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Tabla de Contenidos

Capítulo 1.- Arquetipos de clases de Sword Coast


Adventurer's Guide
Barbarians
Path of the Battle Rager
Path of the Totem Warrior - Expansion
Clerics
Arcana Domain
Fighters
Purple Dragon Knight
Monks
Way of the Long Death
Way of the Sun Soul
Paladins
Oath of the Crown
Rogues
Mastermind
Swashbuclker
Sorcerers
Storm Sorcery
Warlocks
The Undying
Wizards
Bladesinging
Capítulo 2.- Hechizos adicionales de suplementos
oficiales
Lista de Hechizos
Bard Spells
Druid Spells
Ranger Spells
Sorcerer Spells
Warlock Spells
Wizard Spells
Descripciones de Hechizos

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Capítulo 1.- Arquetipos de clases de
Sword Coast Adventurer's Guide
Path of the Totem Warrior -
Barbarians Expansion
Path of the Battle Rager If you follow the Path of the Totem Warrior from the Player's
Known as Kuldjargh (literally "axe idiot") in Dwarvish, Handbook, you have access to the options presented here.
battleragers are dwarf followers of the gods of war and take
the Path of the Battlerager. They specialize in wearing bulky, Totem Spirit
spiked armor and throwing themselves into combat, striking These options are available to you when you choose a totem
with their body itself and giving themselves over to the fury of animal at 3rd level.
battle. Elk. While you're raging and aren't wearing heavy armor,
your walking speed increases by 15 feet. The spirit of the elk
Battlerager Armor makes you extraordinarily swift.
When you choose this path at 3rd level, you gain the ability to Tiger. While raging, you can add 10 feet to your long jump
use spiked armor (see the "Spiked Armor" sidebar) as a distance and 3 feet to your high jump distance. The spirit of
weapon. the tiger empowers your leaps.
While you are wearing spiked armor and are raging, you
can use a bonus action to make one melee weapon attack Aspect of The Beast
with your armor spikes against a target within 5 feet of you. If These options are available to you when you choose a totem
the attack hits, the spikes deal ld4 piercing damage. You use animal at 6th level.
your Strength modifier for the attack and damage rolls. Elk. Whether mounted or on foot, your travel pace is
Additionally, when you use the Attack action to grapple a doubled, as is the travel pace of up to ten companions while
creature, the target takes 3 piercing damage if your grapple they're within 60 feet of you and you're not incapacitated (see
check succeeds. chapter 8 in the Player's Handbook for more information
about travel pace). The elk spirit helps you roam far and fast.
Reckless Abandon Tiger. You gain proficiency in two skills from the following
Beginning at 6th level, when you use Reckless Attack while list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit
raging, you also gain temporary hit points equal to your hones your survival instincts.
Constitution modifi er (minimum of 1). They vanish if any of
them are left when your rage ends. Totemic Attunement
These options are available to you when you choose a totem
Battlerager Charge animal at 14th level.
Beginning at 10th level, you can take the Dash action as a Elk. While raging, you can use a bonus action during your
bonus action while you are raging. move to pass through the space of a Large or smaller
creature. That creature must succeed on a Strength saving
Spiked Retribution throw (DC 8 + your Strength bonus + your proficiency bonus)
Starting at 14th level, when a creature within 5 feet of you or be knocked prone and take bludgeoning damage equal to
hits you with a melee attack, the attacker takes 3 piercing ld12 + your Strength modifier.
damage if you are raging, aren't incapacitated, and are Tiger. While you're raging, if you move at least 20 feet in a
wearing spiked armor. straight line toward a Large or smaller target right before
making a melee weapon attack against it, you can use a
bonus action to make an additional melee weapon attack
against it.
Spiked Armor
Spiked armor is a rare type of medium armor made
by dwarves. It consists of a leather coat and
leggings covered with spikes that are usually made
of metal.
Cost: 75 gp
AC: 14 + Dexterity modifier (max 2)
Stealth: Disadvantage
Weight: 45 lb.

Path of the Totem Warrior -


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Arcane Banishment
Clerics Cleric Level Banishes Creatures of CR ...
Arcana Domain 5th 1/2 or lower
Magic is an energy that suffuses the multiverse and that fuels 8th 1 or lower
both destruction and creation. Gods of the Arcana domain 11th 2 or lower
know the secrets and potential of magic intimately. For some
of these gods, magical knowledge is a great responsibility 14th 3 or lower
that comes with a special understanding of the nature of 17th 4 or lower
reality. Other gods of Arcana see magic as pure power, to be
used as its wielder sees fit. Spell Breaker
The gods of this domain are often associated with Starting at 6th level, when you restore hit points to an a lly
knowledge, as learning and arcane power tend to go hand-in- with a spell of 1st level or higher, you can also end one spell
hand. In the Realms, deities of this domain include Azuth and of your choice on that creature. The level of the spell you end
Mystra, as well as Corellon Larethian of the elven pantheon. must be equal to or lower than the level of the spell slot you
In other worlds, this domain includes Hecate, Math use to cast the healing spell.
Mathonwy, and Isis; the triple moon gods of Solinari,
Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Potent Spellcasting
WeeJas of Greyhawk. Starting at 8th level, you add your Wisdom modifier to the
Arcana Domain Spells damage you deal with any cleric cantrip.
Cleric Level Spells
Arcane Mastery
1st detect magic, magic missile At 17th level, you choose four spells from the wizard spell list,
3rd magic weapon, Nystul's magic aura one from each of the following levels: 6th, 7th, 8th, and 9th.
You add them to your list of domain spells. Like your other
5th dispel magic, magic circle domain spells, they are always prepared and count as cleric
7th arcane eye, Leomund's secret chest spells for you.
9th planar binding, teleportation circle

Arcane Initiate
When you choose this domain at 1st level, you gain
proficiency in the Arcana skill, and you gain two cantrips of
your choice from the wizard spell list. For you, these cantrips
count as cleric cantrips.
Channel divinity: Arcane Abjuration
Starting at 2nd level, you can use your Channel Divinity to
abjure otherworldly creatures.
As an action, you present your holy symbol, and one
celestial, elemental, fey, or fiend of your choice that is within
30 feet of you must make a Wisdom saving throw, provided
that the creature can see or hear you. If the creature fails its
saving throw, it is turned for 1 minute or until it takes any
damage.
A turned creature must spend its turns trying to move as
far away from you as it can, and it can't willingly end its move
in a space within 30 feet of you. It also can't take reactions.
For its action, it can only use the Dash action or try to escape
from an effect that prevents it from moving. If there's
nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving
throw against your Arcane Abjuration feature, the creature is
banished for 1 minute (as in the banishment spell, no
concentration required) if it isn't on its plane of origin and its
challenge rating is at or below a certain threshold, as shown
on the Arcane Banishment table.

