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Contents  

Introduction ……………………………………………………………………3 Credits and Special Thanks


A Note from Gimble …………………………………………………………………3 While still nowhere near complete, this project has been a
Using This Resource ……………………………………………………………….3 huge undertaking that I wouldn’t have been able to pursue
Ch. 1: Character Options …………………………………………………4 without the help of several others. I’d like to thank a few of
Races and Subraces ………………………………………………………………..5 these people:
Dwarf Subrace: Seaborn ……………………………………………………..5 My regular D&D group of 8 years, for being there to sound
Dwarf Subrace: Strongblood ………………………………………………6 off on for ideas, help with balance, and for generally just
Half-Orc Subrace: Coldheart ……………………………………………….7 being supportive of the project
Sylvari …………………………………………………………………………………..8 u/flamableconcrete for their fantastic homebrewery
Barbarian ……………………………………………………………………………….11 watercolor stains (they’re a lot harder to make than they
Path of the Demonslayer …………………………………………………..11 look!)
Path of Discipline ………………………………………………………………12 Lyn-lyn-0 for the beautiful cover page artwork
Bard ……………………………………………………………………………………….13 u/AeronDrake for their alternate D&D logos
College of Blooms ……………………………………………………………..13 u/FrostBladestorm for formatting inspiration and their Pact
College of Chance ……………………………………………………………..15 of the Ancestral Dragon, which inspired the Pact of the
Cleric ……………………………………………………………………………………..16 Great Wyrm
Protector Domain ……………………………………………………………..16 Finally, the UnearthedArcana subreddit and Discord for
Wrath Domain …………………………………………………………………..18 help with balancing and idea development
Druid ………………………………………………………………………………………19
Circle of the Silver Wind ……………………………………………………19
Circle of Stone …………………………………………………………………..20 If you feel like it, you can follow me (u/_Chronicle) for updates
Fighter ……………………………………………………………………………………21 on the project. Chapter 4 is up next.
Gladiator …………………………………………………………………………….21  
Siege General …………………………………………………………………….23
Monk ………………………………………………………………………………………24
Way of the Shifting Step ……………………………………………………24
Way of a Thousand Voices ………………………………………………..25
Paladin …………………………………………………………………………………..27
Oath of the Ascendant ……………………………………………………….27
Oath of Avarice …………………………………………………………………..29
Ranger ……………………………………………………………………………………30
Darkstrider …………………………………………………………………………30
Trapper……………………………………………………………………………….32
Rogue …………………………………………………………………………………….34
Daredevil ……………………………………………………………………………34
Shadow ………………………………………………………………………………35
Sorcerer …………………………………………………………………………………36
Bladebound ………………………………………………………………………..36
Undying Soul ……………………………………………………………………..38
Warlock ………………………………………………………………………………….39
The Giant-Lord …………………………………………………………………..39
The Great Wyrm ………………………………………………………………..41
Wizard ……………………………………………………………………………………43
Chronomancy …………………………………………………………………….43
Volatility ……………………………………………………………………………..44
Ch. 2: Spells ………………………………………………………………….46
Spell Lists ………………………………………………………………………………46
Spell Descriptions …………………………………………………………………48
Ch. 3: Magic Items ………………………………………………………..57
Rules to Remember ………………………………………………………………57
Magic Items A-Z …………………………………………………………………….58
Ch. 4: The World of Aelbourne ……………………………………….64

CONTENTS 2
Introduction
UST SOUTH OF THE ICE-COVERED TREES
 

J
that cover much of the far north of Aelbourne’s
Silverglades forest lies the dwarven city of
Thaldraem and within it, one curious little
townhouse that seems to stick out from the rest of
the battered old mead halls and homesteads built
long ago by dwarf hands. No, this building is much
too small, even by dwarf standards; even they would have to
duck to get in the door, and would find the windows much too
low to be of any use.
The residents of Thaldraem know little about the
townhouse’s inhabitants. Rumors about it spread throughout
the town every so often, overheard only as hushed discussions
at local taverns. “Did you hear the loud bang from that tiny
house a few weeks ago,” a dwarf might mutter to another over
a pint. Perhaps they’d bring up the strange smell that
sometimes wafts from an open window or two. Or maybe
they’d make a passing comment about a short fellow dressed
in green seen passing in and out of the little shack, with a hat
many sizes too large.
For all the gossip, Thaldraem’s out-of-place townhouse
hides much more than the common folk realize. Deep below
the surface, in a secret laboratory carved out of rock many
years ago, the short fellow dressed in green conducts magical
experiments unlike any the world has seen before. The fellow’s
name? Gimble “Doublelock” Daergal the Eighth, gnomish
necromancer extraordinaire.
Born to a family of healers, Gimble quickly discovered both a
complete and utter lack of talent for medicine, and a profound
grasp of the arcane arts. As a lad, he struck out into the world
as an adventurer, learning all he could of the arcane. Forever
an experimenter, Gimble eventually left the adventuring life to
settle in Thaldraem, where he could practice his magic far
from the prying eye.
Through years of adventuring, Gimble has amassed quite a
collection of knowledge of both the mundane and the arcane.
He now presents his collection of secrets to you.
Using this Book
The material presented here provides players with several new
options to consider in character creation and progression.
Many of the new rules options presented in this book are
inspired by Gimble’s travels throughout his homeland of
Aelbourne and the neighbouring Aevum Sea, both of which are Chapter 3 features a treasure trove of new magic items,
rugged lands with miles of uncharted wilderness. While not expanding on those introduced in the Dungeon Master’s
every new option will be suited to every campaign, players and Guide. Finally, chapter 4 is dedicated to the world of
Dungeon Masters alike are encouraged to experiment and Aelbourne and the Aevum Sea, providing a comprehensive
build off of the ideas presented here as they see fit. overview of those 2 settings for Dungeon Masters to draw
Chapter 1 presents players with several new character inspiration from.
options to explore, including 3 new subraces, a new race, and Throughout the book, Gimble provides his own handwritten
2 new subclasses for every class featured in the Player’s insights, revealing more about not only himself but how he
Handbook. Chapter 2 introduces several new spells for player came across such a vast collection of secret knowledge. Now
characters and magic-wielding monsters. go forth, and discover something new!
 

3 INTRODUCTION
Chapter 1
Character Options
HROUGHOUT HIS TRAVELS ACROSS The adventurer archetypes and races observed by Gimble
Aelbourne, Gimble would run into fellow are presented within this chapter as a series of 4 new racial

T
adventurers of fantastical races and unique options, as well as 24 new subclasses: two for each class found
talents. Naturally, the studious Gimble would within the Player’s Handbook. Each class offers the choice of a
document and record not only their exploits, but subclass anywhere from 1st to 3rd level. Not all options may
also how they came to develop and hone their be suited to every campaign, and the DM has the final say on
skills. which of these options are available.
Races and Subraces
Name Race/Subrace Description
Seaborn Subrace A technologically-inclined seafaring dwarf subrace native to the southern Aevum Sea
Strongblood Subrace A dwarf subrace found in the high north of Aelbourne that is far larger than typical of their kin
Coldheart Subrace A half-orc subrace native to northern Aelbourne, capable of enduring harsh winter conditions
Sylvari Race A mysterious race of plant-like humanoids who share a pre-life consciousness called the dream

Subclasses
Class Subclass Level Available Description
Barbarian Path of the Demonslayer 3rd Harnesses latent demonic power to use a cursed rage
Barbarian Path of Discipline 3rd Subdues their rage, instead channeling it into focused bursts
Bard College of Blooms 3rd Uses their magic to create and control plants
Bard College of Chance 3rd Manipulates luck using subtle arcane magic
Cleric Protector Domain 1st Channels divine power to ward damage from their allies
Cleric Wrath Domain 1st Invokes divine judgement on behalf of their deity
Druid Circle of the Silver Wind 2nd Chills foes with power gleaned from a spirit of winter
Druid Circle of Stone 2nd Becomes one with the earth to bolster defense
Fighter Gladiator 3rd Awes crowds with a tactical and performative fighting style
Fighter Siege General 3rd Controls the battlefield and coordinates assaults
Monk Way of the Shifting Step 3rd Displaces ki to teleport and rend the soul from the body
Monk Way of a Thousand Voices 3rd Recites hymns and poems to evoke magical effects
Paladin Oath of the Ascendant 3rd Strives to surpass mortality and ascend to minor godhood
Paladin Oath of Avarice 3rd Seeks out lost riches and artifacts, punishing those who misuse them
Ranger Darkstrider 3rd Sets ambushes and wields the deceptive magic of the Shadowfell
Ranger Trapper 3rd Wields nature magic to set traps and harass foes
Rogue Daredevil 3rd Close-quarters brawler that combines evasion and counterattacks
Rogue Shadow 3rd Harasses enemies with a spectral form, leaving them vulnerable
Sorcerer Bladebound 1st Infuses summoned weapons with powerful arcane magic
Sorcerer Undying Soul 1st Uses the extraplanar magic of Ysgard to stave off death
Warlock The Giant-Lord 1st Forges a pact with the spirit of a long-forgotten Giant
Warlock The Great Wyrm 1st Serves an ancient dragon that grants mighty elemental powers
Wizard Chronomancy 2nd Glimpses and manipulates the flow of time
Wizard Volatility 2nd Overcharges their magic to create unstable but potent effects

   

CHAPTER 1 | CHARACTER OPTIONS 4


 

On the island, the fortress city of Ironmarch stands as a


testament to their ingenuity; a great net can be raised from the
bay to protect the harbour in the event of an attack while
battlements armed with gunpowder cannons decimate any
approaching ships.
Within the city, industrious seaborn artisans and mechanics
continue to develop and improve on various mechanical
inventions within great guild halls that can house hundreds of
craftsmen. The fruits of their labours are traded and shipped to
Races and Subraces settlements throughout the Aevum Sea, benefitting not only
the seaborn themselves but all who sail the ocean.
The following section presents 4 new racial options for
players. Clever to the Core
The Aevum Sea can be a harsh and unpredictable
Dwarf Subrace: Seaborn environment, with sudden squalls and storms that can wipe
out an unprepared vessel and their crew at a moment’s notice.
THEY LOOKED OUT IN AWE BEYOND THE BLUE The seaborn dwarves survived for decades through their
horizon, and sought out a life far from the one they knew. intelligence and knack for rooting out problems quickly.
You have to admire such a courage. Culturally, the seaborn are much more driven to a nomadic
lifestyle when compared to land-dwelling dwarves who stick
—Hector Ironfist, captain of the Iron Mermaid more closly by their traditions. The seaborn are a highly
adaptable and driven people that appreciate those who share
The pioneers of ocean travel and warfare in the Aevum Sea, their wanderlust and love of innovation.
the seaborn dwarves that populate the southwestern island of Seaborn Traits
Fjalir have undoubtedly left their mark on history. These hardy
and intelligent dwarves have a certain talent for technological As a seaborn, you are well-acquainted with life in an ocean
dnalrednowniyats dna tolesnaHriS :trA

innovation that has allowed them to thrive in a world far environment. You’ve learned how to operate sailing vessels
beyond their former mountain homes. and firearms, and have no trouble swimming in harsh waters.
You pride yourself on your ability to think quickly in tough
Explorers of a New World situations.
Ability Score Increase. Your Intelligence score increases by
Many generations ago, the seaborn left their mountain homes, 1.
clans, and traditions to search for new lands. They eventually Seaborn Weapon Training. You gain proficiency with
came to settle and dominate the Aevum Sea due to their renaissance firearms (see page 268 of the Dungeon Master’s
invention and refinement of several technologies, including Guide).
those of gunpowder, firearms, and cannons. Today, the Seaborn Vehicle Training. You gain proficiency with
Seaborn are as common as any human throughout the Aevum vehicles (water).
Sea, and although most maintain the nomadic lifestyle that Strong Swimmer. Swimming no longer costs you extra
allowed them to thrive on the open oceans, the seaborn have movement. Additionally, you gain advantage on Strength
claimed the island of Fjalir as home. (Athletics) checks made to swim through rough water.
 
CHAPTER 1 | CHARACTER OPTIONS
5
 
Dwarf Subrace:
Strongblood
AN ALLIANCE WITH THE HUMAN CONQUERORS?
Bah! We are a proud people and the rightful rulers of
Aelbourne. We will not bow to your false king.
—Jarl Therram of Thaldraem
Standing as tall as a human, the strongblood dwarves of
Aelbourne’s northernmost province, Therim, are an
intimidating sight to behold for outsiders, especially when
considering the tense political situation between Therim’s
government and the colonial human government based in the
southern provinces. While their presence is greatly diminished,
a few clans of these large and proud dwarves maintain holds in
Therim’s capital city, Thaldraem.
Warriors Turned Kings Having descended from noble bloodlines, many of the few
The first strongblood dwarves emerged late in the Era of the remaining strongblood dwarves are exceptionally proud and
bound to tradition, moreso than a typical dwarf. They have a
Giant Lords, when the Giant empire that maintained control tendency to see themselves as above others, especially
over Aelbourne faced resistance from subjugated dwarves. Of humans, whom they tend to have a particularly begrudging
these rebels, the strongest warriors among them were chosen attitude towards. Strongblood dwarves value strength and
to undergo a ritual that involved drinking a potion made from personal achievement; contrasting their overall view of others,
the blood of giants, which would permanently increase their they regard creatures who overcome great trials and hardship
size, stamina, and strength. Following the return of the giant with the utmost respect, almost to the degree they show it to
gods in the Era of the Second Coming and the eradication of members of their clan.
the giant empire, the strongbloods became the jarls of new
dwarven kingdoms that quickly spread throughout Aelbourne. Strongblood Traits
The arrival of human settlers in Aelborune marked the
beginning of a fierce conflict between the human colonists and As a strongblood dwarf, you’re far larger and stronger than
the well-established strongblood jarls and their clans, who other types of dwarves. You have excellent stamina and can
were steadily pushed back to the southwestern provinces of often tap into a surge of strength when you need it most.
Aelbourne. Now, only a few strongblood lines remain, Ability Score Increase. Your Strength score increases by 1.
including the current royal bloodline that governs the province Unrelenting. You ignore the effects of the first level of
of Therim. Struck down from their former glory, a few exhaustion.
strongblood dwarves keep the memories and dreams of their Overpowering Strength. You grant yourself a +2 bonus to
former kingdoms alive, and continue to fight for Therim’s your next weapon damage roll that uses strength. Once you
independence from the rest of Alebourne. use this ability, you can’t use it again until you finish a long
rest.
Strong and Proud  
The original strongblood dwarves stood at the same heights as
most dragonborn. The effects of the potion that granted the
strongbloods their size and strength were passed down
through their children, but the effects have diminished over
time. As a result, the remaining strongblood dwarves average
at around 5 and a half to 6 feet tall, far larger than other
dwarves. They tend towards a ruddy complexion, with deep
brown and red hair being common. They are usually less
nellAnaV cirE :trA

stocky than the average dwarf, with a thinner, more muscular


build.

CHAPTER 1 | CHARACTER OPTIONS


6
 

Today, the coldheart half-orc population is relatively small.


Most live among tribes of orc hunters and woodcutters in
small villages. Many of the members of these tribes learn not
only survival and woodcutting skills, but also carpentry. While
their business rarely extends beyond the outer limits of
Half-Orc Subrace: Therim, within the province these tribes are renowned for
their craftsmanship. Their carpenters produce beautiful
Coldheart handcrafted wooden furniture and decor, some pieces of which
are commissioned by the wealthy in Thaldraem.
EVEN WHEN THE FROST FREEZES THE WORLD A
thousand times over, we shall persist. A Quiet Life
—Norruk, a coldheart half-orc The coldheart half-orcs more often resemble the human side of
their lineage and tend towards grayer skin. Their tusks are
For most creatures, the Silverglades in the far north of usually smaller, and their eyes range in colours from dark grey-
Aelbourne are among the most inhospitable lands on the blues to lighter browns. A few coldhearts have deep, ruby-red
continent, with bitter temperatures, biting winds, and heavy eyes. The coldhearts are also often thinner and shorter than
snowfalls that drive all but the hardiest away. The coldheart other half-orcs throughout Aelbourne.
half-orcs are among the few who live in the Silverglades year- While in other parts of Aelbourne, orcs are viewed as savage
round. They reside mostly in small villages north of and thoroughly evil, in Therim most know the orcs as a
Thaldraem, where they conduct most of their commerce as reclusive and peaceful people. The coldheart half-orcs are no
lumberers and fur traders. Wickedly tough and built for a frigid exception; living mostly with their orc kin, they usually adopt
climate, the coldhearts eke out a peacful existence where other similar values and traits, tending toward a quiet and amicable
creatures would surely meet certain death. nature. Most are introspective and thoughtful, preferring a
quiet life with a strong sense of community.
People of the North
selaT_leveR/u dna traeilO :trA

Coldheart Traits
Within the middle period of the era of the Second Coming, As a coldheart half-orc, you’re very well-adapted to an icy
when human settlers first arrived in Aelbourne, a brave few climate and can easily weather the cold. You’ve also picked up
explorers and hunters trekked north into Therim to establish a few survival skills after living in such an inhospitable land.
lives far from the wars between humans and dwarves that The following traits replace the regular half-orc’s Menacing
were occuring in Aelbourne’s southern provinces. In Therim, and Relentless Endurance traits.
these human settlers were eventually welcomed by the native Adept Survivalist. You gain proficiency in the Survival skill.
orcs and dwarves, who taught the humans how to survive the Frigid Endurance. You gain resistance to cold damage.
bitter cold of Therim’s winters. In time, marriages were sealed  
between these distinct peoples, resulting in the first coldheart
half-orcs.

CHAPTER 1 | CHARACTER OPTIONS


7
 

The sylvari can glean their energy entirely from the sun and
Sylvari water through photosynthesis, although they can still eat and
digest food like other humanoids and take pleasure from doing
CYCLE OF DAWN, DAY, DUSK, OR NIGHT, WE ARE
so. Instead of blood, a sylvari’s fleshy, heart-like organ
one people, with the same shared dream. I think there’s a circulates a golden sap fluid to distribute nutrients and oxygen
beauty in it all; it gives us so much understanding and makes throughout the body.
each experience something to truly cherish.
Timeless Wanderers
—Ehrwynn, Wyld Hunt Valiant The typical lifespan of the sylvari remains a baffling mystery to
most. Some live for as few as 10 to 20 years, while others
Awakened from pods in the Feywild with knowledge of the persist for hundreds, if not thousands. On average, they live as
world gleaned from a pre-life state of consciousness called the long as half-elves, reaching great age by the end of their second
dream, the plant-like Sylvari are a mysterious people that are century of life. However, it is rare for a sylvari to die of natural
bound to turn heads and steal second glances wherever they causes on the material plane; they cherish adventure and
go. Drifters in the material plane with no lands of their own experience above all else, which more often then not drives the
outside of the Feywild to call home, the curious and noble ever-curious sylvari to dangerous situations. Usually a little
Sylvari wander the world, savouring the many experiences life naive, a sylvari may not heed a sign of danger and rather stride
has to offer. boldly forward where others would turn around.
While it doesn’t entirely determine their personality, sylvari
Of Plants and Magic awakened during certain phases of the solar cycle tend
The Sylvari are not made of flesh, blood, and bone as other towards different traits. Those awakened during dawn excel as
humanoids. Rather, they are humanoid plants, with bark for diplomats and are usually eager to try new things. Sylvari
skin and leaves, vines, moss, or fungi that resemble hair. Just awakened in midday are driven and hard working. The sylvari
as plants are varied in their appearance, so too are the sylvari; awakened at dusk are inquisitive, introspective, and love
they come in all colours, with greens and browns being the intellectual challenges. When awakened at night, sylvari are
most common. Some have rough, sandpapery bark skin and usually private individuals with an affinity for artistic pursuits.
others are smooth and glossy, while others still are covered in A Life in the Dream
thorns. Some sylvari are also bioluminescent, shedding
coloured glows as night approaches. As a people, the sylvari are bound together by the dream, a
While they vary greatly in appearance, the sylvari do tend state of concsiousness that all sylvari share before being
towards certain physical traits. Most are slender and thin, awakened as physically mature adults and setting out into the
which varies little between sexes. The sylvari are similar in wider world. The dream manifests as a realm not unlike the
height to humans, ranging from under 5 feet tall to over 6 feet. feywild, where sylvari children grow and learn fundamental
anairsI :trA

Their eyes range every color of the rainbow, and a few lack lessons for living well from the deity-like being at the center of
pupils leading to eyes of solid color. Their ears are just as the dream, the Mother Tree. When they are ready, the sylvari
varied: some sylvari lack ears and have simple slits, some have awaken from pods that grow in the feywild, leaving the dream
rough, barky growths that resemble human ears, while others behind.
have long and pointed ears much like elves.  

