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Table Of Contents

1 Forward
2 The Mage Knight
3 The Spell Blade
4 The Death Knight
5 The Demon Hunter
6 The Arcane Fist
7 Character Options
- Spell Lists
- Military Magic
- Feats for the Spell Sword
- Expanded Sub Classes
8 Index

2
Forward

F
or years, Dungeons and Dragons of all editions The Arcane Fist: For years, people without regular access
have allowed those of a martial bent the ability to to weapons, but the wish to be warriors in their own right,
cast Divine Spells. Clerics, Paladins, Rangers while learning the arcane arts have had no satisfaction.
and Druids have at some level dominated the Yes, there are touch spells, and enterprising Wizards and
landscape of combat using a combination of Sorcerers have used them in pseudo unarmed combat
Divine Spellcasting and Maritial Prowess to styles, but The Arcane Fist was born from a different tree.
decimate foes with powerful area effects Arcane Fists combine a brutal style of Unarmed Combat
combined with precision swordplay. with Touch Based Arcane Spellcasting as a prime focus
channeling spells into their fists. Arcane Fists are split
This book aims to change that. It extends the same courtesy into Teams. The three initial teams are "Team Celeri",
that the Divine enjoy to the Arcane. Five classes have are "Team Fortis" and "Team Callidus".
contained within this tome. They are:
After the classes will be new character options for players
The Mage Knight: Casters similar to a Cleric, The Mage to expand their arcane mastery. Firstly, comes the above
Knight combines martial prowess and arcane casting in classes Spell Lists. Then descriptions of new spells,
the most direct fashion possible. A Mage Knight's Sub especially for the Death Knight and Arcane Fist that
Classes are divided into Styles, allowing them to further require spells that can be channeled easily.
specialize their fighting style. The three initial Styles are
"The Dreadnaught", "The Rage Mage" and "The Spell When spell casting is taken care of, new Feats are
Breaker" introduced to allow the Arcane Martial Artist new options.
The Spell Blade: A more nimble Arcane Martial Artist It also allows for other classes to dip their toes into
than the Mage Knight, and less reliant on heavy armor to Arcana Militaris, and expands older feats to the new
defend themselves, the Spell Blade is more rougish and material.
cunning than their brutish, plodding cousins. They rely on
trickery and guile to attack their foes, and when they are Lastly, we have expanded Sub Classes for established
at their weakest, they strike with spell and dagger. Their classes such as Sorcerer, Wizard and Bard, allowing them
Sub Classes are divided into Quirks. The three initial to have expanded Marital Prowess while keeping their
Quirks are "The Spell Shiv", "The Arcane Agent" and arcane traditions, bloodlines and schools intact. Credit:
"The Silencer" Kyounghwan Kim
The Death Knight: A Death Knight is a warrior born from
death, that uses arcane magic to enhance their blows with
necrotic energies, heal their wounds and assault their
opponents. They also gain the ability to channel magic
into their weapons, called Runic Blades, to empower their
attacks further. More akin to the Paladin, the Death
Knight are set up into Schools. The Three Initial Schools
of the Death Knight are "Sanguine", "Frozen" and
"Plague"
The Demon Hunter: While Rangers are out there hunting
beasts using nature magic, and Druids are using it to
preserve nature and make mankind pay for their
transgressions against it, Demon Hunters, split into
Covens, use Arcane Magic to track demons and transform
themselves into powerful forms to fight on even keel with
them. The Covens of a Demon Hunter are "The Coven of
the Hidden Eye", "The Morphic Coven" and "The Coven
Vindicta"