Arcane Banishment
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Fighters Monks
Purple Dragon Knight Way of the Long Death
Purple Dragon knights are warriors who hail from the Monks of the Way of the Long Death are obsessed with the
kingdom of Cormyr. Pledged to protect the crown, they take meaning and mechanics of dying. They capture creatures and
the fight against evil beyond their kingdom's borders. They prepare elaborate experiments to capture, record, and
are tasked with wandering the land as knights errant, relying understand the moments of their demise. They then use this
on their judgment, bravery, and fidelity to the code of chivalry knowledge to guide their understanding of martial arts,
to guide them in defeating evildoers. yielding a deadly fighting s tyle.
A Purple Dragon knight inspires greatness in others by
committing brave deeds in battle. The mere presence of a Touch of Death
knight in a hamlet is enough to cause some ores and bandits Starting when you choose this tradition at 3rd level, your
to seek easier prey. A lone knight is a skilled warrior, but a study of death allows you to extract vitality from another
knight leading a band of allies can transform even the most creature as it nears its demise. When you reduce a creature
poorly equipped militia into a ferocious war band. within 5 feet of you to 0 hit points, you gain temporary hit
A knight prefers to lead through deeds, not words. As a points equal to your Wisdom modifier + your monk level
knight spearheads an attack, the knight's actions can awaken (minimum of 1 temporary hit point).
reserves of courage and conviction in allies that they never
suspected they had. Hour of Reaping
Banneret serves as the generic name for this archetype if At 6th level, you gain the ability to unsettle or terrify those
you use it in other campaign settings or to model warlords around you as an action, for your soul has been touched by
other than Purple Dragon knights. the shadow of death. When you take this action, each
creature within 30 feet of you that can see you must succeed
Rallying Cry on a Wisdom saving throw or be frightened of you until the
When you choose this a rchetype at 3rd level, you learn how end of your next turn.
to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose Mastery of Death
up to three creatures within 60 feet of you that are allied with Beginning at 11th level, you use your familiarity with death to
you. Each one regains hit points equal to your fighter level, escape its grasp. When you are reduced to 0 hit points, you
provided that the creature can see or hear you. can expend 1 ki point (no action required) to have 1 hit point
instead.
Royal Envoy
A Purple Dragon knight serves as an envoy of the Cormyrean Touch of the Long Death
crown. Knights of high standing are expected to conduct Starting at 17th level, your touch can channel the energy of
themselves with grace. death into a creature. As an action, you touch one creature
At 7th level, you gain proficiency in the Persuasion skill. If within 5 feet of you, and you expend 1 to 10 ki points. The
you are already proficient in it, you gain proficiency in one of target must make a Constitution saving throw, and it takes
the following skills of your choice: Animal Handling, Insight, 2d10 necrotic damage per ki point spent on a failed save, or
Intimidation, or Performance. half as much damage on a successful one.
Your proficiency bonus is doubled for any ability check you
make that uses Persuasion. You receive this benefit
regardless of the skill proficiency you gain from this feature.
Inspiring Surge
Starting at 10th level, when you use your Action Surge
feature, you can choose one creature within 60 feet of you
that is allied with you. That creature can make one melee or
ranged weapon attack with its reaction, provided that it can
see or hear you.
Starting at 17th level, you can choose two allies within 60
feet of you, rather than one.
Bulwark
Beginning at 15th level, you can extend the benefit of your
Indomitable feature to an ally. When you decide to use
Indomitable to reroll an Intelligence, a Wisdom, or a
Charisma saving throw and you aren't incapacitated, you can
choose one ally within 60 feet of you that also failed its saving
throw against the same effect. If that creature can see or hear
you, it can reroll its saving throw and must use the new roll.

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Way of the Sun Soul Paladins
Monks of the Way of the Sun Soul learn to channel their own Oath of the Crown
life energy into searing bolts of light. They teach that
meditation can unlock the ability to unleash the indomitable The Oath of the Crown is sworn to the ideals of civilization,
light shed by the soul of every living creature. be it the spirit of a nation, fealty to a sovereign, or service to a
deity of law and rulership. The paladins who swear this oath
Radiant Sun Bolt dedicate themselves to serving society and, in particular, the
Starting when you choose this tradition at 3rd level, you can just laws that hold society together. These paladins are the
hurl searing bolts of magical radiance. watchful guardians on the walls, standing agai nst the chaotic
You gain a ranged spell attack that you can use with the tides of barbarism that threaten to tear down all that
Attack action. The attack has a range of 30 feet. You are civilization has built, and are commonly known as guardians,
proficient with it, and you add your Dexterity modifier to its exemplars, or sentinels. Often, paladins who swear this oath
attack and damage rolls. Its damage is radiant, and its are members of an order of knighthood in service to a nation
damage die is a d4. This die changes as you gain monk levels, or a sovereign, and undergo their oath as part of their
as shown in the Martial Arts column of the Monk table. admission to the order's ranks.
When you use the Attack action on your turn to use this
special attack, you can spend 1 ki point to make two Tenets of the Crown
additional attacks with it as a bonus action. The tenets of the Oath of the Crown are often set by the
sovereign to which their oath is sworn, but generally
Searing Sun Strike emphasize the following tenets.
At 6th level, you gain the ability to channel your ki into Law . The law is paramount. It is the mortar that holds the
searing waves of energy. Immediately after you take the stones of civilization together, and it must be respected.
Attack action on your turn, you can spend 2 ki points to cast Loyalty. Your word is your bond. Without loyalty, oaths and
the 1st-level spell burning hands as a bonus action. laws are meaningless.
You can spend additional ki points to cast burning hands as Courage. You must be willing to do what needs to be done
a higher level spell. Each additional ki point you spend for the sake of order, even in the face of overwhelming odds.
increases the spell's level by 1. The maximum number of ki If you don't act, then who will?
points (2 plus any additional points) that you can spend on Responsibility. You must deal with the consequences of
the spell equals half your monk level (round down). your actions, and you are responsible for fulfilling your duties
and obligations.
Searing Sunburst
At 11th level, you gain the ability to create an orb of light that Oath Spells
erupts into a devastating explosion. As an action, you create You gain oath spells at the paladin levels listed.
an orb and hurl it at a point you choose within 150 feet, Oath of the Crown Spells
where it erupts into a sphere of radiant light for a brief but
deadly instant. Paladin Level Spells
Each creature in that 20-foot-radius sphere must succeed 3rd command, compelled duel
on a Constitution saving throw or take 2d6 radiant damage. A 5th warding bond, zone of truth
creature doesn't need to make the save if the creature is
behind total cover that is opaque. 9th aura of vitality, spirit guardians
You can increase the sphere's damage by spending ki 13th banishment, guardian of faith
points. Each point you spend, up to a maximum of 3,
increases the damage by 2d6. 17th circle of power, geas

Sun Shield Channel Divinity


At 17th level, you become wreathed in a luminous aura. You When you take this oath at 3rd level, you gain the following
shed bright light in a 30-foot radius and dim light for an Channel Divinity options.
additional 30 feet. You can extinguish or restore the light as a Champion Challenge. You issue a challenge that compels
bonus action. other creatures to do battle with you. Each creature of your
If a creature hits you with a melee attack while this light choice that you can see within 30 feet of you must make a
shines, you can use your reaction to deal radiant damage to Wisdom saving throw. On a failed save, a creature can't
the creature. The radiant damage equals 5 + your Wisdom willingly move more than 30 feet away from you. This effect
modifier. ends on the creature if you are incapacitated or die or if the
creature is moved more than 30 feet away from you.
Turn the Tide. As a bonus action, you can bolster injured
creatures with your Channel Divinity. Each creature of your
choice that can hear you within 30 feet of you regains hit
points equal to ld6 +your Charisma modifier (minimum of 1)
if it has no more than half of its hit points.

7
Divine Allegiance
Starting at 7th level, when a creature within 5 feet of you
Rogues
takes damage, you can use your reaction to magically Mastermind
substitute your own health for that of the target creature, Your focus is on people and on the influence and secrets they
causing that creature not to take the damage. Instead, you have. Many s pies, courtiers, and schemers follow this
take the damage. This damage to you can't be reduced or archetype, leading lives of intr igue. Words are your weapons
prevented in any way. as often as knives or poison, and secrets and favo rs are some
of your favo rite treasures.
Unyielding Spirit
Starting at 15th level, you have advantage on saving throws to Master of Intrigue
avoid becoming paralyzed or stunned. When you choose this archetype at 3rd level, you gain
proficiency with the disguise kit, the fo rgery kit, and one
Exalted Champion gaming set of your choice. You also learn two languages of
At 20th level, your presence on the field of battle is an your choice.
inspiration to those dedicated to your cause. You can use your Additionally, you can unerringly mimic the speech patterns
action to gain the following benefits for 1 hour: and accent of a creature that you hear speak for at least 1
You have resistance to bludgeoning, piercing, and slashing minute, allowing you to pass yourself off as a native speaker
damage from nonmagical weapons. of a particular land, provided that you know the language.
Your allies have advantage on death saving throws while
within 30 feet of you. Master of Tactics
You have advantage on Wisdom saving throws, as do your Starting at 3rd level, you can use the Help action as a bonus
allies within 30 feet of you. action. Additionally, when you use the Help action to aid an
ally in attacking a creature, the target of that attack can be
This effect ends early if you are incapacitated or die. Once within 30 feet of you, rather than 5 feet of you, if the target
you use this feature, you can't use it again until you finish a can see or hear you.
long rest.
Insightful Manipulator
Starting at 9th level, if you spend at least 1 minute observing
or interacting with another creature outside combat, you can
learn certain information about its capabilities compared to
your own. The DM tells you if the creature is your equal,
superior, or inferior in regard to two of the following
characteris tics of your choice:
Intelligence score
Wisdom score
Charisma score
Class levels (if any)
At the DM's option, you might also realize you know a piece
of the creature's history or one of its personality traits, if it
has any.
Misdirection
Beginning at 13th level, you can sometimes cause another
creature to suffer an attack meant for you. When you are
targeted by an attack while a creature within 5 feet of you is
granting you cover against that attack, you can use your
reaction to have the attack target that creature instead of you.
Soul of Deceit
Starting at 17th level, your thoughts can't be read by telepathy
or other means, unless you allow it. You can present false
thoughts by making a Charisma (Deception) check contested
by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that would
determine if you are telling the truth indicates you are being
truthful, if you so choose, and you can't be compelled to tell
the truth by magic.