CHAPTER 1 | CHARACTER OPTIONS


8
Because all sylvari share the dream, they celebrate Female Names: Aeron, Aranrhod, Bryluen, Cahan, Cari,  
individuality and personal experience, placing great value on Casidhe, Cecily, Darcelle, Dealla, Eileene, ElIylw, Elsbeth,
the things they have seen, the places they’ve explored, and the Fethnaid, Finola, Gladys, Glenda, Guinevere, Gwanwyn,
people they have met. This drives them to a wanderlust that Isibeal, Johnet, Kaitlynn, Keana, Kelli, Marsaili, Moirrey,
often takes them outside of the feywild into the material plane. Morgana, Nairna, Olwyna, Rois, Rosemary, Sileas, Steise
Sylvari often stick out in a crowd beyond just their physical
features: they are excited by anything and everything new, with Alder, Aspen, Beech, Cedar, Cherry,
an insatiable appetite for learning and growth. Plant Names:
Chrysanthemum, Cypress, Hawthorn, Hydrangea, Iris,
Adventure for Adventure’s Sake Juniper, Laurel, Lavender, Lilac, Lily, Maple, Moss,
Nightshade, Oak, Phlox, Pine, Sumac, Sunflower, Tulip,
With few exceptions, a sylvari found on the material plane is an Willow, Wisteria
adventurer of some kind. Whether they travel alone or with a
group, sylvari are born for the adventuring life, where they can Sylvari Traits
freely explore and discover things that can’t be experienced Your sylvari character has several inborn abilities, owed
living a day to day life in a city or village. Among other largely to your nature as a plant-like humanoid.
adventurers, sylvari are popular for their ability to make fast Ability Score Increase. Your Wisdom score increases by 2.
friends and the excitement they bring to what may otherwise Age. Sylvari awaken as mature adults, with basic knowledge
be dull journeys. of the world gleaned from the dream. They can live as short as
In rare cases, a sylvari may be called to complete a wyld 10 to 20 years, and as long as 5000. The majority live to be
hunt. While in the dream, a sylvari may receive visions of a around 200 years old.
journey or quest to undertake from the Mother Tree, called a Alignment. The sylvari are very much free spirits, and tend
wyld hunt. Sylvari embark on their wyld hunt when they toward chaos over law. They have a strong sense of
awaken, tasked with fulfilling that particular calling. These wanderlust and desire to discover, often to the point of giddy
sylvari tend to be a bit more focused in their adventuring, excitement. Those that tend towards a lawful alignment are
although they still take great joy in accumulating experiences usually those tasked with a wyld hunt. The majority of Sylvari
just as any other would. are good, but some are driven to evil by ambition and a desire
Sylvari Names to delve ever deeper into forbidden knowledge.
Size. Sylvari are generally the same height as humans,
The sylvari are given a name in the dream by the Mother Tree. ranging from under 5 feet to well over 6 feet tall. Your size is
When they awaken, they are free to choose their own name, Medium.
but most keep their same name from the dream. Those that do Speed. Your base walking speed is 30 feet.
take on new names usually adopt the name of a flower or tree. Photosynthesis. You can survive without eating. With 1
The sylvari don’t take clan or family names, and usually hour of sunlight and 1 gallon of water per day, you gain enough
consider their kin as one large family. This relationship is nourishment to count as a full day’s worth of food and water.
viewed from a perspective of distant relations, except in the Knowledge of the Dream. You have proficiency in the
cases where twins are born of the same pod, who often view History skill.
themselves moreso as siblings.  
Male Names:
Aedd, Braddan, Brenn, Briec, Cadfael,
agraV-madA :trA

Cadwyn, Calbhach, Calcas, Ceallach, Cerwyn, Feidhlim,


Glaleann, Harailt, Hatharal, Ioan, Jarlath, Jeston, Keelan,
Kelyn, Laoire, Leonas, Maolmuire, Moesen, Prydwen,
Pyrraven, Searlas, Seith, Tomos, Torrans, Wynnorin
 

Natural Camouflage. You gain advantage on Dexterity


(Stealth) checks made to hide when you are obscured by
foliage or other plants.
Bioluminescence. When in dim light or darkness, you can
use a bonus action to cause yourself to emit a dim glow. You Ability Score Increase. Your Charisma score increases by
emit dim light of a particular colour in a 5 foot radius centered 1.
on you. This effect persists until you dismiss it (no action Comfortable Speaker. You have proficiency in the
required by you). Persuasion skill.
Darkvision. Your eyes are accustomed to twilit forests and
other dark areas in nature. You can see in dim light within 60 Cycle of Day
feet of you as if it were bright light, and in darkness as if it were Sylvari awakened during the middle hours of the day are
dim light. You can’t discern color in darkness, only shades of strong and highly motivated. They prefer to take bold action
grey. and usually tackle their problems head-on.
Bark Skin. While not wearing armor, your base AC equals Ability Score Increase. Your Strength score increases by 1.
12 + your dexterity modifier. Athletic. You have proficiency in the Athletics skill.
Toxic Sap. You gain resistance to poison damage. When you
are hit with an attack by another creature within 5 feet of you, Cycle of Dusk
you can use your reaction to deal 1d4 acid damage to that Sylvari awakened as the sun sets are inquisitve and have a
creature. Other Sylvari are immune to this trait. You can use thirst for knowledge. Intellectual and clever, these sylvari
this ability a number of times equal to your proficiency bonus, always love a good puzzle or riddle.
and you regain all spent uses at the end of a long rest. Ability Score Increase. Your Intelligence score increases by
Languages. You can speak, read, and write Common and 1.
Sylvan. Analytical. You have proficiency in the Investigation skill.
Subrace. The time of day that a sylvari is awakened often stooRKJ dna oecproclleh :trA
inluences their traits. Choose one of the following cycles of Cycle of Night
awakening for your sylvari character: the cycle of dawn, the Sylvari awakened at night are private, graceful, and artistically
cycle of day, the cycle of dusk, or the cycle of night. driven. They appreciate solitude more than other sylvari and
use that time alone to develop their talents.
Cycle of Dawn Ability Score Increase. Your Dexterity score increases by 1.
Sylvari awakened at dawn are amicable and diplomatic. They Naturally Stealthy. You have proficiency in the Stealth skill.
love to meet new people and prefer to use words to sort  
through problems before escalating to violence.

CHAPTER 1 | CHARACTER OPTIONS


10
 

Barbarian
The barbarian class receives new subclasses in this section.
Primal Path
At 3rd level, a barbarian gains the Primal Path feature. The
following subclasses are new Primal Path options: the Path of
the Demonslayer and the Path of Discipline.
Path of the Demonslayer While marked, a creature can’t take attacks of opportunity
Every barbarian’s rage is fueled by something. Some against you, and you deal an extra 1d8 fire damage to marked
barbarians’ rage comes from wellsprings of magical power creatures. A creature’s brand persists until you deal damage to
within their own bodies, while others channel their rage from them.
their own turmoil or from their connection with nature. For Bloodlust
barbarians walking the Path of the Demonslayer, rage is fueled At 6th level, the latent demonic power in your body has given
by the insidious magic of long-lost demonic ancestry. Many you an inclination to chaos and a strong desire for bloodshed.
barbarians who follow the Path of the Demonslayer trace their Once per turn when you miss with an attack roll, you may use
rage to ancient curses wrought by their ancestors, forever your reaction to give yourself a +3 bonus to your next attack
tainting their hearts with the unbridled and unthinking fury of roll that turn. This bonus increases to +5 if your target is
demons. Some barbarians embrace the vengeful rage of the marked by your Cursed Rage feature.
Abyss, succumbing to inclinations of wanton slaughter. Others
rebel against it, turning the demon’s rage against the forces of Soul Devourer
darkness that lurk below. At 10th level, you can feast on the souls of your slain foes,
empowering yourself with their life force. When you reduce a
Path of the Demonslayer Features creature to 0 hit points, you can use your reaction to devour
their soul. When you do so, you gain temporary hit points equal
Barbarian Level Feature
to your constitution modifier + your barbarian level. You deal
3rd Cursed Rage an extra 1d8 fire damage with attacks as long as the temporary
6th Bloodlust hit points persist. A creature whose soul is devoured cannot be
contacted or resurrected until the next dawn.
dloCsirhC dna ecrOamaY :trA

10th Soul Devourer


14th Hellfire Strikes
Hellfire Strikes
At 14th level, your attacks become further imbued with the
Cursed Rage
Starting at 3rd level when you choose this subclass, your fury demonic fires of the Abyss. While raging, all your weapon
is fueled by dark magic straight from the Abyss, which taints attacks deal fire damage instead of their usual damage type
your rage with demonic power. While you rage, you gain and ignore resistance or immunity to fire damage. Additionally,
resistance to fire damage. Additionally, the insidious magic of you gain immunity to fire damage while raging.
the Abyss grants you the ability to brand enemies with a  
demonic mark while you rage. As a bonus action while you
rage, you mark a creature within 30 feet of you with a magical
brand.

11
You have advantage on Wisdom and Dexterity checks, and  
Wisdom saving throws.
When you take damage, you reduce that damage by an
amount equal to your proficiency modifier plus your rage
damage bonus, as shown in the Rage Damage column of
the Barbarian table.
You can use Dexterity instead of Strength for your attack
and damage rolls when attacking with a weapon that you
are proficient with that lacks the Heavy property.
You can use a bonus action to attack with your Unarmed
Strike when you take the Attack action. You can use either
Strength or Dexterity when attacking using your unarmed
strike, which use d6s as their damage dice.
If you are able to cast spells, you can still cast them during
your Combat Meditation. Your Combat Meditation ends after 1
minute, if you fall unconscious, or choose to end it early with a
bonus action.
Inner Strength
At 6th level, your disciplined training allows you to more
efficiently recover your energy after a fight. Whenever you
finish a short rest, you regain 1 spent use of your rage feature.
Unyielding
By 10th level, you can push yourself past physical limits
through your willpower alone. You can no longer be moved by
nonmagical means unless you choose to be. Additionally,
during your combat meditation, your movement no longer
provokes attacks of opportunity.
Quiet Storm
Path of Discipline At 14th level, you can channel your rage directly into your
Whereas the rage of a typical barbarian is an unthinking and combat meditation to devastating effect. While under the
destructive fury, barbarians that follow the Path of Discipline effects of your Combat Meditation feature, you gain the
learn to control the primal anger that boils inside them to following additional benefits:
manifest a combat meditation of heightened focus. The Path of You have advantage on Strength checks, and Dexterity and
Discipline is founded on monastic traditions that emphasize Strength saving throws.
self-control and physical perfection. These barbarians are most When you make a weapon attack using Strength or
likely to be found among enclaves of monks, training to master Dexterity, you gain a bonus to the damage roll that
the frenzy that normally lies dormant within. increases as you gain levels as a barbarian, as shown in the
Path of Discipline Features Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing
Barbarian Level Feature damage.

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3rd
6th
Combat Meditation
Inner Strength
 
10th Unyielding
14th Quiet Storm

Combat Meditation
Starting at 3rd level, you’ve learned a method to subdue your
rage, manifesting it instead as a combat meditation that
enhances your focus. As a bonus action while not wearing
heavy armor, you can expend a use of your rage feature and
instead enter a Combat Meditation. During your Combat
Meditation, the following benefits replace those normally
offered by your rage:

CHAPTER 1 | CHARACTER OPTIONS 12


Bard
Facet of Blooms. This pink spectral flower rejuvenates allies.  
The Bard class receives new subclasses in this section. A creature under the effects of this Facet regains hit points
equal to your proficiency bonus at the start of each of its turns,
Bard College so long as it has attacked another hostile creature within the
At 3rd level, a bard gains the Bard College feature. The past minute. When the Bardic Inspiration is expended, the
following subclasses are new Bard College options: the creature regains hit points equal to the Bardic Inspiration Die
College of Blooms and the College of Chance. roll plus your proficiency bonus, as a shower of pink flower
petals magically soothes their wounds.
Facet of Earth. This small spectral pebble protects allies. A
College of Blooms creatue under the effects of this Facet cannot be forcibly
The spring wind rustles a field of flowers just starting to moved by nonmagical means and gains a +1 bonus to AC.
bloom. The creaking branches of an ancient oak are disturbed When the Bardic Inspiration is expended, the creature gains a
by the squall of a coming thunderstorm. The earth hums +3 bonus to AC until the start of their next turn, and temporary
rhythmically as a landslide tumbles down the mountain. To hit points equal to the Bardic Inspiration Die roll as a shield of
bards that follow the College of Blooms, the sounds of nature earth interposes itself between hostile attackers.
are their own song, which they harness to create potent Facet of Wind. A single spectral leaf carried by an invisble
magical effects. Bards of this college are usually associated wind grants allies swift movement. A creature under the effects
with druid circles, and use their magic to both sustain nature of this Facet gains an extra 10 feet of movement and can take
and wield it against foes who would threaten to destroy it. the disengage action as a bonus action on each of their turns.
When the Bardic Inspiration is expended, the creature can
College of Blooms Features instantly end one restrained, prone, or grappled condition on
itself, as a gust of wind magically carries the creature out of
Bard Level Feature
harm’s grasp.
3rd Blooming Inspiration, Nature’s Sense If a creature with a Facet of Nature falls unconscious, the
6th Harmonic Attunement, Lifesong Facet effect is lost.
14th Resurgence
Nature’s Sense
Blooming Inspiration Also at 3rd level, your instinctual sense of nature’s rhythm
Starting at 3rd level, your bardsong’s attunement to the grants you insight into the locations of certain kinds of
creatures. As an action, you can magically detect if there are
nellAnaV cirE :trA

rhythm of nature allows it to manifest unique magical effects. any beasts, fey, or plants within a 1 mile radius of you. If a
When you grant an ally Bardic Inspiration, you can also choose creature of any of these types is within 60 feet of you, you learn
to manifest a spectral aspect, called a Facet of Nature, that their exact location.
hovers nearby and grants magical effects to the creature  
passively and when the Bardic Inspiration die is expended.
You select the Facet that manifests from the following list:
 

Harmonic Attunement
At 6th level, you’ve deepened your connection

to nature’s melody and can manifest new effects

with your Facets of Nature. Your Facets of Nature

gain the following additional effects:


Facet of Blooms. Creatures under the effects

of this Facet can’t be charmed or frightened, and

any charmed or frightened effects on the creature are


suspended while the Facet persists. When the Bardic
Inspiration is expended, the creature becomes invisible

until the start of their next turn or until they attack

another creature.
Facet of Earth. Creatures under the effects of this Facet
have resistance to nonmagical bludgeoning, piercing, and
slashing damage. When the Bardic Inspiration is expended,
the creature gains immunity to nonmagical bludgeoning, Lifesong
piercing, and slashing damage until the start of their next turn. Also at 6th level, you can attune the rhythm of nature to your
Facet of Wind. Creatures under the effects of this Facet gain Song of Rest to increase its potency. When allies regain extra
a flying speed equal to half their walking speed. When the hit points from your Song of Rest feature, they add your
Bardic Inspiration is expended, the creature summons a Charisma modifier to the hit points recovered.
magical bolt of lightning that affects hostile creatures around
them in a 10 foot radius. An affected creature must make a Resurgence
Dexterity saving throw against your spell save DC. On a failure, At 14th level, your command over nature allows you to restore
a creature takes 4d4 lightning damage, taking half as much and accelerate the growth of nature around you, enhancing it
damage on a success. with magical effects. You learn the kindle life spell. When you
cast the spell, it creates the following additional effects:
Each friendly creature in the spell’s area can choose to
regain hit points equal to your Bard level at the start of each
of their turns, up to a number of times equal to your
Charisma modifier for each creature.
As bonus action on each of your turns, you can end one
nitnatsnoK veetikiN dna J neB :trA
blinded, charmed, deafened, frightened, paralyzed,
petrified, posioned, or stunned effect on a creature within
the spell’s area.
You gain advantage on Constitution saving throws made to
maintain concentration on Bard spells you cast while you
are within the spell’s area.
A creature in the spell’s area has their exhaustion level
reduced by 1 for every 4 hours they spend within the spell’s
area.
You also gain the ability to cast the kindle life spell with a
casting time of 1 action. You can cast kindle life in this way
once, and must finish a long rest before you can do so again.
 
CHAPTER 1 | CHARACTER OPTIONS 14
 
College of Chance
The College of Chance teaches its students to harness the
forces of chance and luck for their own gain. Just as bards of
other colleges learn to leverage their musical magic for
purposes ranging from combat to social manipulation, bards of
the College of Chance learn how to twist and weave the
strands of fate through song, turning the odds against their
adversaries. Many of these bards live daring, high-risk lifestyles
as professional gamblers, stunt performers, or even
adventurers, where their talents are appreciated for bringing
just a little bit of extra luck to any situation.
College of Chance Features
Bard Level Feature
3rd Bonus Proficiencies, Song of Luck
6th Lucky Break, Even the Odds
14th Master of Chance

Bonus Proficiencies
When you join the College of Chance at 3rd level, you gain
proficiency with two gaming sets of your choice.
Song of Luck
Also at 3rd level, you’ve learned how to weave the magic of
luck through your bardsong, which rubs off on you whenever
you inspire others. When you grant another creature Bardic
Inspiration, you gain 1 luck point. Whenever you make an
attack roll, ability check, or saving throw, you may spend 1 luck
point to roll an additional d20. You can choose to use either
d20 for your roll, but only before the outcome is revealed. You
can also spend a luck point when an attack roll is made against
you, rolling a d20 and choosing to use either your roll or the
attacker’s. You can have up to 3 luck points from this feature at
a time.
While you have luck points, you can use a bonus action to
transfer 1 of those luck points from yourself to another Master of Chance
At 14th level, you radiate an aura of good fortune; bad luck can
creature within 30 feet of you. hardly befall those within your presence. The bonus to saving
If you later gain the Lucky feat, you may also grant the luck throws given by your lucky break feature is granted to all allied
points acquired from that feat to other creatures using this creatures within a 15 foot radius centered on you. You must be
feature.
nitnatsnoK veetikiN dna néroN sungaM :trA

conscious to grant this effect.


Lucky Break  
By 6th level, your practice in manipulating the forces of luck
have granted you the ability to leverage good fortune against
attacks made by your enemies. You gain a +1 bonus to saving
throws for each friendly creature within 30 feet of you that has
a luck point, including yourself, up to a maximum of +3.
Even the Odds
Also at 6th level, you can meddle with luck further even when
not inspired by your bardsong. When you or a creature within
30 feet of you makes an ability check with advantage or
disadvantage, you can use your reaction to cancel the
advantage or disadvantage on the roll. You can use this feature
a number of times equal to your proficiency bonus, and regain
all spent uses at the end of a long rest.

15 CHAPTER 1 | CHARACTER OPTIONS


Cleric
Protector Domain Features  
The cleric class receives new subclasses in this section.
Cleric
Divine Domain Level Feature

At 1st level, a cleric gains the Divine Domain feature. The 1st Domain Spells, Bonus Proficiencies,
following subclasses are new Divine Domain options: the Defender’s Will
Protector Domain and the Wrath Domain. 2nd Channel Divinity: Line of Warding
6th Hero’s Intervention
Protector Domain 8th Divine Strike (1d8)
The Protector Domain calls clerics to use their divine magic in 14th Divine Strike (2d8)
safeguarding others from harm. These clerics use magic to 18th Last Stand
bolster their own defenses as they selflessly throw themselves
in harm’s way for the benefit of others, while simultaneously Domain Spells
inciting the will of their god to manifest walls of warding that You gain domain spells at the cleric levels listed in the
other creatures cannot cross. In many pantheons, gods of the Protector Domain Spells table. See the Divine Domain class
Protector Domain such as Helm, Pholtus, Heimdall, Aureon, feature for how domain spells work.
and Paladine emphasize aiding the downtrodden and being
the shield against which evil clashes, ideals zealously upheld Protector Domain Spells
by clerics in their service. Cleric Level Spells
1st compelled duel, shield
3rd hold person, warding bond
5th beacon of hope, remove curse
7th banishment, death ward
9th circle of power, wall of force

Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and
heavy armor.
Defender’s Will
Also at 1st level, your divine presence protects your allies as
they attempt to make a retreat. When a creature takes an
attack of opportunity against one of your allies, if you are
within 5 feet of the attacking creature you can use your
reaction to become the target of that attack of
opportunity. When you use your reaction in this way,
you immediately gain temporary hit points equal to
your Cleric Level plus your Wisdom modifier.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
 
dleiftnelis dna ecrOamaY :trA

16
Hero’s Intervention  
Channel Divinity: Line of Warding
Starting at 2nd level, you can use your Channel Divinity to At 6th level, the divine magic within you has further honed
manifest a wall of divine power to ward off foes. Using your your protector’s instinct. You can now use your reaction to
action, you present your holy symbol and create a wall of holy activate your Defender’s Will feature whenever an allied
light centered on a point you can see within 60 feet. The wall is creature is targeted by any attack. Additionally, whenever you
30 feet long, 1 foot thick, and 20 feet tall. When you manifest roll for initiative and have no uses of Defender’s Will
the wall, you select up to 10 creatures within 100 feet of you. remaining, you regain one use.
Those creatures are warded from crossing over the space Divine Strike
occupied by the wall of light. Melee and ranged attacks by At 8th level, you gain the ability to infuse your weapon strikes
warded creatures have their damage reduced by an amount with divine energy. Once on each of your turns when you hit a
equal to your Cleric level. Spells and cantrips of 5th level or creature with a weapon attack, you can cause the attack to deal
lower cast by warded creatures through the wall’s area an extra 1d8 radiant damage to the target. When you reach
disappear with a flash of brilliance, wasting their effect. 14th level, the extra damage increases to 2d8.
onaloS usoJ :trA

Creatures who aren’t warded are unaffected by the wall of


light. As an action on each of your turns, you can manifest the Last Stand
wall in a new location within range. The wall of light persists At 18th level, you can muster a last burst of strength to protect
for 1 minute or until you choose to demanifest it early with a your allies in dire moments. When you are reduced to 0 hit
bonus action. points, up to 5 allied creatures within 100 feet of you gain
temporary hit points equal to half your hit point maximum.
Once you have used this feature, you cannot use it again until
you have taken a long rest.
 