3
The Mage Knight

T
he ultimate in front line arcane martial Arcane Magic. Normally the prospect of the studied or the
prowess, the mage knight epitomizes power lucky, it normally is in the hands of those that normally can't
with spell and blade. Knowing they were fight on the front lines. Mage Knights buck this trend,
different from an early age, Mage Knights progressing their spellcasting along with their bodies to form
generally have some arcane talent early in life. a singularly unique combination of war and spell.
Some beings such as this become sorcerers. While arcane magic requires study and experimentation,
Others, pick up the blade and hone their mage knights find certain spells easier than other spell
bodies as well. Though they aren't as proficient with blade casters. Those that deal with blade or sword. Those that exert
and armor as a fighter, a Mage Knight makes up for this with the will over the body and those that put power into a
a heavy dose of arcane magic. singular place, not an area come easier to a Mage Knight
Whirling their blade through opponents while lobbing a than others.
fireball at an enemy fortification, the human mage knight Mage Knights combine martial prowess and arcane flair
makes short work of an opposing battalion. into a potent combination that can be anything from a
With very little words, and especially no singing, the elvish whirling dervish of spells and sword to an unstoppable
mage knight grimly moves from enemy to enemy slashing juggernaut of fortified weapony justice.
and casting as fast as she can.
Hammer in hand, the Dwarvish mage knight calls a crack
of thunder down to distract a foe during a critical moment
before laying into them with a backswing!
Warriors of the Arcane

4
Innate Magical Warriors
Mageknights are warriors with innate spell casting abilities. A
mageknight, since early childhood, has had a feeling of being
different from others, always having a natural ability with a
sword, but no physical change occurs until the age of 13 or
14, when puberty begins, and strange things begin to happen
around the future mageknight, odd voices in the night, or
weird lights. Sometimes even so far as a small fire. Once the
mageknight learns of his ability, he either goes insane, or
hones his abilities to razor sharp perfection, blending magic
and blade to form a bastion of his chosen way of life, be it
protecting the good or gaining power through whatever
means. The mageknight always remembers that those
without swords can still die upon them, and as such trains
themselves in martial combat.
The Mage Knight
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Cantrip Specialty 4 2 2 — — — — — — — —
2nd +2 Arcane Empowerment (1/rest), Style 4 3 3 — — — — — — — —
feature
3rd +2 ─ 4 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 Arcane Imbuement (1), Extra Attack 5 6 4 3 2 — — — — — —
6th +3 Arcane Empowerment (2/rest), Style 5 7 4 3 3 — — — — — —
feature
7th +3 ─ 5 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement, Style feature, 5 9 4 3 3 2 — — — — —
Arcane Imbuement (2)
9th +4 ─ 5 10 4 3 3 3 1 — — — —
10th +4 Arcane Flurry 6 11 4 3 3 3 2 — — — —
11th +4 Arcane Imbument (3) 6 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
13th +5 ─ 6 13 4 3 3 3 2 1 1 — —
14th +5 Arcane Imbuement (4) 6 13 4 3 3 3 2 1 1 — —
15th +5 ─ 6 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement, 6 14 4 3 3 3 2 1 1 1 —
17th +6 Style feature, Arcane Imbuement (5) 6 15 4 3 3 3 2 1 1 1 1
18th +6 Arcane Empowerment (3/rest) 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Arcana Maelstrom 6 15 4 3 3 3 3 2 2 1 1