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Swashbuclker Elegant Manuever
Starting at 13th level, you can use a bonus action on your turn
You focus your tra ining on the art of the blade, relying on to gain advantage on the next Dexterity (Acrobatics) or
speed, elegance, and charm in equal parts. While some Strength (Ath letics) check you make during the same turn.
warriors are brutes clad in heavy armor, your method of
fighting looks almost like a performance. Duelists and pirates Master Duelist
typically belong to this archetype. Beginning at 17th level, your mastery of the blade lets you
A Swashbuckler excels in single combat, and can fight with turn failure into success in combat. If you miss with an attack
two weapons while safely darting away from an opponent. roll, you can roll it again with advantage. Once you do so, you
can't use this feature again until you finish a short or long
Fancy Footwork rest.
When you choose this archetype at 3rd level, you learn how to
land a strike and then slip away without reprisal. During your
turn, if you make a melee attack against a creature, that
creature can't make opportunity attacks against you for the
rest of your turn.

Swashbuclkers and Two-Weapon


Fighting
The Swashbuckler relies on a good understanding
of the D&D rules to realize its potential,
specifically when it comes to fighting with two
weapons. Other characters must use an action to
Disengage if they want to escape a melee, but the
Fancy Footwork feature of the Swashbuckler
bundles a more limited version of Disengage with
in your attack. This allows you to use your bonus
action to fight with two weapons, and then safely
evade each foe you attacked.

Rakish Audacity
Starting at 3rd level, your unmistakable confidence propels
you into battle. You can add your Charisma modifier to your
initiative rolls.
In addition, you don't need advantage on your attack roll to
use your Sneak Attack if no creature other than your target is
within 5 feet of you. All the other rules for the Sneak Attack
class feature still apply to you.
Panache
At 9th level, your charm becomes extraordinarily beguiling.
As an action, you can make a Charisma (Persuasion) check
contested by a creature's Wisdom (Insight) check. The
creature must be able to hear you, and the two of you must
share a language.
If you succeed on the check and the creature is hostile to
you, it has disadvantage on attack rolls against targets other
than you and can't make opportunity attacks against targets
other than you. This effect lasts for 1 minute, until one of
your companions attacks the target or affects it with a spell,
or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to
you, it is charmed by you for 1 minute. While charmed, it
regards you as a friendly acquaintance. This effect ends
immediately if you or your companions do anything harmful
to it.

9
Wind Soul
Sorcerers At 18th level, you gain immunity to lightning and thunder
Storm Sorcery damage.
You also gain a magical flying speed of 60 feet. As an
Your innate magic comes from the power of elemental air. action, you can reduce your flying speed to 30 feet for 1 hour
Many with this power can trace their magic back to a near- and choose a number of creatures within 30 feet of you equal
death experience caused by the Great Rain, but perhaps you to 3 +your Charisma modifier. The chosen creatures gain a
were born during a howling gale so powerful that folk still tell magical flying speed of 30 feet for 1 hour. Once you reduce
stories of it, or your lineage might include the influence of your flying speed in this way, you can't do so again until you
potent air creatures such as vaati or djinn. Whatever the case, finish a short or long rest.
the magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship's crew.
Their magic allows them to exert control over wind and
weather in their immediate area. Their abilities also prove
useful in repelling attacks by sahuagin, pirates, and other
waterborne threats.
Wind Speaker
The arcane magic you command is infused with elemental
air. You can speak, read, and write Primordial. (Knowing this
language allows you to understand and be understood by
those who speak its dialects: Aquan, Auran, Ignan, and
Terran.)
Temtestous Magic
Starting at 1st level, you can use a bonus action on your turn
to cause whirling gusts of elemental air to briefly surround
you, immediately before or after you cast a spell of 1st level or
higher. Doing so allows you to fly up to 10 feet without
provoking opportunity attacks.
Heart of the Storm
At 6th level, you gain resistance to lightning and thunder
damage. In addition, whenever you start casting a spell of 1st
level or higher that deals lightning or thunder damage,
stormy magic erupts from you. This eruption causes
creatures of your choice that you can see within 10 feet of you
to take lightning or thunder damage (choose each time this
ability activates) equal to half your sorcerer level.
Storm Guide
At 6th level, you gain the ability to subtly control the weather
around you.
If it is raining, you can use an action to cause the rain to
stop falling in a 20-foot-radius sphere centered on you. You
can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to
choose the direction that the wind blows in a 100-foot-radius
sphere centered on you. The wind blows in that direction
until the end of your next turn. This feature doesn't alter the
speed of the wind.
Storm's Fury
Starting at 14th level, when you are hit by a melee attack, you
can use your reaction to deal lightning damage to the
attacker. The damage equals your sorcerer level. The attacker
must also make a Strength saving throw against your
sorcerer spell save DC. On a failed save, the attacker is
pushed in a straight line up to 20 feet away from you.

10
In addition, you age at a slower rate. For every 10 years
Warlocks that pass, your body ages only 1 year, and you are immune to
being magically aged.
The Undying
Death holds no sway over your patron, who has unlocked the Indestructible Life
secrets of everlasting life, although such a prize- like all When you reach 14th level, you partake of some of the true
power- comes at a price. Once mortal, the Undying has seen secrets of the Undying. On your turn, you can use a bonus
mortal lifetimes pass like the seasons, like the flicker of action to regain hit points equal to ld8 +your warlock level.
endless days and nights. It has the secrets of the ages to Additionally, if you put a severed body part of yours back in
share, secrets of life and death. Beings of this sort include place when you use this feature, the part reattaches.
Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich- Once you use this feature, you can't use it again until you
queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen finish a short or long rest.
of the githyanki; and the deathless wizard Fistandantalus.
In the Realms, Undying patrons include Larloch the
Shadow King, legendary master of Warlock's Crypt, and
Gilgeam, the God-King of Unther.
Expanded Spell List
The Undying lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are
added to the warlock spell list for you.
Undying Expanded Spells
Spell Level Spells
1st false life, ray of sickness
2nd blindness/deafness, silence
3rd feign death, speak with dead
4th aura of life, death ward
5th contagion, legend lore

Among the Dead


Starting at 1st level, you learn the spare the dying cantrip,
which counts as a warlock cantrip for you. You a lso have
advantage on saving throws against any disease.
Additionally, undead have difficulty harming you. If an
undead targets you directly with an attack or a harmful spell,
that creature must make a Wisdom saving throw against your
spell save DC (an undead needn't make the save when it
includes you in an area effect, such as the explosion of
fireball). On a failed save, the creature must choose a new
target or forfeit targeting someone instead of you, potentially
wasting the attack or spell. On a successful save, the creature
is immune to this effect for 24 hours. An undead is also
immune to this effect for 24 hours if you target it with an
attack or a harmful spell.
Defy Death
Starting at 6th level, you can give yourself vitality when you
cheat death or when you help someone else cheat it. You can
regain hit points equal to ld8 +your Constitution modifier
(minimum of 1 hit point) when you succeed on a death saving
throw or when you stabilize a creature with spare the dying.
Once you use this feature, you can't use it again until you
finish a long rest.
Undying Nature
Beginning at 10th level, you can hold your breath indefinitely,
and you don't require food, water, or sleep, although you still
require rest to reduce exhaustion and still benefit from
finishing short and long rests.