Bonus Proficiencies  
At 1st level, you gain proficiency with martial weapons and
heavy armor.
Punish the Faithless
Also at 1st level, foes who dare to strike you suffer the wrathful
anger of your god. Whenever a creature within 5 feet of you
hits you with an attack, you may use your reaction to force all
hostile creatures within 10 feet of you to make a charisma
saving throw after the attack is resolved. On a failed saving
throw, the creatures become frightened of you until the end of
your next turn.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Channel Divinity: Chains of Judgement
Starting at 2nd level, you can use your Channel Divinity to act
out the will of your deity and inflict judgement upon your
enemies. Using your action, you present your holy symbol and
utter a prayer of judgement. Any creature within a 30 foot
Wrath Domain radius that is frightened by you becomes wrapped in chains
that burn with radiant fire. While wrapped by the chains, a
Clerics of the Wrath domain are the instruments of the gods’ creature is restrained and takes radiant damage equal to twice
wrath - they are often called into service to remind the your cleric level at the start of their turn. These chains persist
unfaithful of the reach and raw power of a god’s might. While for 1 minute or until the affected creature succeeds on a
most gods can impose judgement, in most pantheons the Wisdom saving throw to break free. A creature can repeat the
Wrath domain is reserved for those gods who promote ideals saving throw at the end of their turn.
of harsh justice, faithful service, and divine punishment. Gods
of wrath include Tyr, Sirrion, The Devourer, Zeus, and Hextor. Vengeance
At 6th level, your divine magic guides your weapon strikes
Wrath Domain Features against the faithless. For each creature that has attacked you
since your last turn, you gain a +1 bonus to hit on your next
Cleric weapon attack, up to a bonus of +3. This bonus persists until
Level Feature you hit with a weapon attack.
1st Domain Spells, Bonus Proficiencies, Punish the
Divine Strike
Faithless
At 8th level, you gain the ability to infuse your weapon strikes
2nd Channel Divinity: Chains of Judgement with divine energy. Once on each of your turns when you hit a
6th Vengeance creature with a weapon attack, you can cause the attack to deal
8th Divine Strike (1d8) an extra 1d8 radiant damage to the target. When you reach
14th Divine Strike (2d8) 14th level, the extra damage increases to 2d8.
18th Avatar of Judgement Avatar of Judgement
At 18th level, you’ve become an avatar of your deity’s wrath
Domain Spells
You gain domain spells at the cleric levels listed in the Wrath and can evoke fear in the hearts of any creature. Creatures
Domain Spells table. See the Divine Domain class feature for automatically fail their saving throw when you use your Punish
how domain spells work. the Faithless feature.
 
Wrath Domain Spells
spmahcseD cirE :trA
Cleric Level Spells
1st command, wrathful smite
3rd hold person, silence
5th bestow curse, fear
7th banishment, guardian of faith
9th flame strike, summon celestial

CHAPTER 1 | CHARACTER OPTIONS


18
 

Druid
The druid class receives new subclasses in this section.
Druid Circle
At 2nd level, a druid gains the Druid Circle feature. The Font of Frost
following subclasses are new Druid Circle options: the Circle At 2nd level, you commune with the spirit of the Silver Wind or
of the Silver Wind and the Circle of Stone. a similar nature spirit, which augments your magical abilities
with biting frost. Whenever a target takes damage from a druid
Circle of the Silver Wind spell or cantrip you cast, you can use your bonus action to
In the high north of Aelbourne, the Silverglades forest takes up loose a gust of wind over a target, freezing their flesh. The next
a vast expanse of land and is home to creatures resilient time an affected creature takes bludgeoning, piercing, or
slashing damage before the start of your next turn, they take an
enough to survive the harshest winter conditions. Legends tell additional 1d8 cold damage as their frostbitten flesh shatters
of a nature spirit that controls the weather in the Silverglades, from the impact.
from beautiful slow-falling flurries to howling winter blizzards.
Druids of the Circle of the Silver Wind commune with this Biting Cold
nature spirit and draw their power from its control of the frost. By 6th level, your command over the Silver Wind’s magic has
increased in potency. Your druid spells and features that deal
Circle of the Silver Wind Features cold damage ignore resistance and immunity to cold damage.
Additionally, whenever you deal cold damage to a creature
Druid Level Feature
with a spell or feature, that creature’s movement speed is
2nd Circle Spells, Font of Frost reduced by 10 feet until the start of your next turn.
6th Biting Cold
Shroud of Blizzards
10th Shroud of Blizzards
At 11th level, you can envelop yourself in a storm of swirling
14th Permafrost snow to bolster your defense. ou can use your action to
envelop yourself in a snowstorm for 1 minute. For the
Circle Spells
The rites of your circle grant you the ability to cast certain duration, you gain resistance to cold damage, ranged attack
spells. At 2nd, 3rd, 5th, 7th, and 9th level, you gain access to rolls against you have disadvantage, and creatures that start
the spells listed for that level in the Circle of the Silver Wind their turn within 10 feet of you take cold damage equal to your
Spells table. Once you gain access to one of these spells, you druid level.
always have it prepared, and it doesn’t count against the While this feature is active, you are considered invisble if you
number of spells you can prepare each day. If you gain access are standing within an existing snowstorm. This feature can be
to a spell that doesn’t appear on the druid spell list, the spell is used a number of times equal to your proficiency bonus, and
nonetheless a druid spell for you. you regain all spent uses at the end of a long rest.
Circle of the Silver Wind Spells Permafrost
At 14th level, the frost magic of the Silver Wind is suffused
Druid Level Spells with your own body. Whenever you deal cold damage to a
creature with a druid spell or feature, an icy armor forms over
2nd fog cloud, ice knife
your body, granting you temporary hit points equal to twice
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3rd gust of wind, rime’s binding ice your Wisdom modifier. Also, you no longer need to use your
5th fly, sleet storm bonus action to trigger your Biting Cold feature and can do so
7th hallucinatory terrain, ice storm as part of the triggering spell’s casting.
9th cone of cold, conjure elemental  

CHAPTER 1 | CHARACTER OPTIONS


19
 

Circle of Stone When you do, you change your form to one that is partially
The Circle of Stone is among the most ancient druid circles, formed of earth and stone, rather than transform into a beast
with history stretching back well beyond written record. form. While transformed, you gain the following benefits:
Whereas other circles recognize and celebrate nature’s cyclical You gain a bonus to your armor class equal to your half
nature of life and rebirth, these druids find value and beauty in your proficiency bonus, rounded down.
the immutablity of the earth upon which nature is built. Like You gain temporary hit points equal to your druid level
the immovable mountains, druids of the Circle of Stone keep times 3.
their silent, patient vigil over nature. You can form your fists into natural weapons made of
Circle of Stone Features stone. When you activate your Earthen Form, you select
one damage type: bludgeoning, piercing, or slashing. You
Druid Level Feature may use your wisdom modifier in place of strength for your
2nd Circle Spells, Earthen Form unarmed strikes, which deal 1d8 damage of the type you
chose when you transformed. At 5th level, your unarmed
6th Aftershocks
strike damage increases to 2d8.
10th Stone Strider
This form persists for 1 minute, until you use your wild
14th Stone Spirit
shape again, or if you choose to dismiss it as a bonus action.
Circle Spells
The rites of your circle grant you the ability to cast certain Aftershocks
At 6th level, you can channel waves of latent energy through
spells. At 2nd, 3rd, 5th, 7th, and 9th level, you gain access to many of your spells and attacks. Damage from the natural
the spells listed for that level in the Circle of Stone Spells table. weapons granted by your Earthen Form feature ignore
Once you gain access to one of these spells, you always have it resistance to nomagical bludgeoning, piercing, or slashing
prepared, and it doesn’t count against the number of spells you damage. Additionally, any time you deal bludgeoning damage
can prepare each day. If you gain access to a spell that doesn’t or damage using your Earthen Form’s natural weapons, you
appear on the druid spell list, the spell is nonetheless a druid may expend a spell slot using your reaction to deal an extra
spell for you. 1d8 bludgeoning damage per level of spell slot.
Druid Level Spells Stone Strider
2nd earth tremor, shield By 10th level, you’ve learned how to become one with the
3rd earthbind, maximilian’s earthen grasp earth and move through it with grace. You gain a burrowing
speed equal to your walking speed. When you use this speed,
5th erupting earth, slow
you don’t disturb the earth as you move through it. Ending
7th stone shape, stoneskin your turn underground results in you taking 1d10 bludgeoning
9th transmute rock, wall of stone damage and ascending to emerge above ground immediately.
Earthen Form Stone Spirit
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Your attunement with the earth and stones allows you to At 14th level, your spirit has become as unnmovable as the
briefly resonate with them, bolstering your defenses. At 2nd mountain. While transformed by your Earthen Form feature,
level, you can expend a use of your Wild Shape feature as a your concentration on druid spells you cast can’t be broken by
bonus action. taking damage. All other rules of concentration still apply.
 

CHAPTER 1 | CHARACTER OPTIONS


20
 

Fighter
The fighter class receives new subclasses in this section.
Martial Archetype
At 3rd level, a fighter gains the Martial Archetype feature. The
following subclasses are new Martial Archetype options: the
Gladiator and the Siege General.
Crowd Pleaser
Gladiator Starting at 3rd level, you’re easily inspired when you have a
The archetypal Gladiator is a fighter who has honed their skills crowd at your back, turning their energy into combat
in the pit of a stadium, with the roar of a crowd ringing in their motivation. For each allied creature more than 30 feet away
ears. More than mere performance fighters, true Gladiators from you, you gain a +1 bonus to melee weapon attack rolls, up
are champions of the arena, with reputations built up over to a maximum of +3. Additionally, you gain proficiency in the
many bouts. Gladiators excel in single-combat, where they Performance and Persuasion skills. When you make a
dominate their opponents with their superior weapon skill and Charisma check to sway a crowd of 20 creatures or more, you
tactical movement. gain advantage on the roll.
Tools of the Trade
Gladiator Features Also at 3rd level, your training in the arena has led to a
Fighter Level Feature mastery of the net as a combat tool. You can attack with nets
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as a bonus action on your turn, and if you are able to make


3rd Crowd Pleaser, Tools of the Trade
multiple attacks, attacking with a net does not prevent you
7th Daring Combatant from using your other attacks.
10th Finishing Blow Additionally, creatures restrained by a net you throw must
15th Master of Arms succeed on a strength saving throw equal to 8 + your strength
or dexterity modifier (your choice) + your proficiency bonus to
18th Comeback Victory
escape. All other properties of nets you throw still apply.
 

CHAPTER 1 | CHARACTER OPTIONS


21
Daring Combatant  
At 7th level, you’ve learned that crowds love a fighter who Master of Arms
By 15th level, you’ve mastered your signature armaments in
moves around their opponent with daring and nerve. combat, and can wield them to deadly effect. Choose two
Whenever you hit a creature with an attack while within 5 feet weapon types, such as shortswords and tridents. Whenever
of them, you immediately gain additional movement equal to you wield those weapons, you gain a +1 bonus to attack and
half your speed. This movement does not provoke opportunity damage rolls with them. Whenever you wield those weapons,
attacks. they also ignore resistance to nonmagical bludgeoning,
piercing, or slashing damage.

skrowtfoS adsehteB :trA


Finishing Blow
Gladatorial fights are performances, and you know that every
performance needs a great ending to really be memorable. At Comeback Victory
At 18th level, you’re able to snatch an unexpected victory from
10th level, when you reduce a creature to 0 hit points, you can the jaws of defeat. When you would be reduced to 0 hit points,
use your reaction to gain one of the following effects: you can use your reaction to regain hit points equal to half your
Righteous Victory: You are reinvigorated by victory as you
stand poised over your fallen opponent. You gain temporary hit hit point maximum. Additionally, the next time you make a
points equal to your Charisma modifier times three. weapon attack against a creature, the attack is an automatic
Adrenaline Rush: Your victory fills you with adrenaline as
critical hit. This feature can be used once, and you regain use
you prepare to face the next challenger. The next time you use of it after you finish a long rest.
the attack action, you can make another basic attack in  
addition to the attacks you could normally make.
Imposing Presence: Foes cower in fear of your might and
superior combat skill. You can select up to 3 creatures within
30 feet of you. Those creatures become frightened by you until
the end of your next turn.
Commander’s Presence  
Starting at 3rd level, you exude a battlefield presence that
inspires your allies to battle. You grant yourself and all allied
creatures within 60 feet of you a bonus to initiative rolls equal
to your proficiency bonus, as well as an additional 30 feet of
movement during the first round of combat.
Coordinated Assault
At 3rd level, your leadership in the midst of a siege allows your
artillery to operate at peak performance. You and any allied
creatures that operate any piece of siege equipment within 300
feet of you can use a bonus action to operate it. See page 255
of the Dungeon Master’s Guide for the rules of siege
equipment.
Take the Lead
Also at 3rd level, your leadership urges your allies to follow
your example and go after enemies you focus on. Whenever
you hit with a weapon attack roll against a creature, you can
call out that target to your allies and mark them as part of the
attack. The next attack roll made by any of your allies against a
marked creature has advantage on the roll. If that attack hits, it
deals extra damage equal to twice your proficiency bonus. You
can use this feature a number of times equal to your
proficiency bonus, and you regain all spent uses at the end of a
short or long rest.
Tactical Pivot
At 7th level, you adjust your combat focus as the fight wears
you down. While above half your hit point maximum, you gain
a +2 bonus to weapon damage rolls. While below half your hit
point maximum, you gain a +1 bonus to AC.
Covering Fire
Siege General By 10th level, you’re able to better coordinate your allied melee
Siege Generals are those fighters who honed their talents at attackers to take advantage of openings created by your ranged
the forefront of war. Whether commanding a small militia attackers. Whenever you or one of your allies hits a hostile
using guerilla tactics, or conducting multiple armies in a single creature with a ranged attack roll, your allies within 5 feet of
large-scale assault, these fighters are masters of warfare that hostile creature gain a +1 bonus to AC until the start of
tactics and use their leadership to maneuver their comrades your next turn so long as they remain within 5 feet of the
into favourable positions. Siege Generals are able to target.
coordinate their armies to attack in such a way that keeps Rally the Troops
combat advantage solely on their side. At 15th level, you stand as a beacon of hope for your army.
Siege General Features
Whenever you and your allies within 60 feet of you roll for
initiative, they regain hit points equal to your fighter level.
Fighter
Level Feature Siegemaster’s Defense
By 18th level, your skills as battlefield commander are
3rd Commander’s Presence, Coordinated Assault, unmatched, and few creatures die on your watch. You and any
Take the Lead allied creature within 60 feet of you gain a +1 bonus to all
7th Tactical Pivot saving throws for each allied creature within 5 feet of them, up
10th Covering Fire to a maximum of +3. Additionally, whenever you or an allied
creature is reduced to 0 hit points within 60 feet of you while
15th Rally the Troops
you are conscious, they still fall unconscious but are stable.
 
tsisnI :trA

18th Siegemaster’s Defense

CHAPTER 1 | CHARACTER OPTIONS


23
Monk
 
The monk class receives new subclasses in this section.
Monastic Tradition
At 3rd level, a monk gains the Monastic Tradition feature.

The following subclasses are new Monastic Tradition

options: the Way of the Shifting Step and the Way of a


Thousand Voices.
Way of the Shifting Step
Monks that follow the traditions of the Way of the Shifting
Step learn techniques to displace ki from the body
momentarily. By forcing the physical form to follow the ki
along latent trails that tether it to the body, students of the Way
of the Shifting Step are able to not only teleport, but displace
the ki of their foes and force them into unfavourable positions.
These monks disappear and reappear in the blink of an eye,
pummelling foes with quick blows that seem to nearly strike

at the soul itself.


Way of the Shifting Step Features
Monk Level Feature
3rd The Shifting Step
6th Barrier Slip
11th Displacing Strike
17th Soul Sunderer

The Shifting Step


As part of your training, you’ve learned the fundamentals

of the Shifting Step, allowing you to displace ki from your own


body to teleport. Starting at 3rd level, whenever you make an
attack with a monk weapon or your unarmed strike against a
creature you haven’t attacked this turn, you can teleport up to
10 feet to an unoccupied space you can see after making the
attack.
Barrier Slip
At 6th level, your mastery of ki displacement has granted you
the ability to teleport as a defensive maneuver. Whenever you
take the dodge action and take damage during the dodge, that
damage is reduced by an amount equal to your monk level +
your dexterity modifier.
Displacing Strike
By 11th level, you’ve learned how to displace the ki of an
hkiehS areemA :trA
Soul Sunderer
enemy when you strike them, forcibly teleporting them to At 17th level, your powers of ki displacement have grown so
nearby locations. Whenever you hit a creature with your great that you can tear the ki of other creatures away from
unarmed strike, you can spend 2 ki points and force the them when you attack. Whenever you use your Displacing
creature to make a Constitution saving throw. If the creature Strike feature against a creature, that creature takes an extra
fails, you teleport them to an unoccupied space you can see 2d10 force damage on a failed save, or half as much damage
within 50 feet of their original location. on a successful one. Additionally, whenever a creature fails
their saving throw against your Displacing Strike feature, you
regain 1 ki point.
 
CHAPTER 1 | CHARACTER OPTIONS
24
 

Way of a Thousand Voices While you have a recitation prepared, you can cast its
In bardic lore, the gods spoke the universe into creation. Just associated bard spell using your ki, expending ki points equal
as bards harness the latent power of the Words of Creation to the spell’s level. If you wish to cast a lower level spell at a
through song, monks of the Way of a Thousand Voices higher level, you may expend 1 ki point per spell level to do so.
channel these echoes into hymns and recitations with the You cannot increase a spell’s level above the maximum spell
power to alter reality. The Way of a Thousand Voices teaches level for your monk level. If a spell you cast in this way
its students to harness the power of the spoken word. These normally has material or somatic components, you cast the
monks are the chroniclers of oral history, and spend much of spell using only verbal components, unless the material
their time reciting ancient poems and hymns high on the components are consumed after casting. Some spells may
mountaintops, where their voices may echo for miles upon force creatures to make saving throws to avoid their effects.
miles. The spell save DC for these spells is equal to 8 + your wisdom
modifer + your proficiency bonus. Spells that require attack
Way of a Thousand Voices Features rolls gain a bonus to hit equal to your wisdom modifier + your
Monk Level Feature
proficiency bonus.
3rd Recitations of Power Recitations of Power Maximum Spell Level
6th Warding Echoes
Monk Level Maximum Bard Spell Level
11th A Thousand Words
3rd 1st level spells
nitnatsnoK veetikiN dna trAdlokS :trA

17th Voices Beyond


5th 2nd level spells
Recitations of Power 9th 3rd level spells
As a student of the Way of a Thousand Voices, you’ve learned 13th 4th level spells
several hymns and chants that exercise control over the 17th 5th level spells
echoes of creation, allowing you to alter reality using your ki.  
Starting at 3rd level, you gain the ability to prepare up to
three recitations of power at the end of a long rest. When you
prepare a recitation, you select one spell from the bard spell
list. You cannot prepare a bard spell that is above the
maximum spell level for your monk level, as outlined in the
Recitations of Power Maximum Spell Level table.