Hit Dice: 1d8 per mage knight level (a


Creating a Mage Knight Hit Points at 1st Level: 8 + Constitution Modifier pr
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (a
As you create a Mage Knight the most important aspect you modifier per mage knight level after 1st (a
should consider is what is their style of combat. Are they spell A
casters first. Do they wade into combat sword swinging?
Proficiencies
Quick Build Armor: Light armor, medium armor, shields
You can make a Mage Knight quickly by following these Weapons: All simple weapons, one martial weapon chosen by
suggestions. First, Charisma should be your highest statistic the mage knight
followed by Strength or Constitution. Second, choose the Tools: None
Noble background with the Knight variant.
Saving Throws: Strength, Charisma
Class Features Skills: Choose two from Arcana, History, Insight,
Intimidation, Persuasion, and Religion
As a mage knight you gain the following class features
Hit Points Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a mace or (b) a warhammer (if proficient)
Spellcasting Arcane Empowerment
Arcane magic suffuses your soul and flowed from you at an At 2nd level, you gain the ability to funnel arcane energy
early age. You've focused it into a weapon, gaining the ability directly from the aether, using that energy to fuel magical
to form that magic into viable spells. See chapter 10 of the effects. You start with two such effects: Body Adjustment and
player's handbook for the general rules of spellcasting and an effect determined by your style. Some styles grant you
below for the mage knight spell list. additional effects as you advance in levels, as noted in the
style description.
Cantrips When you use your Arcane Empwerment, you choose
At 1st level, you know four cantrips of your choice from the which effect to create. You must then finish a short or long
mage knight spell list. You learn additional mage knight rest to use your Arcane Empowerment again.
cantrips of your choice at higher levels, as shown in the Some Arcane Empowerment effects require saving throws.
Cantrips Known column of the mage knight table. When you use such an effect from this class, the DC equals
your mage knight spell save DC.
Spell Slots Beginning at 6th level, you can use your Arcane
The mage knight table shows how many spell slots you have Empowerment twice between rests, and beginning at 18th
to cast your spells of 1st level and higher. To cast one of these level, you can use it three times between rests. When you
mage knight spells, you must expend a slot of the spell’s level finish a short or long rest, you regain your expended uses.
or higher. You regain all expended spell slots when you finish
a long rest. Arcane Empowerment: Body Adjustment
For example, if you know the 1st-level spell burning hands You may use your Body Adjustment gaining three effects that
and have a 1st-level and a 2nd-level spell slot available, you persist for one minute.
can cast burning hands using either slot. The first is that you gain Advantage on Acrobatics,
Athletics and Perception rolls.
Spells Known of 1st Level or Higher The second is that you gain Resistance to Bludgeoning and
You know two 1st-level spells o f your choice from the mage Force damage.
knight spell list. The last is that you regain 3 hit points per round, +2 for
The Spells Known column of the mage knight table shows each Style Feature you possess
when you learn more mage knight spells of your choice. Each
of these spells must be of a level for which you have spell Arcane Style
slots. For instance, when you reach 3rd level in this class, you
can learn one new spell of 1st or 2nd level. At second level, choose one style related to your combat
Additionally, when you gain a level in this class, you can ability: Dreadnaught, Rage Mage or Spell Breaker. Each style
choose one of the mage knight spells you know and replace it is detailed at the end of the class description. Your choice
with another spell from the mage knight spell list, which also grants you style positions and other features when you
must be of a level for which you have spell slots. choose it.
It also grants you additional ways to use Arcane
Spellcasting Ability Empowerment when you gain features at 2nd level, and
Charisma is your spellcasting ability for your mage knight additional benefits at 6th, 8th, and 17th levels.
spells, since the power of your magic relies on your ability to
project your will into the world. You use your Charisma Style Positions
whenever a spell refers to your spellcasting ability. In Each style has a list of spells—its Style Positions— that you
addition, you use your Charisma modifier when setting the gain at the mage knight levels noted in the domain
saving throw DC for a mage knight spell you cast and when description. Once you gain a style position spell, it is known
making an attack roll with one. to you above and beyond your normal spells known.
If you have a style position spell that doesn’t appear on the
mage knight spell list, the spell is nonetheless a mage knight
Spell save DC = 8 + your proficiency bonus + your Charisma spell for you.
modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Spellcasting Focus 19th level, you can increase one ability score of your choice
You can use an arcane focus (found in chapter 5) as a by 2, or you can increase two ability scores of your choice by
spellcasting focus for your mage knight spells 1. As normal, you can’t increase an ability score above 20
using this feature.
Cantrip Specialty
At first level the mage knight selects one cantrip they know.
This cantrip may be cast as a bonus action. You may use this
once per short rest. When not cast as a bonus action, that
cantrip's damage is increased by your Charisma Modifier.