11
Training in War and Song
Wizards When you adopt this tradition at 2nd level, you gain
Bladesinging proficiency with light armor, and you gain proficiency with
one type of one-handed melee weapon of your choice.
Bladesingers are elves who bravely defend their people and You also gain proficiency in the Performance skill if you
lands. They are elf wizards who master a school of sword don't already have it.
fighting grounded in a tradition of arcane magic. In combat, a
bladesinger uses a series of intricate, elegant maneuvers that Bladesong
fend off harm and allow the bladesinger to channel magic Starting at 2nd level, you can invoke a secret elven magic
into devastating attacks and a cunning defense. called the Bladesong, provided that you aren't wearing
medium or heavy armor or using a shield. It graces you with
supernatural speed, agility, and focus.
Bladesinger Styles You can use a bonus action to start the Bladesong, which
From its inception as a martial and magical art, lasts for 1 minute. It ends early if you are incapacitated, if you
Bladesinging has been tied to the sword, more don medium or heavy armor or a shield, or if you use two
specifically the longsword. Yet many generations of hands to make an attack with a weapon. You can also dismiss
study gave rise to various styles of Bladesinging the Bladesong at any time you choose (no action required).
based on the melee weapon employed. The
techniques of these styles are passed from master
While your Bladesong is active, you gain the following
to students in small school s, some of which have a
benefits:
building dedicated to instruction. Even the newest You gain a bonus to your AC equal to your Intelligence
styles are hundreds of yea rs old, but are still taught modifier (minimum of+ 1).
by their original creators due to the long lives of Your walking speed increases by 10 feet.
elves. Most schools of Bladesinging are in
Evermeet or Evereska. One was started in Myth
You have advantage on Dexterity (Acrobatics) checks .
Drannor, but the city's destruction has scattered
You gain a bonus to any Constitution saving throw you
those students who survived. make to maintain your concentration on a spell. The
Styles of Bladesinging are broadly categorized bonus equals your Intelligence modifier (minimum of +l).
based on the type of weapon employed, and each
is associated with a category of animal. Within that
You can use this feature twice. You regain a ll expended
style are specializations named after specific
uses of it when you fini sh a short or long rest.
animal types, based on the types of spells
employed, t,he techniques of the master, and the Extra Attack
particular weapon used. Bladesingers who Starting at 6th level, you can attack twice, instead of once,
apprentice to a master typically get a tattoo of their whenever you take the Attack action on your turn.
chosen style's animal. Some bladesingers learn
multiple styles and bear many tattoos, wearing a Song of Defense
warning on their skin of their deadly skills. Beginning at 10th level, you can direct your magic to absorb
Cat. Styles that employ a sword belong to this damage while your Bladesong is active. When you take
family. The lion style, the eldest, trains practitioners damage, you can use your reaction to expend one spell slot
in the use of the longsword and doesn 't favor any and reduce that damage to you by an amount equal to five
particular type of spells. Leopard style focuses on times the spell slot's level.
the shortsword and spells of il lusion and stealth.
Red tiger, a style just three centuries old, has its
bladesingers using the scimitar in a whirling dance
Song of Victory
of defense from which they launch into sudden
Starting at 14th level, you add your Intelligence modifier
leaps and attacks. (minimum of +1) to the damage of your melee weapon
Bird. Styles that focus on the use of a hafted attacks while your Bladesong is active.
weapon, such as an axe or hammer, have been
grouped together as bird styles, yet they vary wildly.
All relatively new styles, they use weapons not
typically favored by elves. Eagle-style bladesingers
use small handaxes, and many maneuvers in the
style focus on fluid ways to throw the weapon and
draw a new one. Raven style uses a pick, and spells
associated with it grant the bladesinger more
agility in combat.
Snake. Practitioners of these styles use a flail,
chain, or whip. Viper style uses a whip, despite its
inelegance as a weapon, and has almost as long a
history as the lion style. Its masters punctuate their
bladesong with a stunningly rapid rhythm of wh ip
cracks, which can keep many foes at bay and allow
the bladesinger space to cast the cruel spells of
poison and disease favored by the style.

12
Capítulo 2.- Hechizos adicionales de
suplementos oficiales
Bard Spells 7th Level
Whirlwind (evocation)
Cantrips (0 Level)
Thunderclap (evocation) Ranger Spells
1st Level 1st Level
Earth tremor (evocation) Absorb elements (abjuration)
Beast bond (divination)
2nd Level
3rd Level
Pyrotechnics (transmutation)
Skywrite (transmutation, ritual) Flame arrows (transmutation)
Warding wind (evocation) Sorcerer Spells
Druid Spells Cantrips (0 Level)
Cantrips (0 Level) Booming Blade (evocation)
Create bonfire (conjuration) Create bonfire (conjuration)
Control flames (transmutation) Control flames (transmutation)
Frostbite (evocation) Frostbite (evocation)
Gust (transmutation) Green-Flame Blade (evocation)
Magic stone (transmutation) Gust (transmutation)
Mold earth (transmutation) Lightining Lure (evocation)
Shape water (transmutation) Mold earth (transmutation)
Thunderclap (evocation) Shape water (transmutation)
Sword Burst (conjuration)
1st Level Thunderclap (evocation)
Absorb elements (abjuration) 1st Level
Beast bond (divination)
Ice knife (conjuration) Catapult (transmutation)
Earth tremor (evocation) Ice knife (conjuration)
Earth tremor (evocation)
2nd Level
2nd Level
Dust devil (conjuration)
Earthbind (transmutation) Aganazzar’s scorcher (evocation)
Skywrite (transmutation, ritual) Dust devil (conjuration)
Warding wind (evocation) Earthbind (transmutation)
Maximilian’s earthen grasp (transmutation)
3rd Level Pyrotechnics (transmutation)
Erupting earth (transmutation) Snilloc’s snowball swarm (evocation)
Flame arrows (transmutation) Warding wind (evocation)
Tidal wave (conjuration) 3rd Level
Wall of water (evocation)
Erupting earth (transmutation)
4th Level Flame arrows (transmutation)
Elemental bane (transmutation) Melf’s minute meteors (evocation)
Watery sphere (conjuration) Wall of water (evocation)
5th Level 4th Level
Control winds (transmutation)
Maelstrom (evocation) Storm sphere (evocation)
Transmute rock (transmutation) Vitriolic sphere (evocation)
Watery sphere (conjuration)
6th Level
Bones of the earth (transmutation)
Investiture of flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation)
Investiture of wind (transmutation)
Primordial ward (abjuration)

