonus action to command the imp to
Medium Wraith firebolt at a target within range.

Armor Class 11 Actions


Hit Points 15 + Caster's MNA mod
Firebolt Ranged spell attack: +3 to hit, range
Speed 60 feet 60/120, one target. Hit: (1d10+1) fire damage.

STR AGL END MNA LCK


0 4 1 4 1

Immaterial Form The shadowling can freely pass


through solid walls and other objects. Hellhound
Medium Demon
Actions
Armor Class 14
Lifedrain Melee weapon attack: +4 to hit, reach 5 ft., Hit Points 20 + Caster's MNA mod
one target. Hit: (2d6 + 2) necrotic damage. The Speed 30 feet
target must succeed on a DC 14 END saving throw
or its hit point maximum is reduced by an amount
equal to the damage taken. This reduction lasts until STR AGL END MNA LCK
the target finishes a rest. The target dies if this
effect reduces its hit point maximum to 0. 2 4 2 0 0

Shadowbolt Ranged spell attack: +4 to hit, range Rip and Tear When the Hellhound uses its bite on a
60/120, one target. Hit: (1d8+2) necrotic damage. prone target it deals an additional 2d6 piercing
damage.

Demonic Rift
Actions
Conjuration Bite Melee weapon attack: +4 to hit, reach 5 ft., one
target. Hit: (2d6 + 2) piercing damage + (1d6) fire
Casting Time: 1 action damage. Targets must succeed a DC14 STR saving
Range: 10 feet throw or be knocked prone.
Components: V, S
Duration: Until dispelled
You create a demonic portal in a space within range, allowing
a demon to spawn from it. Only a single demon can be
summoned at a time using this spell. The summoned demon
obeys your verbal commands (usually) and remains until
defeated or dispelled. When you cast this spell you must roll a
d4 to determine which demon heeds your call.
1. Imp
2. Hellhound
3. Succubus
4. Raging Demon

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Succubus Raging Demon
Medium Demon Large Demon

Armor Class 14 Armor Class 17


Hit Points 25 + Caster's MNA mod Hit Points 60 + Caster's MNA mod
Speed flying (hover), 30 feet Speed 30 feet

STR AGL END MNA LCK STR AGL END MNA LCK
0 5 3 4 0 7 3 10 0 0

Lustful Gaze When summoned, all creatures within Infernal Rage The Raging Demon always attacks the
60 feet of the succubus are forced to make a nearest creature on each of its turns.
DC14 MNA saving throw or become charmed by Magic Resistance The Raging Demon rolls all saving
the succubus. Charmed targets may repeat this throws made against spells or spell-like effects
save at the end of each of their turns. with a +3 bonus.
Untamable The Raging Demon obeys no commands,
even those made by its summoner. It cannot be
Actions dispelled normally. To dispell the Raging Demon,
Thorned Whip Melee weapon attack: +5 to hit, reach the summoner must succeed a DC18 MNA skill
15 ft., one target. Hit: (2d6 + 2) piercing damage. check.
Targets must succeed a DC15 END saving throw or
begin bleeding. Bleeding targets may repeat this
save at the end of each of their turns.
Actions
Multiattack. The Raging Demon makes two claw
Seduction The succubus forces a single target attacks on each of its turns.
creature it can see within 60 feet to make a DC14
MNA save vs becoming charmed. If the target is Claw Melee weapon attack: +7 to hit, reach 5 ft., one
already charmed and fails this save, they take 3d6 target. Hit: (2d6 + 3) slashing damage + (1d6) fire
psychic damage. damage.

Cloudkill Guardian of Faith


Conjuration Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V, S Components: V
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes.
You create a 20-foot-radius sphere of poisonous, yellow-green Large spectral guardian appears and hovers for the duration
fog centered on a point you choose within range. The fog in an unoccupied space of your choice that you can see within
spreads around corners. It lasts for the duration or until range. The guardian occupies that space and is indistinct
strong wind disperses the fog, ending the spell. Its area is except for a gleaming sword and shield emblazoned with a
heavily obscured. holy cross.
When a creature enters the spell's area for the first time on a Any creature hostile to you that moves to a space within 10
turn or ends its turn there, that creature must make an END feet of the guardian for the first time on a turn must succeed
saving throw. The creature takes 5d6 poison damage on a on an AGL saving throw. The creature takes 20 radiant
failed save, or half as much damage on a successful one. damage on a failed save, or half as much damage on a
Creatures are affected even if they hold their breath or don't successful one. The guardian vanishes when it has dealt a
need to breathe. total of 60 damage.

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Ethereal Tether Astral Projection
Conjuration Divination
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S Components: S
Duration: Concentration, up to 1 minute Duration: Until dispelled
Choose a single creature within range, then choose an object, As part of casting this spell you become unconscious. For the
structure, area, or other creature within 15 feet of the spell's duration, you leave your body behind and become a
original target. An ethereal chain appears between the target wraith-type spirit. As a spirit you cannot take or deal damage,
and the chosen tether location, preventing them from moving or cast spells (you may still use Command Seals, however).
more than 15 feet away from it. If the target attempts to move You treat walls and other solid objects as difficult terrain and
more than 15 feet from the tether location, they are forced to may pass through them at will. If you end your turn inside a
make a STR saving throw, taking 4d6 force damage and solid object you are pushed out of it harmlessly to the nearest
stopping their movement on a failure. If the tether location is unoccupied space.
another creature, that creature also takes 4d6 force damage.
On a success, targets take half damage and successfully You are tethered to your physical body by a thread-sized
break the tether. chord normally invisible. Creatures with truesight can see the
chord and attack it. The chord has 10 AC and 10 HP. If it is
Sleet Storm severed, you die instantly.
Conjuration You may end the spell and return to your physical body,
Casting Time: 1 action wherever it may be, as an action on your turn.
Range: 150 feet
Components: V, S Clairvoyance
Duration: 1 minute Divination
Until the spell ends, freezing rain and sleet fall in a 20-foot- Casting Time: 1 action
tall cylinder with a 40-foot radius centered on a point you Range: Self
choose within range. The area is heavily obscured (creatures Components: V, S
inside are blind beyond a 5-foot radius), and exposed flames Duration: Instantaneous
in the area are doused. When casting this spell you must picture a creature you have
The ground in the area is covered with slick ice, making it seen before in your mind. You learn that creature's current
difficult terrain. When a creature enters the spell's area for map location.
the first time on a turn or ends its turn there, it must make an
AGL saving throw. On a failed save, it takes 2d6 cold damage Detect Magic
and falls prone. Divination
Casting Time: 1 action
If a creature is concentrating in the spell's area, the creature Range: Self
must make a successful END saving throw against your spell Components: V, S
save DC or lose concentration. Duration: Concentration, up to 10 minutes
Thorns For the duration, you sense the presence of magic within 30
Conjuration feet of you. If you sense magic in this way, you can use your
Casting Time: 1 action action to see a faint aura around any visible creature or object
Range: 60 feet in the area that bears magic, and you learn its school of
Components: V, S magic, if any. You may expend a spell slot to cast this spell
Duration: Until dispelled when you scout, granting your scout check a +5 bonus
against Spellcasters and extending it to all adjacent map
You create a patch of tough, pliable, tangled brush bristling areas.
with needle-sharp thorns. The patch appears within range on
a solid surface and lasts for the duration. The patch is 20x20
feet and considered difficult terrain.
When the patch appears, each creature within its area must
make an AGL saving throw. On a failed save, a creature takes
3d8 piercing damage, or half as much damage on a
successful save.
The first time a creature enters the patch on a turn or ends
its turn there, the creature must make an AGL saving throw.
It takes 2d6 slashing damage on a failed save, or half as
much damage on a successful one.