CHAPTER 1 | CHARACTER OPTIONS


25
Warding Echoes Voices Beyond  
By 6th level, you’ve learned a number of recitations that help At 17th level, you’ve learned how to control the echoes of
protect you and your allies while resting. Whenever you take a creation such that you can manifest your voice anywhere, to
short or long rest, you can choose to spend the rest in a anyone. You gain the ability to telepathically communicate with
mediatative state instead, during which you recite a series of any creature whose name you know, so long as they are on the
chants and hymns. While you are reciting these chants, you are same plane of existence. When you use this ability, the
considered conscious and alert, and grant yourself and any creature with whom you are communicating audibly hears
allied creatures within a 30 foot radius a bonus to armor class your voice, as though you were having a conversation with
equal to your wisdom modifier. This effect persists for 1 them from a close distance. Additionally, when you use one of
minute if you are interrupted during your rest, or for 1 hour if your recitations of power to cast a spell that has a range other
you are able to complete the rest uninterrupted. than a range of self, you may manifest the effects of the spell at
any creature within 120 feet of you with whom you can
A Thousand Words telepathically communicate, as though you were casting the
At 11th level, your discipline and mastery of the spoken word spell from their space.
allows you to prepare more recitations of power and quickly  
recall certain chants when you need them most. You can
prepare an additional three recitations of power, and you can
now prepare your recitations during a short or long rest.

ks40k :trA
Paladin
 
The paladin class receives new subclasses in this section.
Sacred Oath
At 3rd level, a paladin gains the Sacred Oath feature. The
following subclasses are new Sacred Oath options: the Oath of
the Ascendant and the Oath of Avarice.
Oath of the Ascendant
Whether they seek enlightenment, knowledge, or supreme
power, Paladins that swear the Oath of the Ascendant are
those few who set themsleves on the path to divinity. A paladin
that swears this oath usually chooses to follow in the footsteps
of a god or demigod that was once mortal, upholding their
values and performing holy deeds in their name. In time, the
dedicated few ascend to divine status

and become minor gods in their own right. Many paladins who
swear the Oath of the Ascendant follow paladins from ages
passed who have also achieved godhood. These paladins are
the true divine champions of their realms,

whose legendary deeds spread far and wide.


Tenets of the Ascendant
The tenets of the Oath of the Ascendant call upon a

paladin to grow their legend and overcome themselves


through bold, decisive action.
Overcome All Limits. To become divine, one must

shed all traces of their mortality. The path to godhood is

to surpass the limits of the mortal form through intense

training and devout commitment to the goal of ascendancy.


Grow Your Legend. Just as the gods are shrouded in tales of
legendary deeds, so too should you. Defeat glorious foes, move
mountains, and spread your legend to the world. Boast of your
victories and overcome the most crushing defeats.
Walk the Divine Path. Those mortals who have ascended
to godhood should be honored and revered above all. Seek
their wisdom, honor their deeds, and emulate their teachings.
Oath of the Ascendant Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Glory (10 ft.)
15th No Weaknesses Oath of the Ascendant Spells
18th Aura of Glory (30 ft.)
Paladin Level Spells
20th Ascendant Champion
3rd divine favor, heroism
Oath Spells 5th aid, enhance ability
ttocS naD :trA

You gain oath spells at the paladin levels listed in the Oath of 9th aura of vitality, haste
the Ascendant Spells table. See the Scared Oath class feature banishment, death ward
for how oath spells work. 13th
17th circle of power, summon celestial
 

CHAPTER 1 | CHARACTER OPTIONS


27
Channel Divinity No Weaknesses  
When you take this oath at 3rd level, you gain the following By 15th level, you’ve pushed your body and soul beyond the
two Channel Divinity options. See the Sacred Oath class capabilities of most mortal creatures. Whenever you take
feature for how Channel Divinity works. damage, you can use your reaction after the initial damage is
Surge of Strength. You can use your Channel Divinity to tap taken to gain immunity to the damage type that was just dealt
into a resevoir of latent power when you need it most. As a to you. This immunity persists for 1 hour. Once you use this
bonus action, you regain hit points equal to 1d6 + your paladin feature, you can’t use it again until you finish a long rest.
level. Additionally, you may roll your next attack roll this turn
with advantage. Ascendant Champion
Divine Wisdom. You can use your Channel Divinity to call At 20th level, you can briefly assume a semi-divine form. Using
upon the wisdom of other ascended mortals. As an action, you your action, you undergo a transformation. For 1 minute, you
grant yourself a bonus to Wisdom checks equal to your gain the following benefits:

aruDrtoiP dna ecrOamaY :trA


Charisma modifier for the next 10 minutes. You may use your Channel Divinity option Surge of
Aura of Glory Strength even if you have no uses of Channel Divinity
Starting at 7th level, you exude a divine presence that imbues remaining.
your allies with heightened power and focus. The aura extends You gain proficiency in all saving throws.
10 feet from you in every direction, but not through total cover. The attack and damage roll bonuses granted by your aura
Whenever you hit a hostile creature with an attack roll, all of glory increase by 3.
allied creatures within the aura other than yourself gain a Once you use this feature, you can’t use it again until you
bonus to their next attack and damage rolls equal to half your finish a long rest.
proficiency bonus, rounded down.  
When you reach 18th level in this class, the range of

this aura extends to 30 feet.


Oath of Avarice  
Paladins who swear the Oath of Avarice commit themselves to
seeking out material wealth in the form of treasure and lost
artifacts. Despite the negative connotations of the title,
adherents of this oath aren’t just greedy and self-centered; a
core tenet of the oath is to recover lost treasures for the good
of others, especially when powerful artifacts are in the hands of
evil creatures or organizations who would misuse their power.
Paladins of this oath often work with archaeologists and other
scholars to provide protection services when working in
dangerous dig sites, such as lost tombs, where supernatural
threats can be commonplace. Others strike out on their own as
adventurers to claim fame and fortune for their own.
Appraise Treasure. As an action, you

Tenets of Avarice can use your Channel Divinity to magically

The tenets of the Oath of Avarice compel an adherent paladin divine the value of wealth in front of you. For the next hour,
to not only seek riches and amass wealth, but also protect it you instantly know the monetary value of any amount of gold,
from creatures who would abuse the power wealth brings. art objects, magic items, or other treasure you can see within
Seek Fortune Wherever it may be Found. To accumulate 100 feet of you.
material wealth is to accumulate status and affirm your Disguise Treasure. You use your Channel Divinity to
exploits. Seek it out, no matter the danger. disguise your treasures as some worthless material. As an
Never Sate Your Hunger. So long as there is treasure to find action, you can alter up to 5000 GP worth of treasure on your
in the world, you shall be its seeker. Overcoming adversity to person to resemble some worthless material such as scrap
lay claim to riches is the greatest treasure of all. metal, bone, or rocks. This transformation reverses after 1
Protect Wealth from Evil. Evil souls will often misuse the hour.
influence granted by great fortune, or rest on their laurels by
hoarding it. Wrest their wealth from their greedy hands and Aura of Greed
use it to benefit others. Starting at 7th level, you exude an eerie aura that punishes
creatures that chase their greed in combat. The aura extends
Oath of Avarice Features 10 feet from you in every direction, but not through total cover.
Whenever a hostile creature makes an attack roll against
Paladin Level Feature
you or any other friendly creature within the aura, they gain a
3rd Oath Spells, Channel Divinity +2 bonus to AC against subsequent attacks from the same
7th Aura of Greed (10 ft.) creature on this turn.
15th Fortune’s Favourite When you reach 18th level in this class, the range of this
18th Aura of Greed (30 ft.)
aura extends to 30 feet.
20th Soul of Riches Fortune’s Favourite
By 15th level, you’ve expanded your capacity to use magical
Oath Spells equipment and can keep vast amounts of wealth on your
You gain oath spells at the paladin levels listed in the Oath of person. You can now attune to six magic items at one time,
Avarice Spells table. See the Scared Oath class feature for rather than the typical three. Additonally, you can create an
how oath spells work. extradimensional space as an action and use it to store
treasure whenever you need. This extradimensional space
Oath of Avarice Spells functions identically to a portable hole.
Paladin Level Spells
Soul of Riches
3rd command, detect magic At 20th level, you can briefly assume a form of divine luster.
5th locate object, Nystul’s magic aura Using your action, you undergo a transformation. For 1
9th beam of vulnerability, speak with dead minute, you gain the following benefits:
ikswoktuR gerG :trA

13th banishment, locate creature You can freely cast the ruination spell at will.
17th animate objects, scrying The bonus to armor class granted by your Aura of Greed is
equal to your Charisma modifier.
Channel Divinity Bonuses to attack rolls, damage rolls, spell attacks, or spell
When you take this oath at 3rd level, you gain the following save DCs granted by your attuned magic items increase by
two Channel Divinity options. See the Sacred Oath class 3.
feature for how Channel Divinity works.
Once you use this feature, you can’t use it again until you
finish a long rest.
 
29 CHAPTER 1 | CHARACTER OPTIONS
Darkstriders channel magic from the Shadowfell and turn it  
against its denizens, wielding illusions to draw enemies into
Ranger traps or disguise their passage. A Darkstrider is adept at using
the cover of darkness and keen observation skills to
The ranger class receives new subclasses in this
relentlessly track their prey. In combat, these rangers use
section. misdirection to gain the upper hand and prevent their enemies
from escaping.
Ranger Archetype Darkstrider Features
At 3rd level, a ranger gains the Ranger Archetype feature. The
following subclasses are new Ranger Archetype options: the Ranger Level Feature
Darkstrider and the Trapper. 3rd Darkstrider Magic, Shadow Grasp, Stalker
7th Illusory Step
Darkstrider 11th Corrupting Tether
Darkstriders are those rangers who stand as a bulwark 15th Adept Deception
between the material plane and the grisly threats lurking in its
dreery mirror, the Shadowfell. Darkstrider Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Darkstrider
Spells table. The spell counts as a ranger spell for you, but it
doesn’t count against the number of ranger spells you know.
Darkstrider Spells
Ranger Level Spells
3rd silent image
5th invisibility
9th major image
13th shadow of moil
17th antilife shell

Shadow Grasp
At 3rd level, you’ve learned to infuse the sinister magic of the
Shadowfell into your weapon attacks, hindering enemy
movement and increasing the potency of your strikes. Once
per turn when you hit a creature with a weapon attack, you can
choose to deal an additional 1d6 necrotic damage to that
creature. When you do so, that creature’s movement speed is
reduced by a number of feet equal to five times your
proficiency bonus until the end of their next turn, as

tendrils of shadow manifest and grasp at their body.


When you reach 11th level in this class, the extra necrotic
damage dealt by this feature increases to 2d6.

isugaR elleirbaG dna miK oowiS :trA


Stalker
Also at 3rd level, you’ve perfected your skills tracking and
observing your prey from the shadows. By spending 1 minute
studying the physical evidence of a creature’s presence, such
as droppings, a carcass, tracks, or any other evidence the DM
deems appropriate, that creature and all other creatures of its
type become marked as your quarry for 24 hours.
For that duration, you have advantage on Dexterity (Stealth)
checks made to hide from your quarry, as well as a +2 damage
bonus to weapon damage rolls against your quarry. You may
only have one creature type marked as your quarry at a time.
 

30
 

Illusory Step
At 7th level, you’ve learned how to misdirect your enemies
using a conjured illusion that appears when you retreat from a
fight. When you disengage as an action, you can choose to
summon an Afterimage in your space, which is a semi-
corporeal illusion formed of shadow magic. This Afterimage
uses the Afterimage stat block, and mirrors your physical
appearance including your worn and carried equipment. The
Afterimage persists for 1 minute as long as its summoner
remains within 60 feet of it, or until it is reduced to 0 hit points.
When you summon an Afterimage using this feature, you
and any equipment you wear or carry turn invisible as long as
the Afterimage persists. If you attack or cast a spell, your
invisibility ends and your afterimage disappears.
The Afterimage shares your initiative count, but takes its
turn immediately before yours. You control the Afterimage on
its turn, deciding its actions and movement. The Afterimage
can mimic your speech and knows everything you knew when
you summoned it, allowing it to pass for you convincingly. If a
creature physically interacts with the Afterimage, they
imediately discern its illusionary nature as objects and
creatures pass through it with very little resistance.
You can use this feature a number of times equal to your
proficiency bonus. You regain all spent uses at the end of a
long rest.
Corrupting Tether
By 11th level, the hindering effects of your shadow magic have
increased in power. Creatures whose movement speeds are
reduced by the effects of any of your Darkstrider features roll
nenovioT ittaM-irA :trA

dexterity checks and saving throws with disadvantage.


Adept Deception
At 15th level, you’ve mastered your shadow magic and can
freely create illusions whenever you need them. When you cast
an illusion spell at its lowest level, you can cast the spell using
a spell slot 1 level lower than the spell’s level. Casting 1st level
illusion spells is now free for you.
 

CHAPTER 1 | CHARACTER OPTIONS


31
Ambush Hunter  
Starting at 3rd level, you’re able to capitalize on a well-set
ambush. Whenever you hit a surprised creature with a weapon
attack roll, you deal extra damage of the weapon’s type equal
to your proficiency bonus.
Trapper Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Trapper
Spells table. The spell counts as a ranger spell for you, but it
doesn’t count against the number of ranger spells you know.
Trapper Spells
Ranger Level Spells
3rd nature’s ward
5th locate animals or plants
9th meld into stone
13th hallucinatory terrain
17th hold monster

Trapper Runes
Also at 3rd level, you’ve learned how to use your connection
with nature to manifest magical traps. Using a bonus action,
you mark a space within 30 feet of you with an invisible magic
rune. When you manifest the rune, you can designate any
number of creatures to be unaffected by its magic. Whenever a
creature you didn’t designate is within a 10 foot radius of the
rune, you can use your reaction to trigger the rune’s magic.
You select the effect of the rune from the following list when
you manifest it:
Piercing Thorns. Razor sharp thorns shoot up from the
ground in a 10 foot radius sphere centered on the rune.
Creatures within the radius must make a dexterity saving
throw. On a failed save, a creature takes 1d8 magical piercing
damage, or half as much damage on a succsessful one. In
addition, the area is difficult terrain until the end of your next
turn.
Corrosive Smoke. A cloud of corrosive smoke bursts in a 10
Trapper foot radius sphere centered on the rune. Creatures within the
Trapper rangers live for the thrill of the hunt and excel at radius must make a constitution saving throw. On a failed
baiting enemies into ambushes. While common folk may take save, a creature takes 1d8 acid damage, or half as much
up the trade of being a huntsman, Trapper rangers use traps of damage on a successful one. In addition, the area is heavily
magical deisgn to take on considerably more dangerous game. obscured until the end of your next turn.
Searing Flames. A blast of fire roars in a 10 foot radius
Trappers and Hunters often work together in tandem to take sphere centered on the rune. creatures within the radius must
down threats that lurk in the dark corners of the wilds. These make a dexterity saving throw. On a failed save, a creature
expert survivalists have a contingency plan for just about every takes 1d8 fire damage, or half as much damage on a
situation, and can always cover their escape if needed. successful one. In addition, creatures who end their turn in the
Trapper Features
area take 1d6 fire damage. The lingering flames disappear at
the end of your next turn.
Ranger
llaH ynnoJ :trA

Feature A rune persists for 1 minute from the time you manifested it.
Level
You may have up to three runes active at a time using this
3rd Ambush Hunter, Trapper Magic, Trapper feature. If you try to manifest a fourth, the oldest rune
Runes disappears.
7th Bait and Switch At 11th level, the damage dealt by runes summoned using
11th New Tricks this feature increases by 1d8.
15th Trapper’s Safeguard  

CHAPTER 1 | CHARACTER OPTIONS 32


 

Bait and Switch


At 7th level, you’ve perfected the use of your traps for
performing defensive maneuvers. Whenever a creature fails
their saving throw against one of your Trapper Runes, your
movement doesn’t provoke opportunity attacks until the end of
your next turn. Flash-Freeze. A cold snap fills the air, freezing creatures
within a 20 foot radius sphere centered on the rune. Creatures
New Tricks within the radius must make a constitution saving throw. On a
At 11th level, you’ve learned how to manifest new effects with failed save, a creature takes 4d8 cold damage and is petrified,
your Trapper Runes. The detection radius and effect radius of as a layer of solid ice forms over them. A creature takes half as
all your Trapper Runes increase to 20 feet. Additionally, the much damage and isn’t petrified on a successful save. A
following options become available as Enhanced trapper creature can repeat their saving throw at the end of each of
Runes. Enhanced Trapper Runes are summoned and their turns, ending the effect on a success.
triggered identically to your regular Trapper Runes, but you Madness Spores. A burst of madness-inducing spores fill a
can only use them a number of times equal to your Wisdom 20 foot radius sphere centered on the rune. Creatures within
modifier. You regain all spent uses of your Enhanced Trapper the radius must make a constitution saving throw. On a failed
Runes at the end of a long rest. save, a creature takes 4d8 poison damage and is frightened of
Grasping Vines. Writhing vines emerge from the ground you. A creature takes half as much damage and isn’t frightened
spmahcseD cirE :trA

and grasp at creatures within a 20 foot radius sphere centered on a successful save. A creature can repeat their saving throw
on the rune. Creatures within the radius must make a dexterity at the end of each of their turns, ending the effect on a success.
saving throw. On a failed save, a creature takes 4d8 magical
bludgeoning damage and is restrained. A creature takes half as Trapper’s Safeguard
much damage and isn’t restrained on a successful save. A By 15th level, you’ve mastered the use of your Trapper Runes
creature can repeat their saving throw at the end of each of and can nearly guarantee their effectiveness. Creatures roll
their turns, ending the effect on a success. saving throws against your Trapper Runes with disadvantage.
 

33 CHAPTER 1 | CHARACTER OPTIONS


Daredevil’s Gambit  
At 3rd level, you can select one creature within 30 feet of you
as your mark at the start of your turn. While within 5 feet of
your mark, and only if you are wearing light or no armor, you
can use the bonus action granted by your Cunning Action to
take the dodge action. Your target remains marked for 1
minute, unless you choose to use this feature again to mark a
new creature or you fall unconscious. You can use this feature
a number of times equal to your constitution modifier, and you
regain all spent uses at the end of a long rest.
Athletic Talent
When you choose this archetype at 3rd level, you can easily
perform athletic feats that less practiced individuals would find
impossible. You gain proficiency in the acrobatics and athletics
skills if you don’t already have it. Your proficiency bonus is
doubled for any ability check you make that uses either of
those proficiencies.
Cross-Counter
Starting at 9th level, you can quickly react to a creature’s
missed attack and retaliate with a counterattack that
invigorates your fighting spirit. Whenever a creature marked
by your Daredevil’s Gambit feature targets you with an attack
and misses, you can use your reaction to attack that creature. If
this attack hits, you gain temporary hit points equal to twice
your constitution modifier.
Risk-Taker
By 13th level, you’ve learned a thing or two about high-risk
Rogue maneuvers and can minimize your chance of failure. When you
roll a skill check or saving throw that uses strength or dexterity
The rogue class receives new subclasses in this section. with disadvantage, you can use your reaction to cancel the
disadvantage on that roll.
Roguish Archetype Brawler’s Tenacity
At 3rd level, a rogue gains the Roguish Archetype feature. The At 17th level, you’re able to keep up a fighting rhythm even
following subclasses are new Roguish Archetype options: the when the going gets tough. When you roll for initiative and
Daredevil and the Shadow. have no uses of your Daredevil’s Gambit feature remaining,
you regain one use. Additionally, When you start your turn
Daredevil within 5 feet of a creature marked by Dardevil’s Gambit, you
A Daredevil’s training focuses on getting into the fight, hitting regain hit points equal to twice your constitution modifier.
 
hard, and dodging blows. Daredevils often find employ as
enforcers for crime syndicates, or as performance fighters that
draw the audience’s attention with dazzling displays of
acrobatic combat. A Daredevil’s evasive combat style is often
inspired by certain monastic traditions, so it’s common to find
Daredevils training at temples or among enclaves of monks.
Daredevils can get into the fray, stay close by evading attacks,
and punish their foes with fierce counters.
Daredevil Features
gnefeijoaij :trA

Rogue Level Feature


3rd Daredevil’s Gambit, Athletic Talent
9th Cross-Counter
13th Risk-Taker
17th Brawler’s Tenacity