7
Extra Attack The Dreadnaught
Beginning at 5th level, you can attack twice, instead of once, Dreadnaughts are mage knights that know the best offense is
whenever you take the Attack action on your turn. a great defense. What an enemy can't kill, will eventually kill
them. With damage mitigating abilities and the ability to
Arcane Imbuement stand from all but the most harrowing effects, the
The mage knight gains the ability at 5th level to imbue their Dreadnaught is a walking, well defended castle
armor with spells that enhance the effects of said armor
allowing a mage knight wearing medium armor the Style Positions
possibility of having the effect of heavy armor, or even Mage Knight
magical armor. Level Spells
To activate arcane imbument, expend a spell slot of a level 1st mage armor, sanctuary
of 1 or higher. Increase the amount of AC a suit of armor
grants you by the spell's level. The maximum spell level that 3rd barkskin, warding bond
can be expended when this feature is gained is 1. 5th protection from energy, slow
At 8th, 11th, 14th and 17th level increase the maximum
spell level that may be expended by 1 to a maximum of 5. 7th stoneskin, death ward
If the spell expended has an elemental damage type, you 9th far step, hold monster
gain resistance to that damage type.
The effects of arcane imbuement lasts for 1 minute. You Arcane Empowerment: Spell Aegis
must complete a short or long rest before being able to use At 2nd level, the dreadnaught can turn arcane energy into
this feature again. protection for themselves and their allies. Whenever the
dreadnaught casts a spell of level 1 or higher with a damage
Arcane Flurry type, they may use arcane empowerment as a Bonus Action
Once per long rest, a Mage Knight can increase their power to gain 3 temporary hit points + 2 temporary hit points per
exponentially. They may cast the spell haste on themselves level of the spell.
for up to 1 minute.
Arcane Empowerment: Spreading Rampart
Arcana Maelstrom At 6th level, the dreadnaught can slow the approach of
enemies, protecting their allies. When the dreadnaught casts
The ultimate expression of the mage knight's tie to the a spell from the Evocation school, they may add an effect
arcane, Arcana Maelstrom allows the mage knight to become based on the damage type as listed below. This effect forces a
a living engine of arcane devistation. This lasts for 1 minute Constitution saving throw from each party effected by the
when activated, and the mage knight may not use this again initial effect to negate the secondary effect.
for 3 days.
While activated, all of the mage knight's attacks gain a +3
bonus to hit, and damage.
Spells cast by the mage knight during this duration are
effected by 1 sorcerer metamagic ability, chosen when the
first spell of the duration is cast. This cannot be quick spell or
twinned spell.

Arcane Styles
Every mage knight is different. As such, each has their own
style of combat that epitomizes a facet of combat they value.
Listed here are three styles. The Dreadnaught, The Rage
Mage and The Spell Breaker. Each arcane style offers a use
of Arcane Empowerment and other abilities and abilities that
flesh out the style indicated.