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Empty Fist Mental Battlefield
Divination Divination
Casting Time: 1 action Casting Time: 1 action
Range: 5 feet Range: Self (60-foot radius)
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You let loose a mighty strike bathed in golden light with your You create a 60-foot aura centered on you that exerts
hand, exposing an enemy’s weak points. Make a melee spell constant mental pressure on enemy spellcasters. All
attack at a target in range. On a hit the target takes 4d6 creatures other than you inside the aura struggle to maintain
radiant damage and suffers a -2 AC penalty for 3 turns. concentration on their spells.
Casting this spell ends the effects of any concentration spell
you are concentrating on. Creatures that are concentrating on a spell while inside of
this aura (including when it is cast) are forced to make a
Targets can only suffer a maximum penalty of -2 AC from this contested MNA skill check against you, losing concentration
spell. Subsequent casts on the same target will not increase on the spell on a failure. They must make this skill check at
the penalty, instead refreshing the penalty’s duration. the start of each of their turns while inside the aura and
concentrating on a spell. Anytime a creature attempts to cast
Foresight a concentration spell within this aura, they must also make
Divination this contested skill check, or the spell fails and the slot is
Casting Time: 1 bonus action consumed.
Range: Touch Retaliation
Components: V, S Divination
Duration: Concentration, up to 3 rounds.
You touch a willing creature and bestow a limited ability to Casting Time: 1 reaction in response to being targeted with
see into the immediate future. For the duration, the target an attack
can't be surprised and has a +3 bonus to attack rolls, ability Range: Self (10-foot radius)
checks, and saving throws. Additionally, targets can use their Components: S
reaction when they are targeted with an attack to force the Duration: Instantaneous
attack roll to be made at disadvantage. You channel a large amount of magical energy to enhance
your focus, forcing a single melee, ranged, or spell attack
This spell immediately ends if you cast it again before its made at you to be made with disadvantage. You then release
duration ends. the channeled energy into a blinding burst of light, forcing all
enemies within 10 feet of you to succeed an END save or
Hunter's Mark become blinded until the end of their next turn.
Divination
Casting Time: 1 bonus action Sap Knowledge
Range: 90 feet Divination
Components: V Casting Time: 1 action
Duration: 24 hours Range: Touch
You choose a creature you can see within range and Components: V, S
mystically mark it as your quarry. Until the spell ends, you Duration: Instantaneous
deal an extra 1d6 damage to the target whenever you hit it You invade the mind of a creature within range, grasping
with a weapon or spell attack, you have advantage on any their face and going deep into their memories. You force the
Scout checks you make to find it, and you have advantage on target to make a MNA saving throw, being forcibly probed on
any skill checks made to chase your target if they are a failure. You learn the creature’s name, abilities, skills, and
attempting to escape you. If the target drops to 0 hit points weaknesses if any. Whenever you enter combat with this
before this spell ends, you can use a bonus action on a creature, you gain a +2 bonus to all saving throws forced by
subsequent turn of yours to mark a new creature. them. The creature becomes aware this spell was cast on
them if they pass the saving throw.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bane Mindless Rage
Enchantment Enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute. Duration: 1 minute
Up to three creatures of your choice that you can see within You target a single creature you can see within range,
range must make MNA saving throws. Whenever a target channeling emotions of anger and hatred inside of them. The
that fails this saving throw makes an attack roll or a saving target must make a MNA saving throw, becoming enraged on
throw before the spell ends, the target must roll a d6 and a failure. Enraged creatures lash out and attack the nearest
subtract the number rolled from the attack roll or saving creature using all of their might on each of their turns.
throw. Affected creatures repeat the saving throw at the start Enraged Servants cannot use their Noble Phantasm true
of their turns. name attacks. Enraged targets may repeat this saving throw
at the end of each of their turns.
Bless
Enchantment Creatures with Madness Enhancement are immune to this
Casting Time: 1 bonus action effect.
Range: 60 feet Charm Creature
Components: V, S Enchantment
Duration: Concentration, up to 1 minute.
Casting Time: 1 bonus action
You bless up to three creatures of your choice within range. Range: 30 feet
Whenever a target makes an attack roll or a saving throw Components: V, S
before the spell ends, the target can roll a d6 and add the Duration: 1 minute
number rolled to the attack roll or saving throw.
You attempt to charm a creature you can see within range. It
Bodily Affliction must make a MNA saving throw, becoming charmed on a
Enchantment failure. Charmed targets may repeat this save at the end of
Casting Time: 1 action each of their turns.
Range: 30 feet Confusion
Components: V, S Enchantment
Duration: Instantaneous
Casting Time: 1 action
You target a single creature you can see within 30 feet and Range: 90 feet
force them to make a saving throw using a Stat Parameter of Components: V, S
their choosing from STR, AGL, or MNA. On a failure, the Duration: Concentration, up to 1 minute.
target takes 3d8 psychic damage and has the chosen Stat
Parameter reduced to by 2 for 3 turns. This spell assaults and twists creatures' minds, spawning
delusions and provoking uncontrolled action. Each creature
Calm Emotions in a 10-foot-radius sphere centered on a point you choose
Enchantment within range must succeed on a MNA saving throw when you
Casting Time: 1 action cast this spell or be affected by it.
Range: Touch An affected target can't take reactions and must roll a d10 at
Components: V, S the start of each of its turns to determine its behavior for that
Duration: 8 hours. turn.
You touch a creature and force them to make a MNA saving d10 Behavior
throw. The target may choose to fail this saving throw if it
wishes. If the target fails, it is mystically calmed. The creature uses all its movement to move in a
random direction. To determine the direction, roll a
You remove any effect causing a target to be charmed or 1
d8 and assign a direction to each die face. The
frightened. Mind-altering effects such as Madness creature doesn't take an action this turn.
Enhancement or Mental Pollution are temporarily
suppressed, resuming once the spell ends. 2-6 The creature doesn't move or take actions this turn.
The creature uses its action to make a melee attack
against a randomly determined creature within its
7-8
reach. If there is no creature within its reach, the
creature does nothing this turn.
9-
The creature can act and move normally.
10