CHAPTER 1 | CHARACTER OPTIONS 34


 
Shadow Specter’s Defense
Also at 3rd level, you can use a focused version of your spectral
Rogues who follow the Shadow archetype have learned how to form to defend against oncoming attacks. When you take the
wield the gloomy magic that suffuses the Shadowfell. These dodge action, you can choose to grant yourself resistance to
rogues are masters of mobility, using a spectral transformation nonmagical damage until your dodge ends. This feature can be
to infiltrate even the most inaccessible places. While used a number of times equal to your proficiency bonus, and
transformed, these rogues harasss foes with disruptive magic you regain all spent uses at the end of a long rest.
that makes their strikes more effective, as well as heighten
their spectral form to avoid even the most devastating attacks. Projection
Shadows are often employed by dark councils of spellcasters, At 9th level, you learn how to displace yourself using shadow
where their skills in espionage are unrivaled. Some Shadows magic. When you assume your spectral form, you can choose
also train alongside Darkstrider rangers, intent on using the to manifest an illusory clone of yourself in a space you can see
magic of the Shadowfell against its own inhabitants. up to 150 feet away. The clone acts in accordance with your
wishes but is incorporeal. Physical interaction with the clone
Shadow Features reveals it to be an Illusion, because things can pass through it.
A creature that uses its Action to examine the image can
Rogue Level Feature
determine that it is an Illusion with a successful Intelligence
3rd Infiltrator, Specter’s Defense (Investigation) check against a DC equal to 8 + your proficiency
9th Projection bonus + your charisma modifier. If a creature discerns the
13th Ghostwalker Illusion for what it is, the creature can see through the clone.
The clone persists as long as your remain in your spectral
17th Overwhelming Darkness
form, vanishing when you choose to end it.
Infiltrator
As a bonus action while the clone persists, you can teleport
When you choose this archetype at 3rd level, you learn a to the clone, demanifesting it and ending your spectral form.
technique to partially demanifest your physical form using Ghostwalker
magic from the Shadowfell. As a bonus action, you assume a By 13th level, the potency of your spectral form has greatly
spectral form, which absorbs all the equipment you were increased. When you use your Specter’s Defense feature, you
wearing or carrying. This transformation lasts until the start of instead gain immunity to all nonmagical damage and
your next turn, or until you choose to end it (no action required resistance to all magical damage for the duration of your
by you). While in the spectral form, you gain advantage on dodge. Additionally, while in your spectral form you can move
Dexterity (Stealth) checks, as well as a flying (hover) speed through walls and other solid objects as if they were difficult
equal to your walking speed. While transformed, you also gain terrain. If you end your turn inside an object, you take 1d10
the ability to pass through other creatures’ spaces regardless force damage and are immediately expelled to the side of the
of their size and without penalty to your speed, and you gain object you entered from.
immunity to the grappled, prone, and restrained conditions.
While in your spectral form, you can’t cast spells or make Overwhelming Darkness
attack rolls, and you cannot lift or exert more than 5 pounds At 17th level, the hindering effects of your spectral form are so
worth of force on objects or creatures in your environment. potent that you become a ghost to enemies affected by it. You
yrevarB naitsirhC :trA

Whenever you pass through another creature’s space using become invisible to creatures you pass through with your
your spectral form, you leave behind a veil of shadows that spectral form until the end of their next turn.
hinders them, allowing you to use your sneak attack against an  
affected creature even if you don’t have advantage on the
attack roll. This effect persists until the start of your next turn.
In other cases, Bladebounds are unwittingly granted their  
tremendous magic from a freak accident, handling an item that
was never meant to be touched by mortals. In any case, the
magic within a Bladebound’s body grants them fantastic
powers over the manipulation of magical items and especially
magic weapons.
Bladebound Features
Sorcerer
Level Feature
1st Bladebound Magic, Bladebound Proficiencies,
Living Weapon
6th Summoned Defense
14th Resonant Soul
18th Siphoned Edge

Bladebound Magic
You learn additional spells when you reach certain levels in
this class, as shown on the Bladebound Spells table. Each of
these spells counts as a sorcerer spell for you, but it doesn’t
count against the number of sorcerer spells you know.
Bladebound Spells
Sorcerer Level Spells
1st identify, mage armor
3rd locate object, spiritual weapon
5th counterspell, protection from energy
7th fabricate, Otiluke’s resilient sphere
9th animate objects, hold monster

Bladebound Proficiencies
At 1st level, you gain proficiency with simple and martial
weapons, light armor, and shields.
Living Weapon
Also at 1st level, the nature of your innate magic allows you to
summon and control arcane armaments. You learn the conjure
Sorcerer weapon cantrip, which doesn’t count against the number of
Sorcerer cantrips you know but is nonetheless a Sorcerer
The Sorcerer class receives new subclasses in this section. cantrip for you. When you hit a creature with conjure weapon,
the spell deals additional damage equal to your charisma
modifier. Furthermore, a weapon summoned by this spell that
Sorcerous Origin hits a targeted creature doesn’t disappear immediately, instead
At 1st level, a Sorcerer gains the Sorcerous Origin feature. The occupying the space it was summoned in. Until the start of
following subclasses are new Sorcerous Origin options: the your next turn, whenever a hostile creature moves out of the
Bladebound and the Undying Soul. summoned weapon’s reach, you can expend your reaction to
make an opportunity attack with that summoned weapon,
Bladebound regaining use of your reaction if that attack hits. Finally, if you
are attuned to a magic weapon, you can use that weapon in
1153sevetS :trA

When powerful magic is bound to an item, it is often the case place of a weapon summoned by this spell. When you do so,
that the arcane energy contained within that vessel doesn’t like the weapon uses its own damage type and damage die, and
to stay trapped. Sometimes, that magic imprints itself on may activate any of its magical effects, but otherwise uses your
creatures who handle or use those magic items of tremendous spellcasting modifier for its attack and damage rolls.
power, creating Bladebound sorcerers. Sometimes, a  
Bladebound’s power remains dormant for centuries,
manifesting itself by pure chance from an ancient bloodline.

CHAPTER 1 | CHARACTER OPTIONS 36


Siphoned Edge  
Summoned Defense
At 6th level, you can use summoned weaponry to defend At 18th level, you can directly extract arcane power from many
against incoming attacks. As a reaction when you are targeted magic items, adding it to your own. When you attune to a
by a melee or ranged attack roll, you can manifest a magical magic weapon, you can instead choose to imbue that weapon’s
weapon to absorb some of the attack’s damage. The damage magical properties into another magic weapon you are
dealt by the attack is reduced by an amount equal to 2d6 + currently attuned to. When you do so, the first weapon is
your sorcerer level. You can use this feature a number of times destroyed, and nothing short of a wish spell can restore it. An
equal to your Charisma modifier, and regain all spent uses at imbued weapon gains the properties of the destroyed weapon,
the end of a long rest. such as charges, the ability to cast spells, or other magical
effects of the weapon. If the imbued weapon couldn’t
reasonably accomodate the destroyed weapon’s properties (for
Resonant Soul
By 14th level, the magic you command allows you to attune to example, the effects of a weapon of sharpness being applied to
all kinds of magic items, amplifying your own power with their a weapon that deals bludgeoning damage), those properties
own. You ignore any race, class, or alignment requirements cease functioning and are lost. Every time you attempt to
when attuning to magic items. Additionally, you gain a +1 imbue a weapon with further properties after the first attempt,
drowS cigaM :trA

bonus to all saving throws for each magic item you are attuned there is a cumulative 25% chance that the imbued weapon is
to. If you are attuned to 3 magic items, you gain an additional permanently detroyed, disappearing in an explosion of arcane
+1 bonus to AC and spell attack rolls. energy.
 
 
Undying Soul
Your innate magic comes from the Outer Plane of Ysgard, a
chaotic realm filled with punishing natural features and
creatures. In Ysgard, heroes of yore come to test their might
against the plane’s denizens, as each dawn heralds the
ressurection of any creature slain in battle. The magic of
Ysgard sometimes manifests itself in individuals who have
travelled to the undying realm, or their descendants. In any
case, an Undying Soul’s magic manifests itself strongest in the
throes of chaos and battle.
Undying Soul Features
Sorcerer Level Feature
1st Undying Soul Magic, Mortal Bulwark
6th Heroic Might
14th Strength of Ysgard
18th Eternal Soul
Heroic Might
At 6th level, the latent

Undying Soul Magic


You learn additional spells when you reach certain levels in extraplanar magic of Ysgard

this class, as shown on the Undying Soul Spells table. Each of begins to course through your

these spells counts as a sorcerer spell for you, but it doesn’t body, toughening it against the

count against the number of sorcerer spells you know. average assaults one comes to

expect on the immortal battlefield.

Undying Soul Spells You gain resistance to nonmagical

bludgeoning, piercing, and slashing

Sorcerer Level Spells damage.


1st absorb elements, shield
Strength of Ysgard
3rd warding bond, warding wind By 14th level, you’ve learned a method to tap into

5th feign death, sleet storm surges of magical strength when you are at your most
7th blight, ice storm vulnerable. When you are below half your hit point maximum,
9th legend lore, reincarnate you gain the following benefits:
+1 bonus to your armor class
Mortal Bulwark
Traces of extraplanar magic that resurrect the slain on Ysgard +2 bonus to spell attack rolls
lingers within your body, allowing you limited command of the Advantage on constitution saving throws to maintain
power to briefly stave off death. At 1st level, when you or a concentration on Sorcerer spells you cast
creature within 60 feet of you is reduced to 0 hit points by an Whenever you have only 1 hit point, you gain the following
attack or spell but not killed outright, you can use your reaction additional benefits:

rogevolihs dna krwtrAzednanreFolbaP :trA


to cause that creature to drop to 1 hit point instead. A creature
can only receieve the benefit of this feature once every 24 +2 bonus to your armor class
hours. This feature can be used a number of times equal to +3 bonus to spell attack rolls
your proficiency bonus. You regain all spent uses at the end of Temporary hit points equal to half your hit point maximum.
a long rest. This effect can only occur once before completing a short
or long rest.
Eternal Soul
At 18th level, you can directly channel the undying magic of
Ysgard into your own body. If you are killed by an attack or
spell, you can use this feature and be restored to life at the next
dawn, provided your body has not been destroyed. When you
return to life, you regain all your hit points and are cured of any
condition or affliction you suffered at the time of your death.
Once you use this feature, you cannot use it again until 7 days
have passed.
 

CHAPTER 1 | CHARACTER OPTIONS 38


Prior to the era of the Second-Coming in Aelbourne, and  
indeed in many other worlds, the Giants forged vast empires
spanning miles of territory. The rulers among those empires
were often powerful spellcasters, whose magical abilities
linger on as part of their spirit even in death. Warlocks forge
pacts with these lordly spirits, who come to the warlock’s aid
as a manifested shade.
Giant-Lord Features
Warlock Level Feature
1st Expanded Spell List, Magic of the Mighty
6th Unbreakable Spirit
10th Overpowering
14th Lordly Presence

Expanded Spell List


The Giant-Lord 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.
Giant-Lord Expanded Spells
Spell Level Spells
1st command, longstrider
2nd enhance ability, enlarge/reduce
3rd clairvoyance, spirit guardians
4th divination, freedom of movement
5th legend lore, skill empowerment

Magic of the Mighty


At 1st level, your giant patron grants you the ability to manifest
its shade, a spectral giant of tremendous and imposing powers.
As an action, you can manifest your patron’s shade, which
takes the form of an incorporeal, spectral image of your giant
patron that occupies a 15-foot cube centered on your space
that moves with you.
When you hit a target with a warlock spell attack that deals
damage and targets a single creature, you can use your bonus
action and cause your patron’s shade to manifest and hurl a
spectral boulder at that target. The target and all hostile
creatures within 5 feet of it take 1d6 force damage.
If you later gain the Pact of the Blade feature, whenever you
Warlock hit a target with a ranged weapon attack using your pact
soidutS nairaL dna tiyeB mereK :trA

weapon, you can trigger this feature’s properties as though you


had cast a spell. If you hit a creature with a melee weapon
The Warlock class receives new subclasses in this section. attack using your pact weapon, you can use your bonus action
to cause the shade to drive its own spectral weapon down on
Otherworldly Patron the target creature. The target and all hostile creatures within
At 1st level, a warlock gains the Otherworldly Patron feature. 5 feet of it take 1d8 force damage.
The following subclasses are new Otherworldly Patron The shade persists for 1 minute, or until you demanifest it
options: the Giant-Lord and the Great Wyrm. using a bonus action. You can use this feature a number of
times equal to your proficiency bonus, and you regain all spent
The Giant-Lord
uses at the end of a long rest.
 
Your patron is the soul of a noble giant from ages past, whose
strength of spirit grants you several supernatural abilities.

CHAPTER 1 | CHARACTER OPTIONS


39
Lordly Presence
 
Unbreakable Spirit
Starting at 6th level, the magical influence granted by your At 14th level, the Giant-Lord further invests their own being
patron’s shade protects you and enhances your strength. While into their shade when you summon it. The space occupied by
the shade is manifested, you gain a +1 bonus to AC against your patron’s shade is now a 35 foot cube centered on you.
attacks made by creatures within the shade’s space. You gain 5 Additionally, whenever the shade deals damage, it deals
additional force damage equal to your Charisma modifier.

neyugN maT :trA


temporary hit points for each hostile creature within the Also, the maximum temporary hit points you can gain from
shade’s space at the start of each of your turns, up to a
maximum equal to your warlock level. your Unbreakable Spirit feature increases to twice your
When you make a strength saving throw or roll a strength warlock level.
check while the shade is manifested, you gain a bonus to the Whenever you roll for initiative and have no uses of your
roll equal to your Charisma modifier. Magic of the Mighty feature remaining, you regain one use.
 
Overpowering
At 10th level, your patron’s shade is further enhanced in its
power, inflicting devestating attacks against all but the hardiest
creatures. Whenever a creature takes force damage inflicted
by your patron’s shade, you can choose to knock the creature
prone, or move them up to 15 feet in a direction of your choice.
While the shade is manifested, you cannot be moved by
nonmagical means unless you choose to be.
 

The Great Wyrm Great Wyrm Expanded Spells


Your patron is an ancient dragon, a magical creature of terrible Spell Level Spells
power and knowledge. Only the most ancient dragons among 1st burning hands, thunderwave
their kind have the power to gift their magic to warlocks, and
such a bargain with ancient wyrms often comes at a 2nd dragon’s breath, melf’s acid arrow
particularly steep price to the warlock, as even the good- 3rd lightning bolt, protection from energy
aligned dragons are famous for their greed. A great wyrm often 4th ice storm, polymorph
enlists warlocks to further their quests for wealth and 5th cone of cold, dominate person
knowledge above all else, using them as agents to strike out
into the world where they otherwise would not. Aspect of the Wyrm
At 1st level, your dragon patron grants you some of its
Great Wyrm Features elemental magic, allowing you to augment your warlock
powers. You can read, write, and speak draconic if you couldn’t
Warlock Level Feature
already. Choose one type of dragon from the Dragon Patron
1st Expanded Spell List, Aspect of the Wyrm table. Whenever you cast an evocation cantrip or evocation
6th Blood of the Wyrm spell that deals damage, you can change the damage type of
10th Presence of the Wyrm the spell or cantrip to that of the damage type associated with
your dragon patron. When you use your bonus action to
NAIRRRRUDeht :trA

14th Gift of the Wyrm


change a spell’s damage type in this way, the spell deals
Expanded Spell List additional damage equal to its spell level times four.
The Great Wyrm lets you choose from an expanded list of If you later gain the Pact of the Blade feature, you can
spells when you learn a warlock spell. The following spells are change the damage type dealt by your pact weapon to the
added to the warlock spell list for you. damage type associated with your dragon patron.
 

CHAPTER 1 | CHARACTER OPTIONS


41
Presence of the Wyrm  
Dragon Patron By 10th level, you’ve been granted the ability to instill terror in
your enemies just as your patron can. As an action, you can
Dragon Damage Type
select a number of creatures equal to your Charisma modifier
Black Acid within 60 feet of you. Those creatures must succeed on a
Blue Lightning wisdom saving throw or be frightened of you for 1 minute. A
Brass Fire creature can repeat the saving throw at the end of each of its
turn, ending the effect on itself on a success. Once you use this
Bronze Lightning
feature, you can’t use it again until you finish a short or long
Copper Acid rest.
Gold Fire
Gift of the Wyrm
Green Poison
At 14th level, the great wyrm bestows its final magical gifts,
Red Fire allowing you to emulate a dragon’s most powerful assets: the
Silver Cold gift of flight and a destructive breath weapon. Using a bonus
White Cold action, you can manifest a pair of spectral dragon wings from
your back. While the wings are present, you gain a flying speed
Blood of the Wyrm of 30 feet.
At 6th level, your patron has offered you a gift in exchange for Additionally, you gain the power to use your patron’s breath
your loyal service; its own magical blood intermingled with weapon. As an action, you exhale a 60 foot cone of elemental

usmesuloS :trA
your own, which grants you potent defensive capability. You energy. Each creature in that area must make a dexterity
gain resistance to the damage type associated with your saving throw against your warlock spell save DC, taking 10d6
dragon patron. Additionally, any time you take damage of the of the damage type associated with your dragon patron on a
type associated with your dragon patron, you instead take no failed save, or half as much damage on a successful one. Once
damage unless the damage surpasses a threshold equal to or you use this feature, you can’t use it again until you finish a
exceeding your warlock level + your Charisma modifier. This long rest.
damage threshold is calculated before applying resistance.  
 

Timewalker
At 2nd level, you’ve discovered a way to alter your own position
in time, a power that lets you gain a tactical advantage over
your foes. As a reaction before another creature’s turn during
combat, you can move yourself to any place in the initiative
order for 1 round. You revert to your original place in the
initiative order at the start of the next round. This feature can
be used a number of times equal to your intelligence modifier,
and you regain all spent uses at the end of a long rest.
Future Sight
Also at 2nd level, your familiarity with temporal magic grants
you limited premonitions of future dangers. You gain
advantage on initiative rolls.
Rewind Again
At 6th level, you’ve learned how to rewind your own personal
time, allowing you to replicate actions you’ve done before.
Whenever you cast a wizard cantrip, you can choose to activate
this feature. You can cast that cantrip once as a reaction at the
end of another creature’s turn before the start of your next
Wizard turn. You can use this feature a number of times equal to half
your proficiency bonus, and you regain all spent uses at the
The Wizard class receives new subclasses in this section. end of a long rest.
Borrowed Time
Arcane Tradition By 10th level, your mastery of time has expanded, such that
At 2nd level, a wizard gains the Arcane Tradition feature. The you can begin to manipulate other creature’s positions
following subclasses are new Arcane Tradition options: throughout a timeline. When you use your Timewalker feature,
Chronomancy and Volatility. you can move another willing creature instead of yourself to a
new spot in the initiative order for the round. Additonally,
Chronomancy whenever you move a creature’s place in the initiative order
using Timewalker, they gain a +2 bonus to AC for the
Wizards who learn the traditions of Chronomancy use their remaining duration of the round.
arcane magic to manipulate the fabric of time. By glimpsing
vokcabrehcSwerdnA dna ecrOamaY :trA

and rearranging the weave, these wizards are able to project Continuum Split
themselves and their allies to different points in time, or create At 14th level, you’ve developed a technique to completely
limited alternate timelines for their own preservation. separate yourself from the normal flow of time. Using an
Chronomancers can also glimpse future events, much like action, you can detach yourself from time, creating a
diviners. However, where a diviner can only interpret, a continuum rift in your space. The continuum rift has an AC of
student of Chronomancy manipulates. 10, immunity to psychic and poison damage, and hit points
equal to twice your wizard level. Any time after creating the rift,
Chronomancy Features you can use your reaction to instantly teleport to it, deactivating
this feature. When you teleport to your rift, your hit points and
Wizard Level Feature spent uses of your Timewalker and Rewind Again features
2nd Timewalker, Future Sight return to the state they were when you created your continuum
6th Rewind Again rift.
If your continuum rift is destroyed, you instantly drop to 0
10th Borrowed Time
Hit Points. Once you use this feature, you can’t use it again
14th Continuum Split until you finish a long rest.
 

