Professional Documents
Culture Documents
Contents
CONTENTS 2
Introduction
UST SOUTH OF THE ICE-COVERED TREES
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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
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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
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
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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.
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
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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.
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.
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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.
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:
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
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
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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.
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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.
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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.
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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
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.
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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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
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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,
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
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:
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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
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
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
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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
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.
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.
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
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
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:
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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.
spell research.
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.
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
Wind Bomb
Refresh
Impose Balance
3rd Level
Wind Bomb
Beam of Vulnerability
Paladin Spells
Guided Strikes
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
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
Conjure Splendor
Haunt
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
Beam of Vulnerability
Lethargy
2nd Level
Gimble’s Wall of Bones
Absorb Knowledge
Impose Balance
Orb of Ash
Charge Magic
Haunt
Wind Bomb
Haunt
Void Lash
4th Level
Seek Souls
Devour Soul
Shield of Ice
3rd Level
Mind Missiles
Void Lash
Beam of Vulnerability
Purge Soul
3rd Level
Arcane Burst
Devour Soul
5th Level
Beam of Vulnerability
Purge Soul
Blizzard
Gimble’s Temporal Lock
5th Level
Gimble’s Wall of Bones
Impose Balance
6th Level
Gimble’s Temporal Lock
Orb of Ash
Laceration
Wind Bomb
6th 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
Ruination
At Higher Levels. When you cast this spell using a spell slot
Range:
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
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)
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
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
Casting Time:
Range: 120 feet
Duration: Instantaneous
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
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
Range: Self
Duration: 1 minute
Range: Self
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
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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
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
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
Range: 30 feet
Kindle Life
1st-level conjuration (ritual)
Casting Time: 1 minute
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
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
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
3rd-level evocation
Components: V, S, M (a smattering of mud and up to 5
Casting Time: 1 action
arrows)
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
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
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)
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)
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)
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
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
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
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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
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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.
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
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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)
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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
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 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
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).