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Hold Creature Modify Memory
Enchantment Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute.
Choose a creature that you can see within range. The target You attempt to reshape another creature's memories. One
must succeed on a MNA saving throw or be restrained for the creature that you can see must make a MNA saving throw. If
duration. At the end of each of its turns, the target can make you are fighting the creature, it has advantage on the saving
another MNA saving throw. On a success, the spell ends on throw. On a failed save, the target becomes charmed by you
the target. for the duration. The charmed target is incapacitated and
unaware of its surroundings, though it can still hear you. If it
Invade Circuits takes any damage or is targeted by another spell, this spell
Enchantment ends, and none of the target's memories are modified.
Casting Time: 1 action While this charm lasts, you can affect the target's memory of
Range: 60 feet an event that it experienced within the last 24 hours and that
Components: S lasted no more than 10 minutes. You can permanently
Duration: Instantaneous eliminate all memory of the event, allow the target to recall
You make a ranged spell attack against a single creature the event with perfect clarity and exacting detail, change its
within 60 feet, causing wispy tendrils to appear from your memory of the details of the event, or create a memory of
hand surging towards their body. On a hit, targets take 2d6 some other event.
necrotic damage and have a portion of their magic circuits
compromised by you. You must speak to the target to describe how its memories
are affected. Its mind fills in any gaps in the details of your
If the target is a Spellcaster, you learn the target’s known description. If the spell ends before you have finished
spells as well as the amount of usable spell slots they describing the modified memories, the creature's memory
currently have. The next time the target casts a spell, you may isn't altered. Otherwise, the modified memories take hold
replace it with any other spell known by them. If the spell when the spell ends.
includes you as a target, you may make yourself untargetable
by it. Suggestion
Enchantment
If the target is not a spellcaster, the next time they make a Casting Time: 1 action
melee or ranged weapon attack their circuits flare, causing Range: 30 feet
them to take 2d6 necrotic damage and forcing the attack roll Components: V
to be made at disadvantage. Duration: Concentration, up to 8 hours.
Pandemic You suggest a course of activity (limited to a sentence or two)
Enchantment and magically influence a creature you can see within range
Casting Time: 1 action that can hear you. Creatures that can't be charmed are
Range: 60 feet immune to this effect. The suggestion must be worded in
Components: V, S such a manner as to make the course of action sound
Duration: Concentration, up to 1 minute reasonable. Asking the creature to stab itself, throw itself
onto a spear, immolate itself, or do some other obviously
You create a 15-foot aura centered on a creature you can see, harmful act ends the spell.
turning them into a dangerous catalyst allergic to magical
signatures. While there are at least 2 creatures inside of the The target must make a MNA saving throw. On a failed save,
aura, all creatures within it are afflicted with the poisoned it pursues the course of action you described to the best of its
condition. The target may make an END saving throw at the ability. The suggested course of action can continue for the
end of each of their turns, dispelling the aura on a success. entire duration. If the suggested activity can be completed in
a shorter time, the spell ends when the subject finishes what
it was asked to do.
You can also specify conditions that will trigger a special
activity during the duration. For example, you might suggest
that a person give their wallet to the first beggar they meet. If
the condition isn't met before the spell expires, the activity
isn't performed.
If you or any of your companions damage the target, the spell
ends.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Blade Barrier Contingency
Evocation Evocation
Casting Time: 1 action Casting Time: 10 minutes
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: 48 hours
You create a vertical wall of whirling, razor-sharp blades Choose a spell that you can cast that can target you. You cast
made of magical energy. The wall appears within range and that spell--called the contingent spell--as part of casting
lasts for the duration. You can make a straight wall up to 30 contingency, expending spell slots for both, but the contingent
feet long, 20 feet high, and 5 feet thick, or a ringed wall up to spell doesn't come into effect. Instead, it takes effect when a
30 feet in diameter, 20 feet high, and 5 feet thick. The wall certain circumstance occurs. You describe that circumstance
provides three-quarters cover to creatures behind it, and its when you cast the two spells. For example, a contingency
space is difficult terrain. cast with Distortion Field might stipulate that Distortion
Field only comes into effect when you are going to be hit with
When a creature enters the wall's area for the first time on a an attack.
turn or ends its turn there, the creature must make an AGL
saving throw. On a failed save, the creature takes 3d8 The contingent spell takes effect immediately after the
slashing damage. On a successful save, the creature takes circumstance is met for the first time, whether or not you
half as much damage. want it to, and then contingency ends. You can use only one
contingency spell at a time.
Greater Combustion
Evocation If you cast this spell again, the effect of another contingency
Casting Time: 1 acton spell on you ends.
Range: Self (30-foot cone) Elemental Shield
Components: V, S Evocation
Duration: Instantaneous
Casting Time: 1 action
You fire forth a sea of flames. All creatures in a 15 foot cone Range: Self
in front of you are forced to make an AGL saving throw, Components: V, S
taking 5d6 fire damage on a failure or half as much on a Duration: Concentration, up to 1 minute.
success.
When you cast this spell, choose an element (acid, cold, fire,
Cone of Cold lightning, or thunder). The chosen element wreathes your
Evocation entire body as a shield, granting you immunity to all damage
Casting Time: 1 action of the same type.
Range: Self (60-foot cone) In addition, whenever a creature within 5 feet of you hits you
Components: V, S with a melee attack, the shield erupts. The attacker takes 2d8
Duration: Instantaneous damage of the chosen elemental type.
A blast of cold air erupts from your hands. Each creature in a Hellish Rebuke
60-foot cone must make an END saving throw. A creature
takes 3d8 cold damage and becomes slowed on a failed save, Evocation
or half as much damage and are not slowed on a successful Casting Time: 1 reaction, which you take in response to
one. A creature killed by this spell becomes a frozen statue being damaged by a creature within 60 feet of you that you
until it thaws. Slowed creatures remain slowed for 3 rounds. can see
Range: 60 feet
Cold Snap Components: V, S
Evocation Duration: Instantaneous
Casting Time: 1 action You point your finger, and the creature that damaged you is
Range: 60 feet momentarily surrounded by hellish flames. The creature
Components: V, S must make an AGL saving throw. It takes 3d10 fire damage
Duration: Concentration, up to 1 minute on a failed save, or half as much damage on a successful one.
You snap your fingers, forcing a target within range to make a
STR saving throw. Targets that fail take 2d8 cold damage and
have their movement speed reduced to 0 as their lower body
becomes frozen and fused to the ground. Targets may repeat
this saving throw at the end of each of their turns.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Elemental Wall Mana Burn
Evocation Evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
When you cast this spell choose an element (acid, cold, fire, You point at a creature you can see within 60 feet. That
lightning, or thunder). A massive wall that is 60 feet long, 20 creature is forced to make a MNA saving throw, bursting into
feet high, and 1 foot thick appears in a space of your choosing flames as their circuits are overcharged on a failure. Any
within range. You may orient the wall as you desire when flammable objects on their person burn away. The creature
casting this spell. takes 1d10 fire damage initially, as well as additional fire
damage at the start of each oftheir turns equal to their MNA
When the wall appears, each creature within its area must modifier. Targets can use their action to put out the flames,
make an AGL saving throw, taking 3d8 damage of the chosen ending this effect. Other effects that douse active flames will
elemental type on a failure or half as much on a success. This also end their suffering. Creatures with 0 MNA automatically
saving throw must also be made to willingly pass through the pass this saving throw.
wall or if a creature ends it's turn inside of the wall. The wall
has additional effects depending on the element chosen. Moonbeam
Acid: All creatures that fail the saving throw have their AC Evocation
gained from armor reduced by 2 until their next rest. Casting Time: 1 action
Range: 120 feet
Cold: All creatures that fail the saving throw are slowed. Components: V, S
Targets may repeat this saving throw at the end of each of Duration: Concentration, up to 1 minute
their turns in an attempt to shrug the slow effect off.
A silvery beam of pale light shines down in a 5-foot- radius,
Fire: The damage dealt by the wall is increased to 4d8. 40-foot-high cylinder centered on a point within range. Until
Lightning: The wall emits static, dealing 2d6 lightning the spell ends, dim light fills the cylinder.
damage to all creatures that enter or end their turn in a
space within 5 feet of the wall. When a creature enters the spell's area for the first time on a
turn or ends its turn there, it is engulfed in ghostly flames
Thunder: All creatures that fail the saving throw are thrown that cause searing pain, and it must make a END saving
backwards 10 feet and knocked prone. The wall constantly throw. It takes 3d8 radiant damage on a failed save, or half as
emits a thunderous boom, defeaning all creatures within much damage on a successful one.
60 feet of it.
Constructs, demons, and vampires make this saving throw
Fireball with disadvantage.
Evocation
Casting Time: 1 action On each of your turns after you cast this spell, you can use an
Range: 150 feet action to move the beam 30 feet in any direction.
Components: V, S
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point
you choose within range and then blossoms with a low roar
into an explosion of flame. Each creature in a 20-foot-radius
sphere centered on that point must make a AGL saving
throw. A target takes 4d6 fire damage on a failed save, or half
as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects
in the area that aren't being worn or carried.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Scorching Ray Wall of Stone
Evocation Evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You create three rays of fire and hurl them at targets within A nonmagical wall of solid stone springs into existence at a
range. You can hurl them at one target or several. point you choose within range. The wall is 6 inches thick and
is composed of ten 10-foot- by-10-foot panels. Each panel
Make a ranged spell attack for each ray. On a hit, the target must be contiguous with at least one other panel.
takes 2d6 fire damage. Alternatively, you can create 10-foot-by-20-foot panels that are
only 3 inches thick.
Shatter
Evocation If the wall cuts through a creature's space when it appears,
Casting Time: 1 action the creature is pushed to one side of the wall (your choice). If
Range: 60 feet a creature would be surrounded on all sides by the wall (or
Components: V, S the wall and another solid surface), that creature can make an
Duration: Instantaneous AGL saving throw. On a success, it can use its reaction to
move up to its speed so that it is no longer enclosed by the
A sudden loud ringing noise, painfully intense, erupts from a wall.
point of your choice within range. Each creature in a 10-foot-
radius sphere centered on that point must make an END The wall is an object made of stone that can be damaged and
saving throw. Targets take 3d8 thunder damage on a failed thus breached. Each panel has AC 15 and 30 hit points per
save, or half as much damage on a successful one. Constructs inch of thickness. Reducing a panel to 0 hit points destroys it
have disadvantage on this saving throw. and might cause connected panels to collapse at the GM's
discretion.
When a target fails the saving throw against this spell, choose
a single non-magical piece of equipment they possess. The If you maintain your concentration on this spell for its whole
chosen equipment is rendered useless until the targets next duration, the wall becomes permanent and can't be dispelled.
rest. Otherwise, the wall disappears when the spell ends.
Wind Wall Warding Wind
Evocation Evocation
Casting Time: 1 action (or 1 reaction in response to being Casting Time: 1 action
targeted with a ranged attack) Range: Self (10 ft. radius)
Range: 30 feet Components: V, S
Components: V, S Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 1 minute A strong wind (20 miles per hour) blows around you in a 10-
A wall of strong wind rises from the ground at a point you foot radius and moves with you, remaining centered on you.
choose within range. You can make the wall up to 20 feet The wind lasts for the spell’s duration.
long, 15 feet high, and 1 foot thick. You can shape the wall in The wind has the following effects:
any way you choose so long as it makes one continuous path
along the ground. The wall lasts for the duration. It deafens you and other creatures in its area.
It hedges out vapor, gas, and fog that can be dispersed by
When the wall appears, each creature within its area must strong wind.
make a STR saving throw. A creature takes 3d6 bludgeoning The area is difficult terrain for creatures other than you.
damage on a failed save, or half as much damage on a The attack rolls of ranged weapon attacks have
successful one. disadvantage if the attacks pass in or out of the wind.
The strong wind keeps fog, smoke, and other gases at bay. Blur
Arrows, bullets, and other worldly projectiles launched at Illusion
targets behind the wall are deflected upward and Casting Time: 1 action
automatically miss. The area the wall occupies is considered Range: Self
difficult terrain. Creatures cannot willingly pass through the Components: V
wall without making a successful STR skill check vs your Duration: Concentration, up to 1 minute
spell save DC.
Your body becomes blurred, shifting and wavering to all who
Using this spell as a reaction creates the wall 5 feet in front can see you. For the duration, any creature has disadvantage
of you. on attack rolls against you. An attacker is immune to this
effect if it doesn't rely on sight, as with blindsight, or can see
through illusions, as with truesight.