CHAPTER 1 | CHARACTER OPTIONS


43
Volatility Overcharged Spell  
Also at 2nd level, you can briefly overcharge a single spell with
Wizards who study the traditions of Volatility follow an volatile magic without risk to yourself. As a reaction when you
offshoot branch of the school of evocation. These wizards learn cast a spell eligible for your Volatile Casting feature, you can
a method to trap unbound magical energy when they cats treat the casting as though you had expended volatile charges
spells, infusing it into their harmful spells to increase their equal to your proficiency modifier without having to roll for
potency. However, this comes at a risk; this unbound magic is volatile overload or expending volatile charges.
highly unstable, and can cause mishaps that an ill-prepared This feature can be used a number of times equal to half
wizard would be wise to avoid. your proficiency bonus rounded down. You regain all spent
Volatility Features
uses at the end of a long rest.
Measured Risk
Wizard Level Feature
By 6th level, you’ve learned to better balance risk and potential
2nd Volatile Casting, Overcharged Spell when enhancing your spells with volatile magic. If you only
6th Measured Risk spend 1 volatile charge on a spell, you do not have to roll for
10th Force Unbound Volatile Overload.
14th Explosive Finale Force unbound
At 10th level, the strength of the volatile magic captured from
Volatile Casting
At 2nd level, you’ve learned how to trap and store magical your spells has greatly increased. The extra damage dealt by
essence when casting spells, allowing you to unleash that your Volatile Casting feature increases to 1d8+1 per charge
magic at a later time. You gain access to volatile charges, a expended.
pool of points with a maximum equal to your wizard level + Explosive Finale
your Intelligence modifier. Whenever you cast a spell of 1st At 14th level, creatures slain by your spells infused with your
level or higher, you gain 1 volatile charge. You also regain half volatile magic spread that energy to other creatures. Whenever
your maximum charges whenever you finish a long rest. you reduce a creature to 0 hit points using a spell affected by
Whenever you cast a spell that deals damage, you can use your Volatile Casting or Overcharged Spell features, the
your reaction and expend a number of volatile charges up to an creature explodes in a burst of arcane energy, which deals
amount equal to your Intelligence modifier (minimum of 1). force damage equal to your wizard level to all other creatures
For each charge expended, one damage roll of the spell deals within 5 feet of the target. If this damage reduces another
an extra 1d4+1 force damage. creature to 0 hit points, it generates another arcane explosion
Immediately after you expend volatile charges, roll 1d6. If at that creature’s location. These explosions can chain
the number rolled is equal to or less than the number of continually.
charges spent, you must roll on the Volatile Overload table.  
Volatile Overload
d6 Overload Effect
1 The volatile magic suffusing your spell backfires
slightly; you take force damage equal to the amount of
volatile charges spent times 2.
2 You overexpend your stored magical energy in the
casting; you lose 2 additional volatile charges.
3 Your body reacts negatively to the physical exertion of
casting beyond normal means; you can’t gain or spend
any volatile charges until the end of your next turn.
4 Your volatile magic seeks out an unintended target; a
random allied creature within 150 feet of you takes
damage equal to the amount of volatile charges spent
times 2.
5 You temporarily become a conduit for your volatile
magic which erupts violently when struck; you lose 1
volatile charge and take 4 force damage whenever you
take damage until the end of your next turn.
6 The volatile magic causes your spell to fizzle out; the
cast spell is wasted with no effect, and you lose all
volatile charges spent in the casting.

CHAPTER 1 | CHARACTER OPTIONS


44
   

Within his many laboratories,

the mysterious Gimble conducts

spell research.

Art: Manthos Lappas


Chapter 2
Spells

ENOWNED FOR HIS EXPERIMENTS WITH A Dungeon Master can decide which of the spells listed here
magic of all sorts, Gimble developed several of his are available as options to choose from for player characters.

R
own powerful wizard spells. As for the ones he Some spells may not be suited to a particular game, so DMs
didn’t discover or create on his own, he took great may rule that discovering or obtaining them requires a special
care to record and detail in his many volumes of quest or experimentation during a character’s downtime.
magic. This chapter contains those spells he Above all else, the DM has the final say on which of these
deemed his greatest discoveries, collected over spells are available.
centuries of study and experimentation with all
things arcane. Spell Lists
This chapter provides players and DMs with 51 new spell The following lists show what spells are available to each
options for their characters and monsters to wield both in and different class. Following the spell lists, each spell description
out of combat. They range from simple magical tricks and side is organized alphabetically.
discoveries refined by Gimble to those spells that have the
power to alter the very fabric of reality.

Bard Spells 5th Level 8th Level


Gimble’s Temporal Lock
Judgement

Cantrips (0 Level)
Conjure Splendor 6th Level
Druid Spells
Conjure Weapon
Mind Fog

Imitate
1st Level
Project Thought
9th Level Kindle Life

Tidy
Purgatory
Lethargy

Ruination

1st Level 3rd Level


Lethargy
Cleric Spells Lunar Blast

Wind Bomb

2nd Level Cantrips (0 Level)


Absorb Knowledge
Conjure Weapon
5th Level
Charge Magic
Soothing Rain

Gimble’s Trick Items


2nd Level
Refresh
Divine Conduit
7th Level
Seek Souls
Haunt
Avalanche

Refresh

3rd Level Seek Souls


9th Level
Guided Strikes
Alter Climate

Impose Balance
3rd Level
Wind Bomb
Beam of Vulnerability
Paladin Spells
Guided Strikes

4th Level Impose Balance


2nd Level
Mind Missiles
Lunar Blast
Crusader’s Charge

Purge Soul

Divine Conduit

4th Level
Purge Soul
3rd Level
Impose Balance

   
CHAPTER 2 | SPELLS
46
Ranger Spells Laceration
Arc Beam

Mind Fog
Conjure Splendor

1st Level Conjure Weapon

Kindle Life
7th Level Gimble’s Magic Clouds

Mud Arrows
Alter Timeline
Project Thought

Nature’s Ward
Avalanche
Tidy

Static Arrows
Bombardment

1st Level
2nd Level 9th Level Gimble’s Blighting Aura

Alter Climate
Lethargy

Acid Rush

Ruination

2nd Level
3rd Level
Absorb Knowledge

Wind Bomb
Warlock Spells Charge Magic

Gimble’s Altered Evocation

Sorcerer Spells Cantrips (0 Level)


Gimble’s Trick Items

Conjure Splendor

Haunt

Cantrips (0 Level) Conjure Weapon

Seek Souls

Arc Beam
Imitate

Shield of Ice

Conjure Weapon
Project Thought

Void Lash

Project Thought

1st Level
Tidy
3rd Level
Gimble’s Blighting Aura

Arcane Burst

1st Level Lethargy

Beam of Vulnerability

Gimble’s Blighting Aura


Blizzard

Lethargy

2nd Level
Gimble’s Wall of Bones

Absorb Knowledge

Impose Balance

2nd Level Gimble’s Trick Items

Orb of Ash

Charge Magic
Haunt

Wind Bomb

Gimble’s Altered Evocation


Seek Souls

Haunt
Void Lash
4th Level
Seek Souls
Devour Soul

Shield of Ice
3rd Level
Mind Missiles

Void Lash
Beam of Vulnerability

Purge Soul

4th Level Pyrostatic Blast

3rd Level
Arcane Burst
Devour Soul

5th Level
Beam of Vulnerability
Purge Soul

Gimble’s Orb of Decay

Blizzard
Gimble’s Temporal Lock

5th Level
Gimble’s Wall of Bones

Gimble’s Orb of Decay

Impose Balance
6th Level
Gimble’s Temporal Lock

Orb of Ash
Laceration

Wind Bomb
6th Level Mind Fog

4th Level Mind Fog

7th Level
Devour Soul
7th Level Alter Timeline

Mind Missiles
Avalanche

Alter Timeline

Purge Soul
Bombardment

Pyrostatic Blast
9th Level
Purgatory

9th Level
5th Level Alter Climate

Gimble’s Orb of Decay


Forge Dungeon

Gimble’s Temporal Lock


Wizard Spells Purgatory

Ruination

6th Level Cantrips (0 Level)


   
CHAPTER 2 | SPELLS
47
Absorb Knowledge You rearrange the immediate past at your whim, causing the  
2nd-level enchantment present to adjust itself accordingly. When you cast this spell in
1 minute
response to a creature making an ability check, attack roll, or
Casting Time:
Touch
saving throw within 120 feet of you, you choose what the
Range:
V, S, M (a small parchment scroll)
number rolled is for that check. The number you choose
Components:
1 hour
replaces the original roll.
Duration:
Each time you cast this spell, roll 1d100. On a roll of 1-5, you
You touch a willing creature and magically transfer some of lose the ability to ever cast Alter Timeline again.
their knowledge and expertise to yourself. Select 3 of the
target creature’s proficiencies. You are considered proficient in Arc Beam
those same proficiencies for the spell’s duration. If you cast Evocation cantrip
Absorb Knowledge again before the spell ends, you lose any 1 action

proficiencies from a previous casting of this spell. Casting Time:


Self (30 foot line)

At Higher Levels. When you cast this spell using a spell slot
Range:

of 3rd or 4th level, the spell’s duration increases to 8 hours. Components: V, S

When you cast this spell using a spell slot of 5th or 6th level, Duration: Instantaneous

the duration increases to 24 hours. When you cast this spell You manifest a beam of electrical energy that blasts out from
using a spell slot of 7th, 8th or 9th level, the duration increases you in a direction of your choice. Each creature in a line 30 feet
to 7 days. long and 5 feet wide must succeed on a Dexterity saving throw
or take 1d6 lightning damage.
Acid Rush This spell’s damage increases by 1d6 when you reach 5th
2nd-level transmutation level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time: 1 bonus action
Arcane Burst
Range: Self

Components: V, S
3rd-level evocation
Duration: 1 round
Casting Time: 1 action

You imbue your weapons with acid and rush down your Range: 90 feet

enemies. When you cast this spell, you can immediately move Components: V, S

up to double your movement speed in a straight line to a target Duration: Instantaneous

creature. Your melee weapon attacks deal an extra 1d6+1 acid A dart of energy flies from your palm to a point within range,
damage for the spell’s duration. where it explodes into a 10 foot radius sphere of magical force.
Creatures in this radius take 5d4+5 force damage. Creature
Alter Climate under the effects of a shield spell take no damage, and a
9th-level transmutation creature can cast shield in response to being targeted by this
1 hour
spell.
At Higher Levels. When you cast this spell using a spell slot
Casting Time:
Range: Self (10mile radius)
of 4th level or higher, the damage increases by 1d4 for each
Components: V, S, M (rare herbs and incenses worth at least slot above 3rd.
1000 gp, which the spell consumes)

Duration: Until dispelled

Avalanche
You permanently alter the climate of the region around you. 7th-level conjuration
You must be outdoors to cast this spell. 1 action

When you cast the spell, you change the weather conditions Casting Time:
300 feet

around you in a 10 mile radius. You select one precipitation, Range:


V, S, M (ice and gravel)

temperature, and wind conditon from the tables outlined in the Components:
Instantaneous

spell description for the spell control weather. Once you select Duration:
these conditions, they take effect over the course of 10 You summon an avalanche of ice and rock upon your enemies.
minutes. The weather you chose cannot be overridden by other Creatures in a 100 foot cube centered on a point you choose
spells such as control weather, or new castings of alter climate. within range must make a dexterity saving throw. A creature
This spell lasts until you choose to dispell it with an action, takes 6d6 bludgeoning damage and 6d6 cold damage on a
causing its effects to fade over the course of 7 days. failed save, or half as much damage on a successful one.
The avalanche you conjure moves in a direction towards one
Alter Timeline of the cube’s faces, which you designate when you cast the
7th-level transmutation spell. Creatures that fail their Dexterity saving throw against
1 reaction in response to an ability check, this spell are pushed by the avalanche towards the face of the
Casting Time:
attack roll, or saving throw
cube you designated until they exit the cube’s area. Huge and
Range: 120 feet
larger creatures are immune to this effect of the spell.
Components: V, S, M (a small timepiece)
At Higher Levels. When you cast this spell using a spell slot
Duration: Instantaneous
of 8th level or higher, the bludgeoning and cold damage each
increase by 1d6 for each slot above 7th.
 
CHAPTER 2 | SPELLS
48
Beam of Vulnerability Casting Time: 1 reaction in response to a spell being cast by a  
3rd-level transmutation friendly creature within 30 feet of you

1 action
Range: 30 feet

Components: V, S, M (a strand of unicorn hair)

Casting Time:
Range: 120 feet
Duration: Instantaneous

Components: V, S, M (a fragment of shattered stained glass)

Duration: Concentration, up to 1 minute


You bolster an ally’s spell with some of your own magic. When
You blast a target within range using a beam of concentrated a friendly creature casts a spell within 30 feet of you, you can
energy. Make a ranged spell attack against a target within cast this spell on that creature. That creature’s spell is
range. On a hit, that target gains vulnerability to your choice of considered to be cast using a spell slot 1 level higher for this
one of the following damage types for the spell’s duration: single spell only. If the original spell has no effects when cast
Acid, cold, fire, lightning, poison, or thunder. using a higher level spell slot, this spell has no effect and is
wasted.
Blizzard
3rd-level evocation Conjure Splendor
Illusion cantrip
Casting Time: 1 action
1 minute

Range: 150 feet


Casting Time:
60 feet

Components: V, S, M (a chunk of ice)


Range:
V, S, M (a pinch of coloured chalk)

Duration: Instantaneous
Components:
Duration: 1 hour

A puff of frigid air shoots from your open palm to a point you You create an illusion of otherworldly splendor in a 60 foot
choose within range, turning into a howling blizzard. Each cube centered on a point you can see within range. The spell’s
creature in a 20-foot radius, 30-foot high cylinder centered on area is filled with a calming, etheral light for the duration.
that point must make a Dexterity saving throw. A target takes Additionally, you can manifest up to 3 harmless atmospheric
8d6 cold damage on a failed save, or half as much damage on effects within the spell’s area which persist for the duration.
a successful one. These may include tiny floating orbs of coloured light, beautiful
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d6 for each natural phenomena such as illusory butterflies or other
slot level above 3rd. delicate creatures, or other such decorations.
Bombardment Conjure Weapon
7th-level conjuration Conjuration Cantrip

1 action
Casting Time: 1 action

Casting Time:
Self (100 foot cube)
Range: 60 feet

Range:
V, S, M (a siege weapon projectile)
Components: V, M (a shard of metal)

Components:
Duration: Instantaneous
Duration: Instantaneous

You summon portals from the eternal battlefields of the plane You conjure up a floating, animated weapon that strikes a
of Acheron, whereupon archers and siege weapons begin to target creature within range. You choose the weapon’s form
devastate everything in a 100 foot cube originating from you. when you cast this spell. Make a melee spell attack against a
Creatures within the cube must make a Dexterity saving creature within 5 feet of the weapon. On a hit, the target takes
throw. A creature takes 1d10+10 piercing damage on a failed 1d8 magical bludgeoning, piercing, or slashing damage
save, or half as much damage on a successful one, as a mass of (appropriate to the form of the weapon). The weapon then
arrows pepper everything within the cube. disappears.
When you cast the spell, select three points within the cube. This spell summons additional weapons when you reach
Each point must be at least 20 feet away from another. higher levels: two weapons at 5th level, three weapons at 11th
Creatures within 5 feet of one of these points must make an level, and 4 weapons at 17th level. You choose the form and
additional Dexterity saving throw. A creature takes 5d10 damage type for each weapon you summon. You can direct
bludgeoning damage on a failed save, or half as much damage each weapon to strike a different target, or the same one. Make
on a successful one, as a mangonel stone flies towards the a separate melee spell attack for each weapon.
targeted area.  
At Higher Levels. When you cast this spell using a spell slot
of 8th level or higher, your spell summons one additional
mangonel stone, allowing you to select another point within
the cube’s area for each slot above 7th.
Charge Magic
2nd-level transmutation

CHAPTER 2 | SPELLS
49
 

Crusader’s Charge
2nd-level transmutation
You instill your own connection to the divine within another
Casting Time: 1 bonus action
willing creature for the spell’s duration. When you cast this
Range: Self
spell, you select one of the effects granted by your Channel
Components: V
Divinity class feature. You lose one use of your Channel
Duration: Concentration, up to 1 minute
Divintiy, and you grant the target creature the ability to use the
You empower yourself and charge boldly forward. Your chosen Channel Divinity effect once within the next minute.
movement speed is doubled for the duration of this spell. When the target uses this Channel Divinity, they use your
Once before the spell ends, and only when you hit a target spellcasting ability modifier.
with a melee weapon attack after moving at least 20 feet in a If you have no uses of Channel Divinity remaining when you
straight line, you can cause that weapon to deal an additional cast this spell, it fails and the spell slot is wasted.
3d6 radiant damage to the target. Additionally, the target must
succeed on a Strength saving throw or be knocked prone. The Forge Dungeon
spell ends once you use this effect. 9th-level conjuration
At Higher Levels. When you cast this spell using a spell slot Casting Time: 24 hours

of 3rd level or higher, the damage increases by 1d6 for each Range: 300 feet

slot above 2nd. Components: V, S, M (a miniature model of the dungeon you


wish to create forged from gold worth 50,000 GP, which the
Devour Soul spell consumes)

4th-level necromancy Duration: Instantaneous

Casting Time: 1 action


You create an expansive underground dungeon of your design
Range: 30 feet
using conjuration magic. When you finish casting this spell, an
Components: V, S, M (a piece of black onyx)
underground dungeon of your design forms below your feet or
You attempt to drain the life force of a target creature within in an adjacent surface large enough to house it, such as a
range and consume it yourself. A creature you select within mountain face or cliffside.
range must make a Constitution saving throw. That creature The dungeon you create is composed of up to 500 cubes,
takes 8d8 necrotic damage on a failed save, or half as much each cube being 10 feet on each side. The dungeon’s entrance
damage on a successful one. If this damage reduces the target and interior chambers can have any floor plan you choose, but
to 0 hit points, you gain temporary hit points equal to the must be composed from primarily inexpensive or basic
damage dealt by this spell. materials such as wood, stone, or nonvaluable metals. The
At Higher Levels. When you cast this spell using a spell slot dungeon builds through any existing tunnels, landscape
,eeL ronnoC :trA

of 5th level or higher, the damage increases by 1d8 for each features, or other natural terrain when it appears, and is
slot above 4th. structurally sound when summoned unless damaged after the
fact by external means. The dungeon may also feature multiple
Divine Conduit floors, so long as there is at least 1 connecting passageway
2nd-level transmutation between each floor.
The dungeon features up to 20,000 GP worth of nonmagical
李俊傑

Casting Time: 1 bonus action


decorations, treasure, furnishings, or other aesthetic features
Range: Touch
that you select when you create it. You determine the
Components: V, S, M (a miniature holy symbol or talisman)
dungeon’s atmosphere when you create it.
Duration: 1 minute
 
CHAPTER 2 | SPELLS 50
 
When you create the dungeon, you may also select up to 10
traps to place at any point within the dungeon’s floor plan.
Each trap is selected from the Trap Effects table on page 297
of the Dungeon Master’s Guide in Appendix A: Random
Dungeons. Each trap is scaled for levels 11 to 16. 5 of the traps
are categorized as setbacks, 3 as dangerous, and 2 as deadly. A
trap’s exact attributes such as attack bonuses, damage, and
save DCs are determined by following the value guidleines set
by tables on page 121 of the Dungeon Master’s Guide.
Gimble’s Altered Evocation
2nd-level transmutation
Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a clear crystal)

Duration: 1 minute

You channel transmutation magic through your eveocation


spells for the duration. When you cast this spell, select one of
the following damage types: fire, cold, lightning, poison,
thunder, or acid. Any evocation spell you cast before this spell
ends that deals fire, cold, lightning, poison, thunder, or acid
damage instead deals the damage type you selected when you
cast this spell.
Gimble’s Blighting Aura
1st-level necromancy
Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a poisonous mushroom)


Gimble’s Orb of Decay
Duration: Concentration, up to 1 minute
5th-level necromancy
You envelop yourself in a flood of negative energy that withers Casting Time: 1 action

others away. When you cast this spell, creatures within a 5 foot Range: 90 feet

radius of you must succeed on a Constitution saving throw or Components: V, S, M (a rotting humanoid hand)

take 2d6 necrotic damage, as well as suffer disadvantage on all Duration: Concentration, up to 1 minute

melee attack rolls until the end of their next turn. On a You send forth a green and black sphere of necrotic energy
successful save, a creature takes half the necrotic damage and that erupts into a lingering 20 foot radius sphere of decay at a
doesn’t suffer any disadvantage. point you choose within range. Each creature in the sphere’s
Whenever a creature starts its turn within 5 feet of you for radius when you cast this spell must make a Constitution
the spell’s duration, they must make the Constitution saving saving throw. A target takes 4d12 necrotic damage on a failed
throw again. save, or half as much damage on a successful one. For the
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d6 for each spell’s duration, whenever a creature starts its turn within the
slot above 1st. sphere’s radius or enters it for the first time on their turn, they
must make a Constitution saving throw. A target takes 1d12
Gimble’s Magic Clouds necrotic damage on a failed save, and their Strength score is
reduced by 1 until they finish a short or long rest. If a
Conjuration cantrip
1 action
creature’s Strength score is reduced to 0 by this spell, it decays
Casting Time: into viscous slop and is destroyed.
Range: 60 feet
At Higher Levels. When you cast this spell using a spell slot
Components: V, S, M (a cotton ball)
of 6th level or higher, the initial damage of the spell increases
Duration: 1 minute
by 1d12 for each slot above 5th.
You conjure up a fluffy cloud mass at a point you can see
ariJ baJ :trA

within range. The cloud must fit within a 10 foot cube, and can Gimble’s Temporal Lock
take any shape and colour you desire. For the spell’s duration, 5th-level transmutation
you can alter the shape and appearance of the cloud at will (no Casting Time: 1 reaction at any time during another
action required by you). creature’s turn