7th Level
13
5th Level 3rd Level
Control winds (transmutation) Erupting earth (transmutation)
Immolation (evocation) Flame arrows (transmutation)
6th Level Melf’s minute meteors (evocation)
Tidal wave (conjuration)
Investiture of flame (transmutation) Wall of sand (evocation)
Investiture of ice (transmutation) Wall of water (evocation)
Investiture of stone (transmutation)
Investiture of wind (transmutation) 4th Level
8th Level Elemental bane (transmutation)
Storm sphere (evocation)
Abi-Dalzim’s horrid wilting (necromancy) Vitriolic sphere (evocation)
Warlock Spells Watery sphere (conjuration)
Cantrips (0 Level) 5th Level
Booming Blade (evocation) Control winds (transmutation)
Create bonfire (conjuration) Immolation (evocation)
Frostbite (evocation) Transmute rock (transmutation)
Green-Flame Blade (evocation) 6th Level
Lightining Lure (evocation) Investiture of flame (transmutation)
Magic stone (transmutation) Investiture of ice (transmutation)
Sword Burst (conjuration Investiture of stone (transmutation)
Thunderclap (evocation) Investiture of wind (transmutation)
2nd Level 7th Level
Earthbind (transmutation) Whirlwind (evocation)
4th Level 8th Level
Elemental bane (transmutation) Abi-Dalzim’s horrid wilting (necromancy)
6th Level
Investiture of flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation)
Investiture of wind (transmutation)
Wizard Spells
Cantrips (0 Level)
Booming Blade (evocation)
Create bonfire (conjuration)
Control flames (transmutation)
Frostbite (evocation)
Green-Flame Blade (evocation)
Gust (transmutation)
Lightining Lure (evocation)
Mold earth (transmutation)
Shape water (transmutation)
Sword Burst (conjuration
Thunderclap (evocation)
1st Level
Absorb elements (abjuration)
Catapult (transmutation)
Ice knife (conjuration)
Earth tremor (evocation)
2nd Level
Aganazzar’s scorcher (evocation)
Dust devil (conjuration)
Earthbind (transmutation)
Maximilian’s earthen grasp (transmutation)
Pyrotechnics (transmutation)
Skywrite (transmutation, ritual)
Snilloc’s snowball swarm (evocation)
3rd Level
14
You establish a telepathic link with one beast you touch
Descripciones de Hechizos that is friendly to you or charmed by you. The spell fails if the
beast’s Intelligence is 4 or higher. Until the spell ends, the
Abi-Dalzim’s Horrid Wilting link is active while you and the beast are within line of sight
8th-level necromancy of each other. Through the link, the beast can understand
Casting Time: 1 action your telepathic messages to it, and it can telepathically
Range: 150 feet communicate simple emotions and concepts back to you.
Components: V, S, M (a bit of sponge) While the link is active, the beast gains advantage on attack
Duration: Instantaneous rolls against any creature within 5 feet of you that you can
see.
You draw the moisture from every creature in a 30-foot
cube centered on a point you choose within range. Each Booming Blade
creature in that area must make a Constitution saving throw. Evocation cantrip
Constructs and undead aren’t affected, and plants and water Casting Time: 1 action
elementals make this saving throw with disadvantage. A Range: 5 feet
creature takes 10d8 necrotic damage on a failed save, or half Components: V, M (a weapon)
as much damage on a successful one. Duration: 1 Round
Absorb Elements As part of the action used to cast this spell, you must make
1st-level abjuration a melee attack with a weapon against one creature within the
Casting Time: 1 reaction, which you take when you take acid, spell's range, otherwise the spell fails. On a hit, the target
cold, fire, lightning, or thunder damage suffers the attack's normal effects, and it becomes sheathed
Range: Self in booming energy until the start of your next turn. If the
Components: S target willingly moves before then, it immediately takes 1d8
Duration: 1 round thunder damage, and the spell ends.
This spell's damage increases when you reach higher
The spell captures some of the incoming energy, lessening levels. At 5th level, the melee attack deals an extra 1d8
its effect on you and storing it for your next melee attack. You thunder damage to the target, and the damage the target
have resistance to the triggering damage type until the start takes for moving increases to 2d8. Both damage rolls
of your next turn. Also, the first time you hit with a melee increase by 1d8 at 11th level and 17th level.
attack on your next turn, the target takes an extra 1d6
damage of the triggering type, and the spell ends. Bones of the Earth
At Higher Levels. When you cast this spell using a spell 6th-level transmutation
slot of 2nd level or higher, the extra damage increases by 1d6 Casting Time: 1 action
for each slot level above 1st. Range: 120 feet
Components: V, S
Aganazzar’s Scorcher Duration: Instantaneous
2nd-level evocation
Casting Time: 1 action You cause up to six pillars of stone to burst from places on
Range: 30 feet the ground that you can see within range. Each pillar is a
Components: V, S, M (a red dragon’s scale) cylinder that has a diameter of 5 feet and a height of up to 30
Duration: Instantaneous feet. The ground where a pillar appears must be wide enough
for its diameter, and you can target ground under a creature if
A line of roaring flame 30 feet long and 5 feet wide that creature is Medium or smaller. Each pillar has AC 5 and
emanates from you in a direction you choose. Each creature 30 hit points. When reduced to 0 hit points, a pillar crumbles
in the line must make a Dexterity saving throw. A creature into rubble, which creates an area of difficult terrain with a
takes 3d8 fire damage on a failed save, or half as much 10-foot radius. The rubble lasts until cleared.
damage on a successful one. If a pillar is created under a creature, that creature must
At Higher Levels. When you cast this spell using a spell succeed on a Dexterity saving throw or be lifted by the pillar.
slot of 3rd level or higher, the damage increases by 1d8 for A creature can choose to fail the save.
each slot level above 2nd. If a pillar is prevented from reaching its full height because
of a ceiling or other obstacle, a creature on the pillar takes
Beast Bond 6d6 bludgeoning damage and is restrained, pinched between
1st-level divination the pillar and the obstacle. The restrained creature can use
Casting Time: 1 action an action to make a Strength or Dexterity check (the
Range: Touch creature’s choice) against the spell’s saving throw DC. On a
Components: V, S, M (a bit of fur wrapped in a cloth) success, the creature is no longer restrained and must either
Duration: Concentration, up to 10 minutes move off the pillar or fall off it.
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, you can create two additional
pillars for each slot level above 6th.

15
Catapult Control Winds
1st-level transmutation 5th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 300 feet
Components: S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 hour
Choose one object weighing 1 to 5 pounds within range You take control of the air in a 100-foot cube that you can
that isn’t being worn or carried. The object flies in a straight see within range. Choose one of the following effects when
line up to 90 feet in a direction you choose before falling to you cast the spell. The effect lasts for the spell’s duration,
the ground, stopping early if it impacts against a solid surface. unless you use your action on a later turn to switch to a
If the object would strike a creature, that creature must make different effect. You can also use your action to temporarily
a Dexterity saving throw. On a failed save, the object strikes halt the effect or to restart one you’ve halted.
the target and stops moving. In either case, both the object Gusts. A wind picks up within the cube, continually
and the creature or solid surface take 3d8 bludgeoning blowing in a horizontal direction that you choose. You choose
damage. the intensity of the wind: calm, moderate, or strong. If the
At Higher Levels. When you cast this spell using a spell wind is moderate or strong, ranged weapon attacks that pass
slot of 2nd level or higher, the maximum weight of objects through it or that are made against targets within the cube
that you can target with this spell increases by 5 pounds, and have disadvantage on their attack rolls. If the wind is strong,
the damage increases by 1d8, for each slot level above 1st. any creature moving against the wind must spend 1 extra foot
of movement for each foot moved.
Create Bonfire Downdraft. You cause a sustained blast of strong wind to
Conjuration cantrip blow downward from the top of the cube. Ranged weapon
Casting Time: 1 action attacks that pass through the cube or that are made against
Range: 60 feet targets within it have disadvantage on their attack rolls. A
Components: V, S creature must make a Strength saving throw if it flies into the
Duration: Concentration, up to 1 minute cube for the first time on a turn or starts its turn there flying.
On a failed save, the creature is knocked prone.
You create a bonfire on ground that you can see within Updraft. You cause a sustained updraft within the cube,
range. Until the spells ends, the bonfire fills a 5-foot cube. rising upward from the cube’s bottom edge. Creatures that
Any creature in the bonfire’s space when you cast the spell end a fall within the cube take only half damage from the fall.
must succeed on a Dexterity saving throw or take 1d8 fire When a creature in the cube makes a vertical jump, the
damage. A creature must also make the saving throw when it creature can jump up to 10 feet higher than normal.
enters the bonfire’s space for the first time on a turn or ends
its turn there. Dust Devil
The spell’s damage increases by 1d8 when you reach 5th 2nd-level conjuration
level (2d8), 11th level (3d8), and 17th level (4d8). Casting Time: 1 action
Range: 60 feet
Control Flames Components: V, S, M (a pinch of dust)
Transmutation cantrip Duration: Concentration, up to 1 minute
Casting Time: 1 action Choose an unoccupied 5-foot cube of air that you can see
Range: 60 feet within range. An elemental force that resembles a dust devil
Components: S appears in the cube and lasts for the spell’s duration.
Duration: Instantaneous or 1 hour (see below) Any creature that ends its turn within 5 feet of the dust
You choose nonmagical flame that you can see within devil must make a Strength saving throw. On a failed save,
range and that fits within a 5-foot cube. You affect it in one of the creature takes 1d8 bludgeoning damage and is pushed 10
the following ways: feet away. On a successful save, the creature takes half as
much damage and isn’t pushed.
You instantaneously expand the flame 5 feet in one As a bonus action, you can move the dust devil up to 30
direction, provided that wood or other fuel is present in feet in any direction. If the dust devil moves over sand, dust,
the new location. loose dirt, or small gravel, it sucks up the material and forms
You instantaneously extinguish the flames within the cube. a 10-foot-radius cloud of debris around itself that lasts until
You double or halve the area of bright light and dim light the start of your next turn. The cloud heavily obscures its
cast by the flame, change its color, or both. The change area.
lasts for 1 hour. At Higher Levels. When you cast this spell using a spell
You cause simple shapes—such as the vague form of a slot of 3rd level or higher, the damage increases by 1d8 for
creature, an inanimate object, or a location—to appear each slot level above 2nd.
within the flames and animate as you like. The shapes last
for 1 hour.
If you cast this spell multiple times, you can have up to
three of its non-instantaneous effects active at a time, and you
can dismiss such an effect as an action.