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Disguise Creature Hypnotic Pattern
Illusion Illusion
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S Components: V, S
Duration: 24 hours Duration: Concentration, up to 1 minute
You can make yourself or another creature you touch look You create a twisting pattern of colors that weaves through
different, including their equipment and clothing. The the air inside a 30-foot cube within range. The pattern
disguise will remain active until the spell ends or until you appears for a moment and vanishes. Each creature in the
use an action to dismiss the spell. While disguised, your scout area who sees the pattern must make a MNA saving throw.
DC is increased by 5 and you cannot be tracked by divination On a failed save, the creature becomes charmed for the
spells such as Clairvoyance. Creatures with truesight will see duration. While charmed by this spell, the creature is
through your disguise. Creatures without truesight must use incapacitated and has a speed of 0.
an action to make a MNA skill check against your spell save
DC to discern that the disguise is an illusion. The spell ends for an affected creature if it takes any damage
or if someone else uses an action to shake the creature out of
Fear its stupor.
Illusion
Nondetection
Casting Time: 1 action Illusion
Range: Self (30-foot cone)
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute. Range: Touch
Components: V, S
You project a phantasmal image of a creature's worst fears. Duration: Concentration, up to 1 hour
Each creature in a 30-foot cone must succeed on a MNA
saving throw or drop whatever it is holding and become A creature you touch is shrouded in a thick, black fog for the
frightened for the duration. duration of the spell. If the creature is in combat or enters
combat while the spell is active, it becomes stealthed.
While frightened by this spell, a creature must take the Dash
action and move away from you by the safest available route While stealthed, you may move up to 30 feet at the end of
on each of its turns, unless there is nowhere to move. If the each other creature's turn. Once positioned, you may launch
creature ends its turn in a location where it doesn't have line an attack from stealth at the end of any other creature's turn.
of sight to you, the creature can make a MNA saving throw. Attacks launched from stealth are made with advantage. If
On a successful save, the spell ends for that creature. the creature you attack is not immune to being surprised, you
continue your turn after the attack is made and roll initiative
Hallucinatory Terrain afterwords. Otherwise, you roll initiative after the attack is
Illusion made.
Casting Time: 10 minutes Additionally, the creature cannot be detected by magical
Range: 300 feet means other than a Servant's detection aura, which still will
Components: V, S not pinpoint their exact location. If the creature deals or
Duration: 24 hours takes damage, the spell ends.
You make natural terrain in a 150-foot cube in range look,
sound, and smell like some other sort of natural terrain. Magic Aura
Thus, open fields or a road can be made to resemble a Illusion
swamp, hill, crevasse, or some other difficult or impassable Casting Time: 1 action
terrain. A pond can be made to seem like a grassy meadow, a Range: Touch
precipice like a gentle slope, or a rock-strewn gully like a wide Components: V, S
and smooth road. Manufactured structures, equipment, and Duration: 24 hours
creatures within the area aren't changed in appearance. You change the way the target appears to spells and magical
The tactile characteristics of the terrain are unchanged, so effects, such as detect magic, that detect magical auras. You
creatures entering the area are likely to see through the can make a nonmagical object appear magical, a magical
illusion. If the difference isn't obvious by touch, a creature object appear nonmagical, or imbue a creature/object with an
carefully examining the illusion can attempt a MNA skill aura similar to that of a Servant. When you use this effect on
check against your spell save DC to disbelieve it. A creature an object, you can make the false magic apparent to any
who discerns the illusion for what it is, sees it as a vague creature that handles the item.
image superimposed on the terrain.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mirror Image Phantasmal Killer
Illusion Illusion
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 120 feet
Components: V, S Components: V, S
Duration: 1 minute Duration: Concentration, up to 1 minute
Three illusory duplicates of yourself appear in your space. You tap into the nightmares of a creature you can see within
Until the spell ends, the duplicates move with you and mimic range and create an illusory manifestation of its deepest
your actions, shifting position so it's impossible to track fears, visible only to that creature. The target must make a
which image is real. You can use your action to dismiss the MNA saving throw. On a failed save, the target becomes
illusory duplicates. frightened for the duration. At the end of each of the target's
turns before the spell ends, the target must succeed on a
Each time a creature targets you with an attack during the MNA saving throw or take 4d10 psychic damage. On a
spell's duration, roll a d20 to determine whether the attack successful save, the spell ends.
instead targets one of your duplicates.
Vertigo
If you have three duplicates, you must roll a 6 or higher to Illusion
change the attack's target to a duplicate. With two duplicates,
you must roll an 8 or higher. With one duplicate, you must Casting Time: 1 action
roll an 11 or higher. Range: 60 feet
Components: V, S
A duplicate's AC equals 10 + your AGL modifier. If an attack Duration: Concentration, up to 1 minute
hits a duplicate, the duplicate is destroyed. A duplicate can be You cause thin, purple, nausea-inducing haze to erupt in a 20-
destroyed only by an attack that hits it. It ignores all other foot radius centered on a point of your choice within range.
damage and effects. The spell ends when all three duplicates Whenever a creature enters the area for the first time or ends
are destroyed. their turn in it, they are forced to make an END saving throw.
A creature is unaffected by this spell if it can't see, if it relies On a failure, the creature moves 5 feet in a random direction,
on senses other than sight, such as blindsight, or if it can falls prone, and can take no further actions until the start of
perceive illusions as false, as with truesight. it's next turn.
Otherworldly Chorus Banshee's Wail
Illusion Necromancy
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self (30-foot radius) Range: Self (60-foot radius)
Components: V, S Components: V
Duration: Concentration, up to 10 minutes Duration: Instantaneous
Music of a style you choose fills the air around you in a 30- You let out an ear piercing shriek, forcing all creatures that
foot radius. The music spreads around corners and can be can hear you within 60 feet to make an END saving throw.
heard from up to 100 feet away. The music moves with you, On a failed save, targets take 4d6 necrotic damage and
centered on you for the duration. You choose the exact type of become frightened of you. On a success, targets take only half
theme, but must choose a style from the list below. damage and are not frightened. Frightened targets may
repeat this saving throw at the end of each of their turns.
Peaceful Tune: Anytime a creature in the spell’s radius
attempts to make an attack, they must succeed a MNA saving Demons, undead, and vampires roll this saving throw with
throw or else the attack will fail. advantage.
Battle Theme: Creatures in the spell’s radius, both ally and Blight
enemy, gain a d8 inspiration at the start of their turn during a Necromancy
battle that they may add to any attack roll of saving throw Casting Time: 1 action
they make. Only a single inspiration die can be held from this Range: 20 feet
spell at a time. Components: V, S
Soothing Melody: Up to three creatures of your choice Duration: Instantaneous
within the spell’s radius regain 2d4 hit points at the start of Necromantic energy washes over a creature of your choice
each of their turns so long as they can hear the music. that you can see within range, draining moisture and vitality
Incapacitated creatures cannot receive this healing. from it. The target must make an END saving throw. The
target takes 6d8 necrotic damage on a failed save, or half as
much damage on a successful one. This spell has no effect on
undead, vampires, or constructs.