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

51 CHAPTER 2 | SPELLS
You touch a single creature or object and freeze its place in If you choose to not specify an effect, or a creature doesn’t  
time. Unwilling targets must succeed on a Wisdom saving interact with it, the object persists for the spell’s duration.
throw to avoid this spell’s effects. Objects fail the saving throw
automatically. Gimble’s Wall of Bones
For the spell’s duration, the target object or creature is 3rd-level necromancy
suspended in a moment in time. A target can’t move, speak, or 1 action

take actions. The target ceases ageing for the duration, and Casting Time:
120 feet

remains suspended in place regardless of any momentum it Range:


V, S, M (a humanoid bone)

may have had prior to this spell’s casting. If a creature or Components:


Concentration, up to 10 minutes

object interacts physically with the target, or if the target takes Duration:
any damage, the spell ends early. When the spell ends, the A wall of skeletal remains bursts from a solid surface within
target resumes any action or carries any momentum it had range. You can make the wall up to 60 feet long, 20 feet high,
prior to the casting. To the target, there is no immediate and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20
perception of any time having passed. feet high, and 1 foot thick. The wall is solid and lasts for the
At Higher Levels. When you cast this spell using a spell slot duration.
of 6th or 7th level, the spell’s duration increases to 1 hour. When the wall appears, each creature within its area must
When you cast this spell using a spell slot of 8th or 9th level, make a Dexterity saving throw. On a failed save, a creature
the duration increases to 8 hours. takes 2d12 necrotic damage, or half as much damage on a
successful save. A creature repeats this saving throw if it starts
Gimble’s Trick Items its turn within 5 feet of the wall.
2nd-level illusion If the wall cuts through a creature’s space when it appears,
1 action
the creature is pushed to one side of the wall (your choice). If a
Casting Time:
60 feet
creature would be surrounded on all sides by the wall (or the
Range:
V, S
wall and another solid surface), that creature can make a
Components:
Concentration, up to 1 hour
Dexterity saving throw. On a success, it can use its reaction to
Duration:
move up to its speed so that it is no longer enclosed by the
You create a corporeal, nonliving object out of magic from the wall.
shadowfell, designed to trick others that interact with it. The The wall is immune to necrotic, psychic, and poison damage
item you create can’t be larger than a 5 foot cube. While the and has resistance to nonmagical bludgeoning, piercing, and
object you create can visually mimic different materials such as slashing damage. The wall has AC 15 and 60 total hit points.
wood or metal, it is functionally useless, as it tears, crumbles, If an undead creature dies within 120 feet of the wall, its
or breaks with very little effort. Any physical interaction with remains sink into the ground and become part of the wall at
the object reveals its true nature as an illusion. When you cast the start of your next turn, restoring 20 hit points to the wall.
the spell, you can specify one of the following effects to occur
when a creature physically interacts with the object you Guided Strikes
created. 3rd-level divination
Casting Time: 1 bonus action

Effect Description
Range: Touch

Explosion The object rumbles and explodes with a loud Components: V, S

bang. The creature interacting with the item Duration: 1 round

must succeed on a Constitution saving throw


You touch a creature in range, granting it insight into how to
or become deafened until the end of their next strike true with their weapon. The next time that creature
turn. The explosion is audible to 100 feet. makes a weapon attack before the end of your next turn, the
Foul A foul stench emits from the item. The creature attack hits automatically.
Odour interacting with the item must succeed on a
Constitution saving throw or become Haunt
incapacitated until the end of their next turn, as 2nd-level necromancy
they gag and cough from the smell. Casting Time: 1 reaction when a creature dies within 30 feet
Message The object relays a written or auditory message of you

Range: 30 feet

Components: V, S, M (an urn)

up to 25 words in length. For a written


Duration: 1 minute

message, glowing text appears on the object


itself in a language of the caster’s choice that
they know. An auditory message is delivered in You capture a creature’s soul as it departs for the afterlife and
loose it upon a target creature. One creature you can see
the caster’s voice, to the creature who
within range must make a Charisma saving throw. On a failed
interacted with the object.
save, the creature is haunted by a vengeful spirit for the
After an effect has been triggered, the object vanishes and duration. While haunted, a creature has disadvantage on
the spell ends early. Wisdom (perception) checks that rely on sight, as well as
disadvantage on Charisma saving throws.
 
CHAPTER 2 | SPELLS
52
Wrath of the Storm: A bolt of terrible lightning crashes down  
from the heavens to smite your target. The target creature
must succeed a Dexterity saving throw or take 18d8
lightning damage and be stunned until the end of its next
turn. A target takes half as much damage and isn’t stunned
on a successful save.

Death of a Thousand Lifetimes: The target begins to wither


away as they age before your eyes. The target creature must
succeed a Constitution saving throw or take 18d8 necrotic
damage and be magically aged a number of years equal to
the damage taken. A target takes half as much damage and
doesn’t age on a successful save.

Flash of Brilliance: A blinding white flash of light


disintegrates the target. The target creature must succeed a
Wisdom saving throw or take 18d8 radiant damage and be
blinded until the end of its next turn. A target takes half as
much damage and isn’t blinded on a successful save.

Kindle Life
1st-level conjuration (ritual)
Casting Time: 1 minute

Range: Self (100 foot radius)

Components: V, S, M (a seed or bud)

Imitate Duration: 24 hours

Enchantment cantrip You rejuvenate and restore the natural landscape in a 100 foot
Casting Time: 1 action
radius around you. When you finish casting this spell, you
Range: Self
restore any mundane plants that have died of natural causes
V, S
within the spell’s area of effect. Fruitbearing plants and trees
Components:
Duration: 1 minute
regrow their fruits, and any brambles or thorns created by
You entrain yourself and enter a trance-ike state capable of magical means wither away and die. For the spell’s duration,
mimicking other creatures. For the spell’s duration, you can the area you affected enjoys abnormally good weather. Once
unerringly mimic the voice of any creature that you can hear cast, you can’t cast this spell again until the first casting ends.
before the spell ends. Laceration
6th-level evocation
Impose Balance
Casting Time: 1 action

3rd-level transmutation
1 bonus action
Range: 60 feet

Casting Time:
150 feet
Components: V, S

Range:
V, S, M (a metronome)
Duration: 1 round

Components:
Duration: Concentration, up to 1 minute
You manifest several razor sharp blades of magical energy that
You create an area of magically imposed order in a 20 foot slash repeatedly at a target creature within range. That
radius sphere at a point you can see within range. For the creature must make a Dexterity saving throw. A target takes
spell’s duration, creatures within the sphere always roll a 10d10 slashing damage on a failed save, or half as much
result of 10 on any d20 roll. damage on a successful one. Additionally, on a failed save the
target is grievously wounded, which causes them to roll all
attack rolls with disadvantage until the end of your next turn.
Judgement At Higher Levels. When you cast this spell using a spell slot
8th-level evocation
of 7th level or higher, the damage increases by 1d10 for each
Casting Time: 1 action
slot above 6th.
120 feet

uirtimuD aehT :trA

Range:
Components: V, S
Lethargy
Duration: Instantaneous
1st-level transmutation
You call upon the gods to bring holy judgement upon a Casting Time: 1 action

creature you can see within range. Choose one of the following Range: Touch

effects to invoke: Components: V, S

Duration: Concentration, up to 1 minute

CHAPTER 2 | SPELLS
53
You touch a creature and instill a great tiredness within their At Higher Levels. When you cast this spell using a spell slot of  
body. The affected creature must make a Constitution saving 5th level or higher, you can manifest one extra dart for each
throw. On a failure, the creature’s movement speed is halved slot above 4th.
and they can’t take reactions for the spell’s duration. The
affected creature can repeat the saving throw at the end of Mud Arrows
each of their turns, ending the effect on a success. 1st-level transmutation
Casting Time: 1 bonus action

Lunar Blast Range: Self

3rd-level evocation
Components: V, S, M (a smattering of mud and up to 5
Casting Time: 1 action
arrows)

Range: Self (30-foot cone)


Duration: 1 minute

Components: V, S
You touch up to 5 arrows on your person and imbue them with
Duration: Instantaneous
transmutation magic for 1 minute. When you hit with an attack
Beams of pale moonlight shine from your outstretched palms. using one of these arrows, they burst in a shower of mud and
Each creature in a 30-foot cone must make a Dexterity saving grime. The ground in 5 foot radius sphere centered on the
throw. A creature takes 6d6 radiant damage on a failed save, target becomes difficult terrain for the spell’s duration, or until
or half as much damage on a successful one. This spell reveals a creature takes its action to clear the mud.
any invisible creatures that are targeted by it for 1 minute, as At Higher Levels. When you cast this spell using a spell slot
pale moonlight shimmers on their body. of 2nd level or higher, you can imbue up to five extra arrows
At Higher Levels. When you cast this spell using a spell slot for each slot above 1st.
of 4th level or higher, the damage increases by 1d6 for each
slot above 3rd. Nature’s Ward
1st-level abjuration
Mind Fog Casting Time: 1 minute

6th-level enchantment Range: Self

Casting Time: 1 action


Components: V, S, M (the set of armor you cast this spell on,
Range: 30 feet
and an oak leaf)

Components: V, S, M (a pink opal worth at least 100 gp)


Duration: 1 hour

Duration: Concentration, up to 1 hour


You cover your armor in leaves, dirt, and other natural
You attempt to infiltrate and cloud a target creature’s mind. materials while weaving abjuration magic over it. For the
One creature you can see within range must make a Wisdom duration of the spell, your armor grants an additional +1 bonus
saving throw. On a failed save, the target is stunned for the to AC, as well as advantage on Dexterity (Stealth) checks made
spell’s duration. While stunned in this way, the target forgets to hide while obscured by foliage or other natural scenery.
who they are and what they are doing. An affected creature
ceases being hostile to any other creature for the spell’s Orb of Ash
duration, can only communicate simple ideas to others, and 3rd-level conjuration
otherwise stands still in a constant daze. Casting Time: 1 action

Whenever the target takes damage, the target can repeat Range: 150 feet

their Wisdom saving throw, ending the effect on a success. Components: V, S, M (a lump of coal)

At Higher Levels. When you cast this spell using a spell slot Duration: Concentration, up to 10 minutes

of 7th or 8th level, the duration increases to 8 hours. When You conjure forth a thick cloud of searing ashes and smoke.
cast using a spell slot of 9th level, the duration increases to 24 This cloud is a 20 foot radius sphere and persists for the spell’s
hours. duration. Any creatures in the sphere’s radius when the spell is
Mind Missiles cast must succeed on a Dexterity saving throw or take 2d8 fire
4th-level enchantment damage. Whenever a creature enters the sphere or starts its
1 action
turn there, they must repeat this saving throw.
Casting Time:
90 feet
The sphere is considered heavily obscured. Creatures within
Range:
V, S, M (part of a mind flayer’s brain)
the sphere are considered suffocating and out of breath.
Components: At Higher Levels. When you cast this spell using a spell slot
Duration: Instantaneous
of 4th level or higher, the spell’s radius increases by an
You manifest four darts of psychic energy that race forward to additional 10 feet for each slot above 3rd.
pierce the minds of your foes. You can direct each dart at any
number of targets in range. Make a ranged spell attack against Project Thought
each target. On a hit, a target takes 2d6 psychic damage. If 3 Enchantment cantrip
darts hit a single target, that target is incapacitated until the Casting Time: 1 action

end of their next turn. Range: Self

Components: V, S, M (a piece of pink quartz)

Duration: 1 minute

 
CHAPTER 2 | SPELLS
54
You reach into your own mind and manifest your thoughts as a Pyrostatic Blast  
projection outside your mind. For the spell’s duration, you can 4th-level evocation
project a visual representation of your thoughts to any point 1 action

within 5 feet of you. For example, if you were to recall a Casting Time:
Self (30-foot cone)

memory, you could make that memory manifest as a visual Range:


V, S, M (a pinch of gunpowder and copper dust)

image 5 feet above your head. Components:


Duration: Instantaneous

Purgatory Blasts of fire and electricity shoot forth from your palms. Each
9th-level enchantment creature in a 30-foot cone must make a Dexterity saving throw.
1 minute
A creature takes 3d6 fire damage and 3d6 lightning damage
Casting Time:
30 feet
on a failed save, or half as much damage on a successful one. If
Range:
V, S, M (a cloudy, white opal worth 50,000 gp, a target takes 9 or more fire damage, they are ignited and take
Components:
which the spell consumes)
1d6 fire damage at the start of their turn until they use an
Duration: Until dispelled
action to douse the flames. If a target takes 9 or more lightning
damage, they are stunned until the end of their next turn.
You attempt to trap a target creature in a constructed reality At Higher Levels. When you cast this spell using a spell slot
within their mind. One creature you can see within range must of 5th level or higher, the fire or lightning damage (your choice)
make a Wisdom saving throw. On a failed save, the target is increases by 1d6 for each slot above 4th.
paralyzed for the spell’s duration. This paralysis can only be
removed by means of a 9th-level dispel magic spell, or a wish Refresh
spell. While paralyzed in this way, the target ceases aging and 2nd-level evocation
is trapped within a prison deep in its own subconcsious mind. 1 minute

When you cast this spell, you determine the nature of the Casting Time:
Touch

target’s mental prison. If you don’t specify its nature, the Range:
V, S, M (a sprinkle of sugar)

subconscious realm is an infinite, foggy, and featureless Components:


Instantaneous

landscape with no other creatures present. Duration:

While a target is subject to this spell, you can alter the You touch a creature and restore its fighting energy. Select one
nature of their prison using an action, so long as you are within of the target’s class features that can only be used once before
120 feet of them. You can also telepathically communicate taking a short rest. You restore the ability to use that class
with the creature while they are trapped, manifesting yourself feature for the target creature.
or your voice within their mental prison.
Each time you alter a creature’s mental prison (aside from Ruination
telepathically communicating with a trapped creature) or deal 9th-level transmutation
damage to a creature targeted by this spell, there is a Casting Time: 1 minute

cumulative 5% chance that the creature breaks free of its Range: 100 feet

prison and the spell ends early. This cumulative escape chance Components: V, S, M (a cut coin)

also occurs for each year a target remains trapped. Duration: Instantaneous

Purge Soul You use your transmutation magic to destroy material wealth.
Select a point you can see within range. Any valuables such as
4th-level abjuration
gold, jewels, or art objects within a 30 foot radius sphere
Casting Time: 1 action
centered on the point you chose are permanently destroyed,
Range: Touch
transmuted into a worthless material, or damaged beyond
Components: V, S, M (a pile of gray ash)
saving. This spell can destroy up to 50,000 GP worth of
Duration: 1 round
valuables.
You touch a creature and rend its soul from its body for a short
duration. Until the end of that creature’s next turn, its soul is Seek Souls
separated from its body, tethered by a wispy silver cord that 2nd-level divination (ritual)
prevents the soul from wandering more than 5 feet from the Casting Time: 1 minute

body. The creature’s soul can speak and move but can’t affect Range: 1 mile

the physical world, passing through objects and terrain. While Components: V, S, M (a magnifying glass)

separated from their body, a creature can still cause its body to Duration: Instantaneous

take actions, move, and interact with the environment on its You speak the name of a creature aloud and conduct a small
turn. For the duration of the spell, the blinded, charmed, ritual to determine its whereabouts. When you finish casting
deafened, frightened, and stunned conditions are suspended this spell, you learn if the creature you named is within a 1
for the target creature, as their soul remains unhindered by mile radius of your current location. You don’t learn the
such effects. creature’s exact whereabouts, only if they are present.
A creature with truesight can see a target’s soul separated  
from their body, but can’t interact with it.

CHAPTER 2 | SPELLS
55
Shield of Ice You touch up to 5 arrows on your person and imbue them with  
2nd-level conjuration electricity for 1 minute. When you make an attack roll with
1 action
these arrows against a target wearing metal armor, you make
Casting Time:
Self
the attack roll with advantage. Whenever you hit with one of
Range:
V, S, M (a disc of glass)
these arrows, they deal an extra 1d4 lightning damage.
At Higher Levels. When you cast this spell using a spell slot
Components:
Duration: Concentration, up to 10 minutes
of 2nd level or higher, you can imbue up to five extra arrows
You manifest a circular shield of ice for the spell’s duration. for each slot above 1st.
While you hold the shield, you gain a +2 bonus to AC. The
shield also grants you resistance to fire damage while you Tidy
wield it. Transmutation cantrip
While you are holding the shield, you can also use it as a 1 minute

weapon. The shield is a simple melee weapon with which you Casting Time:
30 feet

are proficient, and has the light property. The shield deals 1d6 Range:
V, S, M (a feather)

slashing and 1d6 cold damage on a hit. Components:


Instantaneous

Once before the spell ends, you can throw the shield at a Duration:

point you can see within 60 feet of you, where it explodes in a You magically clean an area within range. Objects and
blast of ice shards. Creatures in a 10 foot radius sphere surfaces within a 30 foot cube centered on a point you can see
centered on the point you chose must make a Dexterity saving within range are washed, polished, and dusted. If there are
throw. A creature takes 1d6 slashing and 1d6 cold damage on items or objects in disarray, the spell returns them to their
a failed save, or half as much damage on a successful one. The proper place or otherwise neatly tucks them away such that
spell then ends. they no longer appear haphazard.
At Higher Levels. When you cast this spell using a 3rd or
4th-level spell slot, the cold damage increases to 2d6. When Void Lash
you cast it using a 5th or 6th-level spell slot, the cold damage 2nd-level conjuration
increases to 3d6. When you cast it using a spell slot of 7th level Casting Time: 1 action

or higher, the cold damage increases to 4d6. Range: 30 feet

Components: V, S, M (a squid tentacle)

Soothing Rain Duration: Instantaneous

5th-level conjuration
You summon an appendage of unfathomable matter from the
Casting Time: 1 action
far realm and lash out with it at a target creature within range.
Range: 120 feet
Make a ranged spell attack against a target creature. On a hit,
Components: V, S, M (a drop of dew)
a target takes 4d4 cold damage, and you can choose to move
Duration: Concentration, up to 1 minute
the creature up to 20 feet in any direction.
You summon a cloud of healing rain that washes over your At Higher Levels. When you cast this spell using a spell slot
allies and tends their wounds. You conjure a 30-foot radius, 80- of 3rd level or higher, the damage increases by 1d4 for each
foot high cylinder centered on a point you can see within slot above 2nd.
range. Allied creatures within the cylinder regain hit points
equal to your spellcasting ability modifier. For the spell’s Wind Bomb
duration, you can use your action to move the cylinder up to 60 3rd-level transmutation
feet and repeat the spell’s healing effect. This spell can heal a Casting Time: 1 action

number of times equal to your spellcasting ability modifier. Range: 150 feet

Components: V, S

Static Arrows Duration: Instantaneous

1st-level transmutation
You launch a compressed ball of air towards a point you can
Casting Time: 1 bonus action
see within range, where it bursts into a blast of wind.
Range: Self
Creatures within a 20 foot radius sphere must make a
Components: V, S, M (up to five metal arrows)
Strength saving throw. A target takes 4d8 bludgeoning
kjekaJ :trA
Duration: 1 minute
damage and is pushed 30 feet away from the sphere’s origin
on a failed save. On a successful save, a target takes half as
much damage and isn’t pushed.
 
Chapter 3

Magic Items

LTHOUGH RARE IN AELBOURNE, MAGIC Identifying Magic Items. In most cases, characters can  
touches the lives of most who live there in some immediately sense that a magic item is extraordinary upon

A
way. Whether a local apothecary concocts a handling it. Magic items can be identified during a short rest so
magical potion for an ailing member of the long as the character has constant access to the item
community, or a druid with several plant throughout the rest. At the DM’s discretion, identifying an item
companions is seen walking through a rural may take more effort, such as the use of an identify spell or
village, Aelbourne’s citizens face the reality of experimentation.
magic on an infrequent basis. In the great cities of Attunement. Some magic items require a character to
Thunderkeep and Irongrave, wizards make their homes and attune to them before they confer any magical benefits. A
sell their expertise with the arcane at a price. Travelling west character can attune to a magic item during a short rest, and a
into the wilds of Aelbourne, adventurers form parties and seek character can only be attuned to a maximum of three magic
out ancient treasures in hopes that they may still contain the items at a time. Additionally, only one copy of a single magic
lingering magics of civilizations past. item can be attuned to at a time.
Throughout his adventuring life, Gimble focused his arcane Wearing and Wielding Magic Items. In general, a magic
efforts on the discovery and creation of new spells and casting item must be worn or used in its intended way to confer any
techniques, all while aiding his adventuring party in reclaiming sort of benefit: boots must be worn on the feet, helmets must
lost treasures and riches plundered from the forgotten be worn on the head, etc. At the DM’s discretion, magic items
dungeons of Aelbourne’s ancient history. Among Gimble’s may be layered or worn together; while it is usually impossible
party, the dragonborn paladin Aldraav took a particular to wear two helmets, a DM may allow a character to wear a
interest in magic items; together, the two adventurers circlet beneath a helmet for example. Use common sense
discovered and catalogued several items of arcane power, when determining if a character can wear or use more than
most of which now reside within Gimble’s many secret vaults one magic item in this way.
across Aelbourne. Although Aldraav has since left the land of
the living, Gimble keeps his memory alive through the Exceptions to the Rules
inclusion of his original notes here, as the two detail those This book contains one major exception to the rules for magic
magic items they deemed their greatest discoveries. items presented in the Dungeon Master’s Guide: magic item
Rules to Remember rarity. The items presented in this chapter are not given a
rarity. Generally, magic item rarity is used as a very rough
This chapter contains several new magic items for dungeon scale of the power of a particular magic item. However, rarity
masters to introduce in their games of D&D. Magic items can is hardly an accurate measure of the power a magic item can
be both great fun and a source of headache for an unprepared actually confer upon its user, and is therefore absent from this
iaC aiJ :trA

DM. Therefore, it is important to review some of the most book. DM’s are encouraged to assess each magic item
important rules of magic items before continuing: presented in this chapter carefully before awarding them to a
player.
 