16
Earthbind Additionally, the ground in that area becomes difficult
2nd-level transmutation terrain until cleared away. Each 5-foot-square portion of the
area requires at least 1 minute to clear by hand.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: 300 feet slot of 3rd level or higher, the damage increases by 1d12 for
Components: V each slot level above 2nd.
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. Yellow Flame Arrows
strips of magical energy loop around the creature. The target 3rd-level transmutation
must succeed on a Strength saving throw or its flying speed Casting Time: 1 action
(if any) is reduced to 0 feet for the spell’s duration. An Range: Touch
airborne creature affected by this spell descends at 60 feet Components: V, S
per round until it reaches the ground or the spell ends. Duration: Concentration, up to 1 hour
Earth Tremor You touch a quiver containing arrows or bolts. When a
1st-level evocation target is hit by a ranged weapon attack using a piece of
ammunition drawn from the quiver, the target takes an extra
Casting Time: 1 action 1d6 fire damage. The spell’s magic ends on the piece of
Range: Self (10-foot radius) ammunition when it hits or misses, and the spell ends when
Components: V, S twelve pieces of ammunition have been drawn from the
Duration: Instantaneous quiver.
You cause a tremor in the ground in a 10-foot radius. Each At Higher Levels. When you cast this spell using a spell
creature other than you in that area must make a Dexterity slot of 4th level or higher, the number of pieces of
saving throw. On a failed save, a creature takes 1d6 ammunition you can affect with this spell increases by two for
bludgeoning damage and is knocked prone. If the ground in each slot level above 3rd.
that area is loose earth or stone, it becomes difficult terrain
until cleared. Frostbite
At Higher Levels. When you cast this spell using a spell Evocation cantrip
slot of 2nd level or higher, the damage increases by 1d6 for Casting Time: 1 action
each slot level above 1st. Range: 60 feet
Components: V, S
Elemental Bane Duration: Instantaneous
4th-level transmutation
You cause numbing frost to form on one creature that you
Casting Time: 1 action can see within range. The target must make a Constitution
Range: 90 feet saving throw. On a failed save, the target takes 1d6 cold
Components: V, S damage, and it has disadvantage on the next weapon attack
Duration: Concentration, up to 1 minute roll it makes before the end of its next turn.
Choose one creature you can see within range, and choose The spell’s damage increases by 1d6 when you reach 5th
one of the following damage types: acid, cold, fire, lightning, level (2d6), 11th level (3d6), and 17th level (4d6).
or thunder. The target must succeed on a Constitution saving
throw or be affected by the spell for its duration. The first Green-Flame Blade
time each turn the affected target takes damage of the chosen Evocation cantrip
type, the target takes an extra 2d6 damage of that type. Casting Time: 1 action
Moreover, the target loses any resistance to that damage type Range: 5 feet
until the spell ends. Components: V, M (a weapon)
At Higher Levels. When you cast this spell using a spell Duration: Instantaneous
slot of 5th level or higher, you can target one additional
creature for each slot level above 4th. The creatures must be As part of the action used to cast this spell, you must make
within 30 feet of each other when you target them. a melee attack with a weapon against one creature within the
spell's range, otherwise the spell fails. On a hit, the target
Erupting Earth suffers the attack's normal effects, and green fire leaps from
3rd-level transmutation the target to a different creature of your choice that you can
see within 5 feet of it. The second creature takes fire damage
Casting Time: 1 action equal to your spellcasting ability modifier.
Range: 120 feet This spell's damage increases when you reach higher
Components: V, S, M (a piece of obsidian) levels. At 5th level, the melee attack deals an extra 1d8 fire
Duration: Instantaneous damage to the target, and the fire damage to the second
Choose a point you can see on the ground within range. A creature increases to 1d8 +your spellcasting ability modifier.
fountain of churned earth and stone erupts in a 20-foot cube Both damage rolls increase by 1d8 at 11th level and 17th
centered on that point. Each creature in that area must make level.
a Dexterity saving throw. A creature takes 3d12 bludgeoning
damage on a failed save, or half as much damage on a
successful one.