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Commune with Dead Raise Dead
Necromancy Necromancy
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: Touch
Components: V, S Components: S, M (A corpse)
Duration: Instantaneous Duration: Instantaneous
This spell must be cast in a graveyard or while nearby at least You must touch a dead body as part of casting this spell,
one dead body. You call out to the spirit of the deceased, causing it to rise as an undead that obeys your verbal
gaining knowledge of the land from them. You learn if anyone commands. The undead remains until defeated. You may only
has passed through the area, what time they did so, their have a number of undead summoned equal to your MNA
names, their appearances, and any abilities they used while modifier at any given time.
in the area. You also learn of any battling that took place in
the area or areas adjacent, as well as the participants and any
abilities they used in the battle.
Grave Wounds
Living Corpse
Medium Undead
Necromancy
Casting Time: 1 action Armor Class 10
Range: 60 feet Hit Points 10 + Caster's MNA mod
Components: V, S Speed 30 feet
Duration: Concentration, up to 1 minute
You twist and corrupt the soul of a target creature within STR AGL END MNA LCK
range, plaguing them with sickness and disease. You force
the target to make an END saving throw, taking 2d6 damage 3 0 1 0 1
and becoming poisoned, or taking 2d6 damage and becoming
slowed on a failure. Targets that are bloodied suffer both Decomposed Form Creatures that successfully hit
effects, taking 4d6 damage and becoming both slowed and the Living Corpse with melee attacks are forced
poisoned on a failure. Infected targets may repeat this saving to make a DC14 END saving throw vs becoming
throw at the end of each of their turns. poisoned. Poisoned creatures may repeat this
save at the end of each of their turns.
Ray of Enfeeblement Post-Mortem Discharge When the Living Corpse is
Necromancy reduced to 0 hit points, it violently explodes into
Casting Time: 1 action a fleeting cloud of poison. All creatures within 5
feet of the Living Corpse when this happens take
Range: 60 feet 2d6 poison damage.
Components: V, S
Duration: Concentration, up to 1 minute Actions
A black beam of enervating energy springs from your finger Slam. Melee weapon attack: +3 to hit, reach 5 ft.,
toward a creature within range. Make a ranged spell attack one target. Hit: (1d6 + 1) bludgeoning damage.
against the target. On a hit, the target takes 2d8 necrotic
damage and becomes afflicted by the spell. Afflicted creatures
take 1d8 necrotic damage at the start of each of their turns
and deal only half damage with weapon and spell attacks
until the spell ends. Toll for the Dead
Necromancy
At the end of each of the target's turns, it can make an END Casting Time: 1 bonus action
saving throw against the spell. On a success, the spell ends. Range: Self (60-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
You choose up to 5 undead creatures that you can see within
60 feet. All targets gain a +3 bonus to their damage rolls
while the spell is active. When casting this spell, choose a
single undead creature you command that is a target. That
creature can immediately move up to 20 feet and make a
single melee weapon attack at a target within their range
before or after this movement.
You can repeat this command to cause allied undead to
attack using your bonus action on subsequent turns while
this spell is active.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Vampiric Touch Chain Blade
Necromancy Transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: Touch
Components: V, S Components: V, S, M (a weapon)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life The next time you hit a creature with a weapon attack before
force from others to heal your wounds. Make a melee spell this spell ends, a swirling mass of onyx chains appears at the
attack against a creature within your reach. On a hit, the point of impact, and the target must succeed on a STR saving
target takes 3d8 necrotic damage, and you regain hit points throw or be restrained by the magical chains until the spell
equal to half the amount of necrotic damage dealt. Until the ends. A Large or larger creature has advantage on this saving
spell ends, you can make the attack again on each of your throw. If the target succeeds on the save, the chains
turns as an action. Creatures reduced to 0 hit points by this disappear.
spell have their creature type changed to vampire.
While restrained by this spell, the target takes 1d6
Veil of Shadows bludgeoning damage at the start of each of its turns. A
Necromancy creature restrained by the chains or one that can touch the
Casting Time: 1 action creature can use its action to make a STR check against your
Range: 30 feet spell save DC. On a success, the target is freed.
Components: V, S Night Eye
Duration: Concentration, up to 1 minute Transmutation
You may cast this spell targeting yourself or an undead ally Casting Time: 1 bonus action
within 30 feet. Range: Touch
You cause flame-like shadows to wreathe the target’s body Components: V, S
until the spell ends, causing them to become heavily Duration: 8 hours
obscured to others. The shadows turn dim light within 10 You touch a willing creature to grant it the ability to see in the
feet of the target into darkness, and bright light in the same dark. For the duration, that creature gains the following
area to dim light. benefits while in dim light or darkness.
Until the spell ends, the target has resistance to radiant Darkvision out to a range of 60 feet. This darkvision grants
damage. In addition, whenever a creature within 10 feet of the creature the ability to see through even magical darkness.
the target hits them with an attack, the shadows lash out at
that creature, dealing 2d8 necrotic damage. +3 bonus to scout checks
Blink Strike Immunity to being blinded
Transmutation Magic Blow
Casting Time: 1 action Transmutation
Range: 30 feet Casting Time: 1 action
Components: V, M (a melee weapon) Range: Self
Duration: Instantaneous Components: S
As part of the action used to cast this spell, make a separate Duration: Instantaneous
melee attack targeting up to 4 creatures within the spell's You channel magical energy into your fists, ready to deliver a
range. The attacks deal an additional 1d6 force damage on a concussive attack. Make a melee spell attack against one
hit. You disappear, slashing at each in an order of your creature within 5 feet of you. On a
hit, the target takes 3d10
choosing. You reappear in an unoccupied space within 5 feet force damage, is pushed
10 feet away from you, and knocked
of the last target hit. prone. After you make the attack, your fists return to normal.