CHAPTER 3 | MAGIC ITEMS


57
 

Magic Items A-Z +1 bonus to weapon attack rolls and armor class
Magic items are presented here in alphabetical order. A magic 10 feet of extra movement
item’s description gives the item’s name, its category, and its Resistance to nonmagical bludgeoning, piercing, and
magical properties. slashing damage
These effects persist until you retrieve the banner using
Amulet of the Land another action.
Wondrous item (requires attunement by a druid or ranger)
Beggar’s Hat
This magic amulet is a circle of aged wood with a carved Wondrous item (requires attunement)
image of a forest surrounded by mountains. While you are
wearing and attuned to this magic amulet, you always know This leather cap is ragged and filthy, and never seems to clean
which way is north, what hour of the day it is, and the shortest no matter how hard you try. While you are wearing and are
route to edible plants or fresh drinking water. Additionally, you attuned to the Hat, you can use an action to cause your
gain the ability to cast the druid grove spell once without appearance to become dishevelled and dirty. You can reverse
expending a spell slot. You regain the ability to cast druid grove this using another action.
in this way at the end of a long rest. Despite its outward appearance, the inside of the Hat has a
secret flap that can only be accessed by a creature attuned to
Banner of the Siege Captain the Hat. Beneath the flap is an extradimensional space 1 foot
Wondrous item (requires attunement) in diameter and 3 feet deep. The Hat’s extradimensional space
This torn and battered military standard bears the symbol of a can’t hold more than 250 pounds, or a volume exceeding that
long-forgotten dwarf army that ravaged Aelbourne in eons of the extradimensional space.
past. Despite its age, much of its latent magic remains. While If the space of the Hat is overloaded, pierced, or torn, it
kralC ekaJ :trA

you are holding and attuned to the banner, you may use it as a ruptures and is destroyed, and its contents are scattered in the
+1 magic quarterstaff. Additionally, as an action while attuned Astral Plane. If the Hat is turned inside out while its hidden
to and holding the Banner, you can plant it into the ground and flap is open, its contents spill forth, unharmed, but the Hat
invoke its magic in a 60 foot radius centered on the Banner. must be put right before it can be used again. Breathing
While within this radius, allied creatures gain the following creatures inside the Hat can survive up to a number of minutes
benefits: equal to 10 divided by the number of creatures (minimum 1
minute), after which time they begin to suffocate.
 
CHAPTER 3 | MAGIC ITEMS
58
Placing a Beggar’s Hat inside an extradimensional space Additionally, whenever you recieve lightning damage, you can  
created by a Handy Haversack, Portable Hole, or similar item expend any number of charges stored in the Crown to reduce
instantly destroys both items and opens a gate to the Astral the lightning damage you take by 1d8 per charge expended.
Plane. The gate originates where the one item was placed
inside the other. Any creature within 10 feet of the gate is Dark Deliverance
sucked through it to a random Location on the Astral Plane. Weapon (greatsword, requires attunement)
The gate then closes. The gate is one-way only and can’t be This iron greatsword features a decorative crow feathers
reopened. etched into the blade and pommel. The guard resembles
Chronomancer’s Locket outstretched crow wings. Dark Deliverance is a +1 magic
Wondrous item (requires attunement by a Chronomancy greatsword. It has 3 charges that replenish daily at dusk. While
wizard of 14th level or higher) you are attuned to and wielding the sword, you can use the
following special ability:
When opened, this polished silver locket reveals an intricate Deadfall. You expend one of the sword’s charges using a
clockwork of gears surrounded by glowing magical runes. The bonus action and leap up to 60 feet in any direction. During the
locket has a single button on the top. leap, spectral crow wings manifest at your back and the cry of
While you are attuned to the Locket, you can use your action a crow emenates from the sword. When you land from your
to press the button on the top and create an alternate timeline, leap, hostile creatures in a 5 foot radius around you must make
as though you had used your Continuum Split feature. If the a DC 15 Wisdom saving throw or take 2d6 necrotic damage
continuum rift created by this magic item is destroyed, you and be blinded until the end of their next turn.
don’t drop to 0 hit points as per the normal use of the feature.
This magic item can be used once, and regains its magic at the Deck of the Charlatan
end of a long rest. Wondrous item (requires attunement)

Circlet of Death This seemingly ordinary deck of cards is actually subtly


Wondrous item enchanted with illusion magic. While you are attuned to this
deck of cards, you can freely change the appearance of any
This circlet is made of a black metal that can’t be identified. In card in the deck.
the middle of the circlet is a cut onyx gemstone. While wearing
the circlet, you are immune to any effects that would convert Diviner’s Needle
you to undead. Additionally, you gain resistance to necrotic Weapon (rapier, requires attunement)
damage. This magic rapier is made of a beautiful, polished silver. The
Cloak of Shadows handle features an ornate lattice pattern, and within the
Wondrous item weapon’s hilt is a pink opal with a swirling vapour inside of it.
Diviner’s Needle is a +1 rapier with the light property.
This cloak is made of thousands of shards of black obsidian. Additionally, once when you make a weapon attack roll with
Despite its appearance, it makes little noise and is strangely Diviner’s Needle, you can cause the weapon to hit
comfortable. While wearing the cloak in dim light or darkness, automatically. This property can’t be used again until the next
you can cast the disguise self spell at will. The spell ends if you dawn.
enter an area of bright light.  
Crown of the Storm
Wondrous item (requires attunement)

This jagged crown is composed of some sort of unidentified


clear crystal, with seven spikes extruding around its upper
edge. It generates a low hum and sparks with electrical energy.
While you are wearing and attuned to the Crown, you gain
resistance to lightning damage. Additionally, whenever you
take lightning damage or kill a hostile creature with lightning
damage, the Crown gains 1 charge up to a maximum of 7,
represented by a constant arc of electricity that emanates from
one of the Crown’s seven spikes.
Whenever you deal lightning damage while the crown has
eniustik :trA

charges, you can expend any number of charges stored in the


Crown to increase the lightning damage dealt by 1d8 per
charge expended.

CHAPTER 3 | MAGIC ITEMS


59
 

Executioner’s Weapon Gauntlet of Teleportation


Weapon (any melee weapon) Wondrous item (requires attunement)
An executioner’s weapon is balanced in such a way that it This gleaming silver gauntlet is etched with magical
allows the wielder to strike with exceptional downward force conjuration runes. While you are wearing and attuned to the
when compared to a normal weapon of its type. Whenever you glove, these etchings glow purple and a circle of purple arcane
hit a prone creature with an Executioner’s Weapon, you roll sigils animates around the gauntlet. The Gauntlet of
double the weapon’s damage dice. Teleportation has 16 charges. While you are wearing and
attuned to the Gauntlet, you can expend charges to cast the
Frost Cleaver following spells by reaching out with the Gauntlet and
Weapon (any axe, requires attunement)
performing a “pulling” motion:
This magic battleaxe has a double bit made of ice, and sheds
condensation off the iron haft. Frost Cleaver is a +1 weapon misty step (1 charge)

iaD gnolnauY dna ,remmiZ yegreS ,semaG raeG gnidnirG ,laraM knimoD :trA
that deals cold damage instead of its usual damage type. dimension door (4 charges)
Additionally, when you roll a critical hit with Frost-Cleaver, the The Gauntlet of Teleportation regains 1d8+2 charges daily
target is petrified for 1d4 rounds as it becomes encased in ice. at dawn.
Gambler’s Knife Gloves of the Torchbearer
Weapon (dagger, requires attunement) Wondrous item (requires attunement)

This small throwing dagger is decorated with beads of gold. It These leather gloves are lined with red dragon scales on the
is exceptionally lightweight and feels highly maneuverable outside and have lines of animate fire travelling around the
while held. The Gambler’s Knife is a +3 magic dagger. While wrists and down to each fingertip. While you hold a torch with
you are attuned to and wielding the dagger, it has the following the Gloves of the Torchbearer, you can freely light and douse
special properties: the torch flame at will. Torches you hold shed an additional 30
Knife Trick. You can perform simple tricks with the knife, feet of bright light while you are attuned to this magic item.
such as twirling it on one finger or flipping the blade between Finally, as an action while holding a lit torch, you can send
your fingers, without fail. forth a cone of fire at your enemies. Enemies within a 20 foot
Ricochet Throw. If you throw the Gambler’s Knife as an cone must make a DC 16 dexterity saving throw or take 2d12
attack, you can make multiple attacks with one throw of the fire damage, or half as much damage on a successful save.
knife, as it ricochets off a target to seek out the next. A target
must be within 60 feet of the intial target to do so, and each Greaves of the Thundering Step
attack uses one of the attacks you can make with your attack Wondrous item (requires attunement)
action. If you are within 60 feet of the last target you strike with
the Gambler’s Knife, it returns to your hand. These heavy iron greaves are nearly impossible to move in.
The Gambit. Whenever you roll a 20 on an attack roll with Once attuned, they become lightweight and the wearer’s step
the Gambler’s knife, you can choose to roll a second d20. On a feels strangely energetic. You gain an additional 5 feet of
roll of 1-9, the attack roll misses automatically and is wasted. movement. Additionally, the Greaves of the Thundering Step
On a roll of 10-19, you roll triple damage dice rather than the have 3 charges. As an action, a creature wearing and attuned
regular double of a critical hit. On a roll of 20, you gain the to the Greaves can expend 1 charge and cast the thunder step
benefits of a roll of 10-19, and instead of rolling you deal spell (save DC 15). The Greaves regain all spent charges daily
maximum damage automatically. at dawn.
 
CHAPTER 3 | MAGIC ITEMS
60
A Map of New Horizons can also copy information from other  
Last Bastion
Shield (requires attunement) existing maps. Whenever a nonmagical map is placed over the
Map of New Horizons, the nonmagical map fades to dust and
This magical tower shield is made of stone bricks and is any areas on the nonmagical map magically fade into existence
surprisingly lightweight despite its appearance. While you are on the Map of New Horizons.
attuned to and are holding Last Bastion, you cannot be moved
by nonmagical means unless you choose to. Additionally, you Mechanized Warsword
can use your action to activate the following special ability: Weapon (any sword, requires attunement)
The Final Stand. You plant Last Bastion on the ground in
front of you, whereupon it transforms into a fortified wall 30 A weapon of Gnomish design, this mechanical sword
feet wide, 10 feet tall, and 1 foot thick. The wall features 3 incorporates a chain of serrated adamantine teeth that rotate
arrow slits every 10 feet that provide ¾ cover against attacks around the blade. Conjuration magic mixed with Gnomish
from the other side of the wall. The wall also blocks area of clockwork engineering drives the mechanism. While inactive,
effect spells and magical effects that would normally pass the sword functions as a regular adamantine sword.
through the wall to affect creatures on the other side. While While you are wielding and attuned to the Mechanized
active, the wall has AC 15 and 30 hit points. It has immunity to Warsword, you can activate the sword’s mechanism by
psychic and poison damage, and automatically fails saving adjusting a series of rune-infused dials and pulling the ripcord
throws. Donning the shield from its arm straps again using an near the sword’s heavy industrial hilt. While active, the sword
action destroys the wall and returns the shield to its normal becomes a +1 magic adamantine sword and gains the
form. If you activate this ability again, the wall keeps its current following additional properties:
hit points from the last time you summoned it, only restoring Hungry Edge. The Mechanized Warsword’s unique design
them all at the next dawn. If the wall is reduced to 0 hit points, allows it to tear through armor with ease. Whenever you hit a
it assumes its shield form and this property can’t be used again creature wearing armor with the Mechanized Warsword, you
until the next dawn. reduce that armor’s AC bonus by 1, up to a maximum of -3.
Revved Consumption. Whenever you reduce a hostile
Lawbringer creature to 0 hit points with the Mechanized Warsword, the
Weapon (battleaxe, requires attunement) sword’s mechanism overcharges. The next time you hit with a
weapon attack roll using the Mechanized Warsword, you deal
The haft of this battleaxe is made of a blue steel with an an additional 2d8 slashing damage and regain hit points equal
engraved lattice pattern. Each of the axe’s double bits are to the total slashing damage dealt.
styled to resemble a single plate of a scale of justice.  
Lawbringer is a +2 battleaxe with the thrown property.
Lawbringer has 5 charges that replenish daily at dawn.
While you are wielding and attuned to Lawbringer, you can
expend a charge to cast hold monster (save DC 18).
Additionally, you can expend all 5 charges as an action to
create an area of magically imposed order in a 30 foot radius
centered on yourself. For 1 minute, all damage rolls made
against creatures within this area use an average result. You
can end this effect early using a bonus action.
Map of New Horizons
Wondrous item

This piece of weathered parchment appears blank at first


glance. When held, the blank parchment reveals a map of
astonishing quality. When found, a Map of New Horizons has
1d100x5 square miles of terrain chosen by the DM already
mapped and revealed. The Map of New Horizons also shows
the location of the holder on the map, represented by a small
arrow.
Whenever the Map’s Holder enters an area not yet charted
diaws meharbi :trA

on the parchment, the map automatically updates and inks an


accurate representation of the terrain in a 25 mile radius
around the holder. The map’s area is infinite, and a creature
holding the map can magically cause the map to zoom in and
out to reveal areas at a larger scale.

61
• Improvised Attack: If you have an improvised  
weapon in your off hand, you may use your
reaction to make an attack with it with advantage. If
you hit with this attack, you gain a +5 bonus to hit with
your next attack, and you gain the benefits of the
disengage action.
Ring of Revealing
Wondrous item (requires attunement)

This magic ring appears as if a mirage, seemingly fading in


and out of existence. Only while attuned to it can you glimpse
its true form; a polished pearl ring with engraved eyes all along
the outer edge. While you are wearing and attuned to the ring,
you gain truesight out to a distance of 60 feet.
Ring of the Clouded Mind
Wondrous item (requires attunement)

This magic ring is a silver band with a transparent glass


Mobius Quiver center. Inside the glass strip is a misty, roiling grey vapour.
Wondrous item (requires attunement) While you are wearing and attuned to the ring, you can select
This hip quiver is made of an unknown white satin-like one creature within 60 feet of you using your action and force
material, yet retains its shape. Surrounding the quiver’s them to make a DC 14 Intelligence saving throw. On a failure,
opening is a mobius strip made of platinum. Whenever you the creature’s eyes become a milky white colour, and the
retrieve nonmagical ammunition from the quiver while you are creature indiscriminately attacks any other creature within 60
attuned to it, the ammunition magically replenishes itself feet of it. For the duration of the effect, the creature’s
indefinitely. Additionally, any nonmagical ammunition you alignment is unaligned, and the creature’s intelligence score is
retrieve from the quiver becomes +1 ammunition. After firing, reduced to 4. This effect lasts for 1 minute, and requires
the ammunition loses its magic and disappears with a flash of concentration to maintain. This ring’s abilities can be used
light. once before the next dawn.
Ring of the Earthborn
Pirate Lord’s Duster Wondrous item (requires attunement)
Wondrous item (requires attunement)

This ragged leather duster coat is covered in scratches and This tarnished copper ring seems to never clean properly no
tears that have been hastily stitched back together. Despite a matter how much it’s washed. While you are attuned to and
weathered appearance, the duster contains tremendous wearing the ring, if you are standing on earth or stone you can
magical power. While you are wearing and attuned to the use your reaction when taking damage to encase yourself in a
duster, you gain the following benefits: shield of earth. You gain 30 temporary hit points which take as
much of the triggering damage as possible. At the start of your
+2 bonus to AC next turn, the temporary hit points disappear as the shield
Advantage on all Dexterity (Acrobatics) and Dexterity explodes, dealing 1d6 bludgeoning damage to any creature
(Sleight of Hand) checks within 5 feet of you. You regain use of this ability at the next
A climbing speed equal to your walking speed dawn.
Swimming no longer costs you extra movement  

NIAGRAK dna noreN irtimiD :trA


Additionally, The Pirate Lord’s Duster has 7 charges, which
are regained daily at dawn. Each charge can be used for the
following special ability:
Buccaneer Maneuver. As a reaction when you perform
certain moves or actions before taking the attack action, you
can expend a charge and modify your first attack’s effect:
Plunging Strike: If you fall at least 40 feet before making
your attack, you deal an extra 2d8 damage with the attack if
you hit, and take no damage from falling regardless of
whether or not you hit.
Sliding Attack: If you run at least 20 feet in a straight line
before making your attack, you perform a deft slide and
gain the benefits of the dodge action if you hit your target.
CHAPTER 3 | MAGIC ITEMS
62
 
Staff of the Beholder
Staff (requires attunement)

Ten writhing beholder eyestalks top this obsidian staff. While


the staff is held, sinister whispers fill your mind. The staff has
10 charges. As an action, you can expend 1 charge and roll
1d10. One of the staff’s eyestalks shoots the eye ray from the
beholder stat block corresponding to your roll at a target of
your choice within 120 feet of you. Once one kind of eye ray is
used, subsequent rolls of that eye ray are rerolled until you use
a new one. The staff regains all its charges once all eye rays
have been used.
Stormfang
Weapon (dagger, requires attunement)

This magical dagger has an etched pattern of howling wind on


the curved blade. By striking the pommel of the handle with
your palm with a bonus action, the weapon activates its
magical properties as the blade animates into sparking
lightning mixed with howling winds and storm clouds. Once
active, Stormfang becomes a +2 magical dagger that deals
lightning damage instead of slashing. Stormfang also has the
following special property while active:
Bolt to the Heart. When you use the thrown attack of
Stormfang and roll a critical hit, Stormfang instead deals
damage equal to half the hit point maximum of the creature
you hit. Creatures with legendary actions or immunity to
lightning damage are unaffected by this property. This
property can activate once, and regains power at the next
dawn.
Veil of Unknowing
Wondrous item

A shimmering, shifting veil of impossibly light silk is affixed to


a circlet of silver that rests on the head. While worn, the veil
seems to disappear, leaving only the silver circlet. While you
are wearing the Veil of Unknowing, creatures magically forget
who you are after 24 hours have passed since they last saw
your face while wearing the veil.
Whip of Grasping
Weapon (whip, requires attunement)

This whip is made of several links of small, silver chain. It Wind Blade
magically coils and uncoils itself as needed. While you are Weapon (longsword, requires attunement)
wielding and attuned to the whip, it gains an additional 10 feet This sword features a cloud decoration on the pommel. The
of reach. Also, whenever you make an attack roll with the long, curved blade is pastel blue and features a decorative
whip, as part of the attack you can initiate a Strength etching of gusting wind. The Wind Blade is a +2 magic
(Atheletics) contest with the target. If you win this contest, you longsword with the light property. The Wind Blade has 15
can disarm the target of their weapon and bring it to yourself, charges and regains all spent charages daily at dawn. While
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catching it if you have a free hand and dropping it to the you are wielding and attuned to the Wind Blade, you can
ground in front of you if you don’t. Alternatively, you can force expend charges from it to cast the following spells (save DC
the target to stop grappling one creature it has grappled. 17): gust of wind, warding wind (2 charges), wind bomb (3
charges), or whirlwind (8 charges).
 

CHAPTER 3 | MAGIC ITEMS


63
  Chapter
  4

The World of Aelbourne

CHAPTER 4 | THE WORLD OF AELBOURNE


64
Misc / Unused
 
Nimble Scouter
You’re able to quickly figure out a route for getting where you
need to be. You gain the following benefits:
Climbing doesn’t cost you extra movement.
When you take the Dash action, you don’t provoke attacks
of opportunity.
You can run across vertical surfaces, such as a wall, while
leaving your hands free. If you end your turn while running
on a vertical surface, you fall.
You only begin to take fall damage after falling more than
30 feet.
 

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