17
Gust Duration: Concentration, up to 10 minutes
Transmutation cantrip Flames race across your body, shedding bright light in a 30-
Casting Time: 1 action foot radius and dim light for an additional 30 feet for the
Range: 30 feet spell’s duration. The flames don’t harm you. Until the spell
Components: V, S ends, you gain the following benefits:
Duration: Instantaneous You are immune to fire damage and have resistance to
You seize the air and compel it to create one of the cold damage.
following effects at a point you can see within range: Any creature that moves within 5 feet of you for the first
time on a turn or ends its turn there takes 1d10 fire
One Medium or smaller creature that you choose must damage.
succeed on a Strength saving throw or be pushed up to 5 You can use your action to create a line of fire 15 feet long
feet away from you. and 5 feet wide extending from you in a direction you
You create a small blast of air capable of moving one choose. Each creature in the line must make a Dexterity
object that is neither held nor carried and that weighs no saving throw. A creature takes 4d8 fire damage on a failed
more than 5 pounds. The object is pushed up to 10 feet save, or half as much damage on a successful one.
away from you. It isn’t pushed with enough force to cause
damage. Investiture of Ice
You create a harmless sensory affect using air, such as 6th-level transmutation
causing leaves to rustle, wind to slam shutters shut, or Casting Time: 1 action
your clothing to ripple in a breeze. Range: Self
Ice Knife Components: V, S
1st-level conjuration Duration: Concentration, up to 10 minutes
Casting Time: 1 action Until the spell ends, ice rimes your body, and you gain the
Range: 60 feet following benefits:
Components: S, M (a drop of water or piece of ice) You are immune to cold damage and have resistance to
Duration: Instantaneous fire damage.
You create a shard of ice and fling it at one creature within You can move across difficult terrain created by ice or
range. Make a ranged spell attack against the target. On a hit, snow without spending extra movement.
the target takes 1d10 piercing damage. Hit or miss, the shard The ground in a 10-foot radius around you is icy and is
then explodes. The target and each creature within 5 feet of difficult terrain for creatures other than you. The radius
the point where the ice exploded must succeed on a Dexterity moves with you.
saving throw or take 2d6 cold damage. You can use your action to create a 15-foot cone of
At Higher Levels. When you cast this spell using a spell freezing wind extending from your outstretched hand in a
slot of 2nd level or higher, the cold damage increases by 1d6 direction you choose. Each creature in the cone must
for each slot level above 1st. make a Constitution saving throw. A creature takes 4d6
cold damage on a failed save, or half as much damage on a
Immolation successful one. A creature that fails its save against this
5th-level evocation effect has its speed halved until the start of your next turn.
Casting Time: 1 action Investiture of Stone
Range: 90 feet 6th-level transmutation
Components: V
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: Self
Flames wreathe one creature you can see within range. Components: V, S
The target must make a Dexterity saving throw. It takes 7d6 Duration: Concentration, up to 10 minutes
fire damage on a failed save, or half as much damage on a
successful one. On a failed save, the target also burns for the Until the spell ends, bits of rock spread across your body,
spell’s duration. The burning target sheds bright light in a 30- and you gain the following benefits:
foot radius and dim light for an additional 30 feet. At the end You have resistance to bludgeoning, piercing, and slashing
of each of its turns, the target repeats the saving throw. It damage from nonmagical weapons.
takes 3d6 fire damage on a failed save, and the spell ends on You can use your action to create a small earthquake on
a successful one. These magical flames can’t be extinguished the ground in a 15-foot radius centered on you. 20
through nonmagical means. Chapter 2 | Spells Other creatures on that ground must
If damage from this spell reduces a target to 0 hit points, succeed on a Dexterity saving throw or be knocked prone.
the target is turned to ash. You can move across difficult terrain made of earth or
stone without spending extra movement. You can move
Investiture of Flame through solid earth or stone as if it was air and without
6th-level transmutation destabilizing it, but you can’t end your movement there. If
Casting Time: 1 action you do so, you are ejected to the nearest unoccupied
Range: Self space, this spell ends, and you are stunned until the end of
Components: V, S your next turn.
Duration:
18
Investiture of Wind You touch one to three pebbles and imbue them with
6th-level transmutation magic. You or someone else can make a ranged spell attack
with one of the pebbles by throwing it or hurling it with a
Casting Time: 1 action sling. If thrown, it has a range of 60 feet. If someone else
Range: Self attacks with the pebble, that attacker adds your spellcasting
Components: V, S ability modifier, not the attacker’s, to the attack roll. On a hit,
Duration: Concentration, up to 10 minutes the target takes bludgeoning damage equal to 1d6 + your
Until the spell ends, wind whirls around you, and you gain spellcasting ability modifier. Hit or miss, the spell then ends
the following benefits: on the stone.
If you cast this spell again, the spell ends early on any
Ranged weapon attacks made against you have pebbles still affected by it.
disadvantage on the attack roll.
You gain a flying speed of 60 feet. If you are still flying Maximilian’s Earthen Grasp
when the spell ends, you fall, unless you can somehow 2nd-level transmutation
prevent it. Casting Time: 1 action
You can use your action to create a 15-foot cube of Range: 30 feet
swirling wind centered on a point you can see within 60 Components: V, S, M (a miniature hand sculpted from clay)
feet of you. Each creature in that area must make a Duration: Concentration, up to 1 minute
Constitution saving throw. A creature takes 2d10
bludgeoning damage on a failed save, or half as much You choose a 5-foot-square unoccupied space on the
damage on a successful one. If a Large or smaller creature ground that you can see within range. A Medium hand made
fails the save, that creature is also pushed up to 10 feet from compacted soil rises there and reaches for one creature
away from the center of the cube. you can see within 5 feet of it. The target must make a
Strength saving throw. On a failed save, the target takes 2d6
Lightining Lure bludgeoning damage and is restrained for the spell’s duration.
Evocation cantrip As an action, you can cause the hand to crush the
Casting Time: 1 action restrained target, who must make a Strength saving throw. It
Range: 615 feet takes 2d6 bludgeoning damage on a failed save, or half as
Components: V much damage on a successful one.
Duration: Instantaneous To break out, the restrained target can make a Strength
You create a lash of lightning energy that strikes at one check against your spell save DC. On a success, the target
creature of your choice that you can see within range. The escapes and is no longer restrained by the hand.
target must succeed on a Strength saving throw or be pulled As an action, you can cause the hand to reach for a
up to 10 feet in a straight line toward you and then take 1d8 different creature or to move to a different unoccupied space
lightning damage if it is within 5 feet of you. within range. The hand releases a restrained target if you do
This spell's damage increases by 1d8 when you reach 5th either.
level (2d8), 11th level (3d8), and 17th level (4d8). Melf’s Minute Meteors
3rd-level evocation
Maelstrom
5th-level evocation Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: 120 feet Components: V, S, M (niter, sulfur, and pine tar formed into a
Components: V, S, M (paper or leaf in the shape of a funnel) bead)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
A mass of 5-foot-deep water appears and swirls in a 30-foot You create six tiny meteors in your space. They float in the
radius centered on a point you can see within range. The air and orbit you for the spell’s duration. When you cast the
point must be on ground or in a body of water. Until the spell spell—and as a bonus action on each of your turns thereafter
—you can expend one or two of the meteors, sending them
ends, that area is difficult terrain, and any creature that starts streaking toward a point or points you choose within 120 feet
its turn there must succeed on a Strength saving throw or of you. Once a meteor reaches its destination or impacts
take 6d6 bludgeoning damage and be pulled 10 feet toward against a solid surface, the meteor explodes. Each creature
the center. within 5 feet of the point where the meteor explodes must
Magic Stone
make a Dexterity saving throw. A creature takes 2d6 fire
Transmutation cantrip damage on a failed save, or half as much damage on a
successful one.
Casting Time: 1 bonus action At Higher Levels. When you cast this spell using a spell
Range: Touch slot of 4th level or higher, the number of meteors created
Components: V, S increases by two for each slot level above 3rd.
Duration: 1 minute

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Mold Earth Shape Water
Transmutation cantrip Transmutation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: S Components: S
Duration: Instantaneous or 1 hour (see below) Duration: Instantaneous or 1 hour (see below)
You choose a portion of dirt or stone that you can see You choose an area of water that you can see within range
within range and that fits within a 5-foot cube. You and that fits within a 5-foot cube. You manipulate it in one of
manipulate it in one of the following ways: the following ways:
If you target an area of loose earth, you can You instantaneously move or otherwise change the flow of
instantaneously excavate it, move it along the ground, and the water as you direct, up to 5 feet in any direction. This
deposit it up to 5 feet away. This movement doesn’t have movement doesn’t have enough force to cause damage.
enough force to cause damage. You cause the water to form into simple shapes and
You cause shapes, colors, or both to appear on the dirt or animate at your direction. This change lasts for 1 hour.
stone, spelling out words, creating images, or shaping You change the water’s color or opacity. The water must
patterns. The changes last for 1 hour. be changed in the same way throughout. This change lasts
If the dirt or stone you target is on the ground, you cause it for 1 hour.
to become difficult terrain. Alternatively, you can cause the You freeze the water, provided that there are no creatures
ground to become normal terrain if it is already difficult in it. The water unfreezes in 1 hour.
terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and
than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
you can dismiss such an effect as an action.
Skywrite
Primordial Ward 2nd-level transmutation (ritual)
6th-level abjuration Casting Time: 1 action
Casting Time: 1 action Range: Sight
*Range: Self Components: V, S
Components: V, S Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 minute You cause up to ten words to form in a part of the sky you
You have resistance to acid, cold, fire, lightning, and can see. The words appear to be made of cloud and remain in
thunder damage for the spell’s duration. place for the spell’s duration. The words dissipate when the
When you take damage of one of those types, you can use spell ends. A strong wind can disperse the clouds and end the
your reaction to gain immunity to that type of damage, spell early.
including against the triggering damage. If you do so, the
resistances end, and you have the immunity until the end of Snilloc’s Snowball Swarm
your next turn, at which time the spell ends. 2nd-level evocation
Casting Time: 1 action
Pyrotechnics Range: 90 feet
2nd-level transmutation Components: V, S, M (a piece of ice or a small white rock
Casting Time: 1 action chip)
Range: 60 feet Duration: Instantaneous
Components: V, S A flurry of magic snowballs erupts from a point you choose
Duration: Instantaneous within range. Each creature in a 5-foot-radius sphere
Choose an area of flame that you can see and that can fit centered on that point must make a Dexterity saving throw. A
within a 5-foot cube within range. You can extinguish the fire creature takes 3d6 cold damage on a failed save, or half as
in that area, and you create either fireworks or smoke. much damage on a successful one.
Fireworks. The target explodes with a dazzling display of At Higher Levels. When you cast this spell using a spell
colors. Each creature within 10 feet of the target must slot of 3rd level or higher, the damage increases by 1d6 for
succeed on a Constitution saving throw or become blinded each slot level above 2nd.
until the end of your next turn.
Smoke. Thick black smoke spreads out from the target in
a 20-foot radius, moving around corners. The area of the
smoke is heavily obscured. The smoke persists for 1 minute
or until a strong wind disperses it.