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Flesh to Stone Elemental Infusion
Transmutation Transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Touch
Components: V, S Components: S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You attempt to turn one creature that you can see within You infuse a held ranged weapon that requires ammunition.
range into stone. If the target's body is made of flesh, the The next attack made with the infused weapon deals an
creature must make an END saving throw. On a failed save, it additional 2d6 damage of a chosen type (acid, cold, fire,
is slowed as its flesh begins to harden. On a successful save, lightning, necrotic, radiant, or thunder) and does not
the creature isn't affected. consume normal ammunition.
A creature slowed by this spell must make an END saving Vanishing Blade
throw at the end of its next turn. On a failed save it becomes Transmutation
petrified. On a successful save, the creature is no longer Casting Time: 1 action
slowed. Range: Self (15-foot radius)
Petrified creatures may make a DC18 STR skill check at the Components: V, S
end of each of their turns, freeing themselves on a success. Duration: Concentration, up to 1 minute
If the creature is physically broken while petrified, it suffers You close your eyes, expanding your senses and reflexes in a
from similar deformities if it reverts to its original state. visible sphere of influence in a 15 foot radius around you.
While concentrating on this spell, your melee range with all
If you maintain your concentration on this spell for the entire weapons is extended to this 15 foot radius. Additionally, you
possible duration, the creature is turned to stone until the may make a single weapon attack as a free action against any
effect is removed. creature that enters this sphere for the first time on their turn
as well as any creature that ends their turn inside the sphere.
Fly
Transmutation Regenerate
Casting Time: 1 action Transmutation
Range: Touch Casting Time: 1 action
Components: V, S Range: Touch
Duration: Concentration, up to 10 minutes Components: V, S
Duration: 1 minute
You touch a willing creature. The target gains a flying speed
of 60 feet for the duration. When the spell ends, the target You touch a creature and stimulate its natural healing ability.
falls if it is still aloft, unless it can stop the fall. The target regains 3d6 hit points. For the duration of the
spell, the target regains 5 hit points at the start of each of its
Enhance Movement turns while it is conscious.
Transmutation The target's severed body members (fingers, legs, tails, and
Casting Time: 1 action so on), if any, are restored after 30 seconds. If you have the
Range: 30 feet severed part and hold it to the stump, the spell
Components: V, S instantaneously causes the limb to knit to the stump.
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until
the spell ends, the target's speed is doubled, it has advantage
on AGL saving throws, it is immune to difficult terrain,
immune to the prone condition, and it gains an additional
action on each of its turns. That action can be used only to
take the Attack (one weapon attack only), Dash, Disengage,
Hide, or Use an Object action. When the spell ends, the
target can't move or take actions until after its next turn, as a
wave of lethargy sweeps over it.

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Slow Beacon of Hope
Transmutation Sacrament
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You alter time around up to three creatures of your choice in This spell bestows hope and vitality. Choose up to three
a 40-foot cube within range. Each target must succeed on a creatures within range. For the duration, each target gains a
MNA saving throw or be affected by this spell for the +3 bonus to all saving throws and death saving throws, and
duration. regains 5 hit points at the start of each of their turns. Demons
and vampires gain no benefits from this spell.
An affected target is slowed and suffers a -2 penalty to AGL.
Death Ward
If the creature attempts to cast a spell with a casting time of 1 Sacrament
action, roll a d20. On an 11 or higher, the spell doesn't take
effect until the creature's next turn, and the creature must use Casting Time: 1 action
its action on that turn to complete the spell. If it can't, the Range: Touch
spell is wasted. Components: V, S
Duration: Until end of next rest
A creature affected by this spell makes another MNA saving You touch a creature and grant it a measure of protection
throw at the end of its turn. On a successful save, the effect from death.
ends for it.
Zephyr Strike
The first time the target would drop to 0 hit points as a result
of taking damage, the target instead drops to 1 hit point, and
Transmutation the spell ends.
Casting Time: 1 bonus action
Range: Range If the spell is still in effect when the target is subjected to an
Components: V, S effect that would kill it instantaneously without dealing
Duration: Concentration, up to 1 minute damage, that effect is instead negated against the target, and
the spell ends.
You move like the wind. For the duration, your movement
doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage
on one weapon attack roll on your turn. That attack deals an
extra 1d8 force damage on a hit. Whether you hit or miss,
your movement speed increases by 30 feet until the end of
that turn.
Blessed Weapon
Sacrament
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a nonmagical weapon. Until the spell ends, that
weapon becomes a magic weapon with a +1 bonus to attack
rolls and damage rolls. The weapon deals an additional 1d8
radiant damage on a hit.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Holy Flash
Sacrament
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Divine light washes out from you and coalesces in a soft
radiance in a 30-foot radius around you. Up to three
creatures of your choice in that radius when you cast this
spell shed dim light in a 5-foot radius. In addition, when a
vampire, demon, or spirit hits an affected creature with a
melee attack, the aura flashes with brilliant light. The
attacker must succeed on an END saving throw or take 2d8
radiant damage and become blinded. Blinded targets may
repeat this save at the end of each of their turns.
Protection of Faith
Sacrament
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is
protected against certain types of creatures: aberrations,
constructs, demons, elementals, spirits, undead, and
vampires.
The protection grants several benefits. Creatures of those
types have disadvantage on attack rolls against the target.
The target also can't be charmed, frightened, or possessed by
them. If the target is already charmed, frightened, or
possessed by such a creature, the target has advantage on
any new saving throw against the relevant effect.
Sanctuary
Sacrament
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: 1 minute
You ward a creature within range against attack. Until the
spell ends, any creature who targets the warded creature
with an attack or a harmful spell must first make a MNA
saving throw. On a failed save, the creature must choose a
new target or lose the attack or spell. This spell doesn't
protect the warded creature from area effects, such as the
explosion of a fireball.
If the warded creature makes an attack or casts a spell that
affects an enemy creature, this spell ends. Warding an
incapacitated creature puts them in a temporary stasis,
stabilizing them while the spell is active.