20
Storm Sphere Tidal Wave
4th-level evocation 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 120 feet
Components: V, S Components: V, S, M (a drop of water)
Duration: Concentration, up to 1 minute Duration: Instantaneous
You conjure up a wave of water that crashes down on an
A 20-foot-radius sphere of whirling air springs into area within range. The area can be up to 30 feet long, up to
existence centered on a point you choose within range. The 10 feet wide, and up to 10 feet tall. Each creature in that area
sphere remains for the spell’s duration. Each creature in the must make a Dexterity saving throw. On a failure, a creature
sphere when it appears or that ends its turn there must takes 4d8 bludgeoning damage and is knocked prone. On a
succeed on a Strength saving throw or take 2d6 bludgeoning success, a creature takes half as much damage and isn’t
damage. The sphere’s space is difficult terrain. knocked prone. The water then spreads out across the
Until the spell ends, you can use a bonus action on each of ground in all directions, extinguishing unprotected flames in
your turns to cause a bolt of lightning to leap from the center its area and within 30 feet of it.
of the sphere toward one creature you choose within 60 feet
of the center. Make a ranged spell attack. You have advantage Transmute Rock
on the attack roll if the target is in the sphere. On a hit, the 5th-level transmutation
target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage Casting Time: 1 action
on Wisdom (Perception) checks made to listen. Range: 120 feet
At Higher Levels. When you cast this spell using a spell Components: V, S, M (clay and water)
slot of 5th level or higher, the damage increases for each of its Duration: Instantaneous
effects by 1d6 for each slot level above 4th. You choose an area of stone or mud that you can see that
fits within a 40-foot cube and that is within range, and choose
Sword Burst one of the following effects.
Conjuration Cantrip Transmute Rock to Mud. Nonmagical rock of any sort in
Casting Time: 1 action the area becomes an equal volume of thick and flowing mud
Range: 5 feet that remains for the spell’s duration.
Components: V If you cast the spell on an area of ground, it becomes
Duration: Instantaneous muddy enough that creatures can sink into it. Each foot that a
creature moves through the mud costs 4 feet of movement,
You create a momentary circle of spectral blades that and any creature on the ground when you cast the spell must
sweep around you. Each creature within range, other than make a Strength saving throw. A creature must also make
you, must succeed on a Dexterity saving throw or take 1d6 this save the first time it enters the area on a turn or ends its
force damage. turn there. On a failed save, a creature sinks into the mud and
This spell's damage increases by 1d6 when you reach 5th is restrained, though it can use an action to end the
level (2d6), 11th level (3d6), and 17th level (4d6). restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature
Thunderclap under the mud when it falls must make a Dexterity saving
Evocation cantrip throw. A creature takes 4d8 bludgeoning damage on a failed
Casting Time: 1 action save, or half as much damage on a successful one.
Range: Self (5-foot radius) Transmute Mud to Rock. Nonmagical mud or quicksand
Components: S in the area no more than 10 feet deep transforms into soft
Duration: Instantaneous stone for the spell’s duration. Any creature in the mud when it
You create a burst of thunderous sound, which can be transforms must make a Dexterity saving throw. On a failed
heard 100 feet away. Each creature other than you within 5 save, a creature becomes restrained by the rock. The
feet of you must make a Constitution saving throw. On a restrained creature can use an action to try to break free by
failed save, the creature takes 1d6 thunder damage. succeeding on a Strength check (DC 20) or by dealing 25
The spell’s damage increases by 1d6 when you reach 5th damage to the rock around it. On a successful save, a
level (2d6), 11th level (3d6), and 17th level (4d6). creature is shunted safely to the surface to an unoccupied
space.

21
Vitriolic Sphere A strong wind (20 miles per hour) blows around you in a
4th-level evocation 10-foot radius and moves with you, remaining centered on
you. The wind lasts for the spell’s duration.
Casting Time: 1 action The wind has the following effects:
Range: 150 feet
Components: V, S, M (a drop of giant slug bile) It deafens you and other creatures in its area.
Duration: Instantaneous It extinguishes unprotected flames in its area that are
You point at a place within range, and a glowing 1-foot ball torch-sized or smaller.
of emerald acid streaks there and explodes in a 20-foot The area is difficult terrain for creatures other than you.
radius. Each creature in that area must make a Dexterity The attack rolls of ranged weapon attacks have
saving throw. On a failed save, a creature takes 10d4 acid disadvantage if they pass in or out of the wind.
damage and 5d4 acid damage at the end of its next turn. On a It hedges out vapor, gas, and fog that can be dispersed by
successful save, a creature takes half the initial damage and strong wind.
no damage at the end of its next turn. Watery Sphere
At Higher Levels. When you cast this spell using a spell 4th-level conjuration
slot of 5th level or higher, the initial damage increases by 2d4
for each slot level above 4th. Casting Time: 1 action
Range: 90 feet
Wall of Sand Components: V, S, M (a droplet of water)
3rd-level evocation Duration: Concentration, up to 1 minute
Casting Time: 1 action You conjure up a sphere of water with a 10-foot radius on a
Range: 90 feet point you can see within range. The sphere can hover in the
Components: V, S, M (a handful of sand) air, but no more than 10 feet off the ground. The sphere
Duration: Concentration, up to 10 minutes remains for the spell’s duration.
Any creature in the sphere’s space must make a Strength
You conjure up a wall of swirling sand on the ground at a saving throw. On a successful save, a creature is ejected from
point you can see within range. You can make the wall up to that space to the nearest unoccupied space outside it. A Huge
30 feet long, 10 feet high, and 10 feet thick, and it vanishes or larger creature succeeds on the saving throw
when the spell ends. It blocks line of sight but not movement. automatically. On a failed save, a creature is restrained by the
A creature is blinded while in the wall’s space and must sphere and is engulfed by the water. At the end of each of its
spend 3 feet of movement for every 1 foot it moves there. turns, a restrained target can repeat the saving throw.
The sphere can restrain a maximum of four Medium or
Wall of Water smaller creatures or one Large creature. If the sphere
3rd-level evocation restrains a creature in excess of these numbers, a random
Casting Time: 1 action creature that was already restrained by the sphere falls out of
Range: 60 feet it and lands prone in a space within 5 feet of it.
Components: V, S, M (a drop of water) As an action, you can move the sphere up to 30 feet in a
Duration: Concentration, up to 10 minutes straight line. If it moves over a pit, cliff, or other drop, it safely
You conjure up a wall of water on the ground at a point you descends until it is hovering 10 feet over ground. Any
can see within range. You can make the wall up to 30 feet creature restrained by the sphere moves with it. You can ram
long, 10 feet high, and 1 foot thick, or you can make a ringed the sphere into creatures, forcing them to make the saving
wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. throw, but no more than once per turn.
The wall vanishes when the spell ends. The wall’s space is When the spell ends, the sphere falls to the ground and
difficult terrain. extinguishes all normal flames within 30 feet of it. Any
Any ranged weapon attack that enters the wall’s space has creature restrained by the sphere is knocked prone in the
disadvantage on the attack roll, and fire damage is halved if space where it falls.
the fire effect passes through the wall to reach its target. Whirlwind
Spells that deal cold damage that pass through the wall 7th-level evocation
cause the area of the wall they pass through to freeze solid (at
least a 5-foot square section is frozen). Each 5-foot-square Casting Time: 1 action
frozen section has AC 5 and 15 hit points. Reducing a frozen Range: 300 feet
section to 0 hit points destroys it. When a section is Components: V, M (a piece of straw)
destroyed, the wall’s water doesn’t fill it. Duration: Concentration, up to 1 minute
A whirlwind howls down to a point on the ground you
Warding Wind specify. The whirlwind is a 10-foot-radius, 30-foot-high
2nd-level evocation cylinder centered on that point. Until the spell ends, you can
Casting Time: 1 action use your action to move the whirlwind up to 30 feet in any
Range: Self direction along the ground. The whirlwind sucks up any
Components: V Medium or smaller objects that aren’t secured to anything
Duration: Concentration, up to 10 minutes and that aren’t worn or carried by anyone.

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A creature must make a Dexterity saving throw the first time
on a turn that it enters the whirlwind or that the whirlwind
enters its space, including when the whirlwind first appears.
A creature takes 10d6 bludgeoning damage on a failed save,
or half as much damage on a successful one. In addition, a
Large or smaller creature that fails the save must succeed on
a Strength saving throw or become restrained in the
whirlwind until the spell ends. When a creature starts its turn
restrained by the whirlwind, the creature is pulled 5 feet
higher inside it, unless the creature is at the top. A restrained
creature moves with the whirlwind and falls when the spell
ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength
or Dexterity check against your spell save DC. If successful,
the creature is no longer restrained by the whirlwind and is
hurled 3d6 × 10 feet away from it in a random direction.

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