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Cure Wounds
Sacrament
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to
5d8. This spell has no effect on undead, vampires, or
constructs.
Divine Sacrifice
Sacrament
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature, transferring your magical energy into
them at the cost of yourself. You may sacrifice any amount of
your own hit points, granting them to your target instead.
Excess hit points provided are gained as temporary hit
points. Temporary hit points cannot be sacrificed.
Prayer of Healing
Sacrament
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A single target creature within range regains 2d6 hit points.
Revivify
Sacrament
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a target dead body within range that died no more
than 8 hours ago. It is returned to life with 1 hit point. This
spell cannot restore missing body parts. Once a creature has
been returned to life by this spell, it will not revive them
again.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Field of Duel Grounds
Bounded Fields Bounded Field
Active radiuses of magical energy that provide the area they Casting Time: Variable
cover with a constant magical effect. You can have an amount Range: Touch
of active bounded fields equal to your MNA modifier, but you Components: V, S
cannot have their areas overlap unless stated otherwise in Duration: Until dispelled
the spell itself. You can use an action on your turn to dispell
any bounded field you have created. You touch a point and manifest the field around you. Choose
two creatures that are not allies with each other. All attacks
Variable Deployment made at those two creatures are made at disadvantage until
the field ends. The two creatures can still attack each other
When you create a Bounded Field, you may choose how large as normal.
its radius is. You may spend 1 minute creating a field that has
a 30 foot radius, 10 minutes creating a field that has a 60, 90, Field of Rejuvenation
or 120 foot radius, or 8 hours creating a field that Bounded Field
encompasses the entire map area the field is created in. Casting Time: Variable
Field of Alarm Range: Touch
Bounded Field Components: V, S
Duration: Until dispelled
Casting Time: Variable You touch a point and manifest a fluorescent aura of green
Range: Touch light. Choose any number of creatures. All creatures you
Components: V, S choose within this zone regain 1d6 hit points at the start of
Duration: Until dispelled each of their turns. Undead, demons, vampires, and
You touch a point and cause the field to appear. You will constructs cannot regain hit points from this field.
become magically alerted when a creature enters or exits the
area of the bounded field. This bounded field can be layered Field of Privacy
over other existing bounded fields. Bounded Field
Field of Darkness Casting Time: Variable
Bounded Field Range: Touch
Components: V, S
Casting Time: Variable Duration: Until dispelled
Range: Touch You touch a point and manifest a bounded field surrounding
Components: V, S the area. The area protects you and all creatures inside from
Duration: Until dispelled divination spells and similar magic. Sensors created by
You touch a point and manifest a cloud of shadows that hangs magic cannot enter the fields perimeter nor see within it.
over the area as magical darkness. This area is considered Familiars and other magical creatures used to gather
Nighttime, and all creatures inside are Blinded. Magical light information cannot enter the field nor see within it. Sounds
can pierce this darkness, but only in the space the light made within the field cannot be heard by creatures outside of
occupies. it.
Field of Death Field of Rupture
Bounded Field Bounded Field
Casting Time: Variable Casting Time: Variable
Range: Touch Range: Touch
Components: V, S Components: V, S
Duration: Until dispelled Duration: Until dispelled
You touch a point and manifest a field of sickening purple You touch a point and cause the ground beneath you to
radiance. All undead and vampire creatures inside the field become jagged and uneven. The entire area of this field is
have +1 AC and are resistant to radiant damage. Creatures of considered difficult terrain.
all other types are forced to make an END saving throw end
of each turn inside the field, taking 5 necrotic damage on a Once per turn you may target a single creature that you can
failure. see inside the field and force them to make a STR saving
throw using your action. On a failure, the ground beneath the
target becomes a sinkhole and they fall prone, taking 3d6
bludgeoning damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Field of Truth Field of Hallowed Ground
Bounded Field Bounded Field
Casting Time: Variable Casting Time: Variable
Range: Touch Range: Touch
Components: V, S Components: V, S
Duration: Until dispelled Duration: Until dispelled
You touch a point and manifest a bounded field surrounding You touch a point and infuse an area around it with holy
the area. A creature that enters the field for the first time power. The spell fails if the radius includes an area already
must make a LCK saving throw. On a failed save, a creature under the effect of a bounded field. The affected area is
can't speak a deliberate lie while in the radius. You know subject to the following effects.
whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid First, constructs, demons, elementals, spirits, undead, and
answering questions to which it would normally respond with vampires can't enter the area, nor can such creatures charm,
a lie. Such a creature can be evasive in its answers as long as frighten, or possess creatures within it. Any creature
it remains within the boundaries of the truth. charmed, frightened, or possessed by such a creature is no
longer charmed, frightened, or possessed upon entering the
Field of Prevention area. You can exclude one or more of those types of creatures
Bounded Field from this effect.
Casting Time: Variable Second, you can bind an extra effect to the area. You choose a
Range: Touch type of creature or up to 6 creatures you can see, those
Components: V, S creatures become affected by the extra effect. When a
Duration: Until dispelled creature that would be affected enters the spell's area for the
You touch a point and manifest a bounded field surrounding first time on a turn or starts its turn there, it can make a LCK
the area. Creatures other than you cannot willingly enter or saving throw. On a success, the creature ignores the extra
exit the perimeter of the field without passing a MNA saving effect until it leaves the area.
throw. You can choose to have the creature pass this saving Courage. Affected creatures can't be frightened while in the
throw automatically. The perimeter of the field is surrounded area.
by a thick fog, preventing creatures within from seeing
outside, and vice versa. Daylight. Bright light fills the area. Magical darkness can't
extinguish the light.
Energy Protection. Affected creatures in the area have
resistance to one damage type of your choice, except for
bludgeoning, piercing, or slashing.
Field of Weather
Bounded Field
Casting Time: Variable
Range: Touch
Components: V, S
Duration: Until dispelled
You touch a point and manifest a bounded field surrounding
the area. When you create this field, you choose the type of
weather. You may spend an action on your turn changing the
weather.
Sunny. Expunge darkness, it’s considered Daytime. Fire
damage dealt in this field deals an additional die of damage.
Moonlight. Expunge light, it’s considered Nighttime. The first
Necromancy spell you cast within the field expends no spell
slot once per rest.
Foggy. Gain +5 to your scout DC. Creatures attempting to
escape combat roll checks at advantage.
Overcast. Divination spells fail on cast. Creatures have
disadvantage when discerning Illusion spells and other
deception.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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