8
Rampart Effects
Damage
Type Secondary Effect
Acid Reduce the target's AC by 2 for 1 round as
acid eats at their armor
Bludgeoning The targets are pushed 5ft per spell level by
brute force
Cold Reduce the target's speed by 10ft for 1
round as the target's legs freeze a bit
Fire The target stops moving for 1 round from
choking smoke
Force The caster cannot be targeted by the targets
for 1 round
Lightning The targets have disadvantage on attack rolls
for 1 round
Necrotic The targets have disadvantage on Dexterity
and Strength saving throws for 1 round
Piercing The target takes one half the spell's damage
again on the next round. This does not use
Spreading Rampart again
Poison The targets have disadvantage on
Constitution and Wisdom saving throws for
1 round
Psychic The targets move in random directions for 1
round.
Radiant The targets cannot attack for 1 round
Slashing The targets reroll all maximum damage dice
and accept the second result for 1 round
Thunder The targets have disadvantage on
Intelligence and Charisma saving throws for
1 round
You may cast spells in a spell rage, but clear thinking
Unstoppable Charge eludes you. You have disadvantage on all Intelligence based
At 8th level, the dreadnaught gains the ability to expend a skill checks.
spell slot of level 1 or higher as a bonus action. After this spell Your spell rage lasts for 1 minute. It ends early if you are
slot is expended, the dreadnaught gains a bonus equal to the knocked unconscious or if your turn ends and you haven’t
spell's level to AC, attack and damage when they move before cast a spell targeting yourself or a hostile creature or haven't
attacking with a melee attack provided the move at least physically attacked a hostile creature since your last turn or
10feet before attacking. taken damage since then. You can also end your spell rage on
The dreadnaught making an unstoppable charge has your turn as a bonus action.
disadvantage on Dexterity saving throws for the turn it is
used.
Supreme Wall Rage Mage Spell Rages per day
The dreadnaught of 17th or higher level has learned to
channel magic into defending those around them. Opponents Daily Spell
adjacent to the dreadnaught have their speed reduced to 5ft Level
Spell
Rages
Damage
Bonus
while they remain adjacent to the dreadnaught. Should the
move so they are no longer adjacent to the dreadnaught, their 2nd 2 +1
speed immediately returns to normal. 3rd 3 +1
Opponents that begin their turn adjacent to the
dreadnaught, must make a Wisdom saving throw using the 4th 3 +2
dreadnaught's spell save DC or eschew moving away to 5th 3 +2
attempt to attack the dreadnaught instead. 6th 4 +2
The dreadnaught may supress this as a reaction, but
reduces damage from those so effected by 1 per 2 enemies 7th 4 +3
adjacent to them. 8th 4 +3
9th 4 +3
The Rage Mage
10th 4 +3
Born from the fury of the raw magic, rage mages learn to cast
spells while in a frenzied state, sometimes speaking so fast 11th 4 +4
that they can cast swifter than normal mages. A rage mage in 12th 5 +4
action appears to be a blur of gibbering, frothing maddness.
13th 5 +4
Style Positions 14th 5 +4
Mage Knight
Level Spells 15th 5 +5
1st searing smite, thunderous smite 16th 5 +5
3rd branding smite, spiritual weapon 17th 6 +5
5th blinding smite, call lightning 18th 6 +6
7th staggering smite, fire shield 19th 6 +7
9th bigby's hand, conjure volley 20th Unlimited +7

Arcane Empowerment: Evocate!


At 2nd level, the rage mage gains the ability to add their
Charisma Modifier to the damage of all spells cast for one Once you have been in a spell rage for the number of times
round. shown for your mage knight level in the Spell Rage Damage
Spell Rage chart below, you must finish a long rest before you can use
At 2nd Level you gain the ability to, in battle, allow the raw spell rage again.
power of the arcane take you over. On your turn, you can Arcane Empowerment: Bloodlust
enter a spell rage as a bonus action. While in a spell rage, you At 6th level the rage mage can intensify their spells by
gain the following benefits if you aren’t wearing heavy armor: sacrificing a portion of their own vitality. By dealing
You have advantage on Concentration checks to avoid themselves damage equal to twice the spell's level, and using
losing a concentrated spell. Arcane Empowerment, the rage mage can activate the bonus
When you cast a spell that deals damage, you gain a bonus to damage listed in your spell rage chart for your level + your
to the damage roll that increases as you gain levels as a Charisma Modifier.
mage knight, as shown in the Spell Rage Damage chart
below.
You gain the metamagic Quickened Spell for the duration.

10
At 2nd level, the spell breaker gains the ability to cause
enemy spellcasters to faulter in their spell casting. By using
Arcane Tempest this arcane empowerment, they target one spellcaster within
At 8th level, the rage mage becomes a whirling engine of 100ft of them that they can see. The spellcaster must then
destruction while in a spell rage. During such a time, your make a Constitution saving throw. Failure indicates that the
spells ignore all resistances/immunities to damage types target must make a concentration check to cast any spell for
possessed by objects except to psychic and poison damage. If 1 minute. The DC of the concentration check is determined
an object has a damage threashold and resistances, the by your spell save DC.
resistances are ignored. Damage threashold is never ignored
unless DM approved.
Arcane Empowerment: Massive Spell
At 17th level the rage mage truly becomes a bastion of arcane
fury. Once per 3 days, they may use all remaining Arcane
Empowerments for the day to cast one truly momentous spell Arcane Empowerment: Spell Break
of massive proportions. At 6th level the spell breaker gains the ability to break the
The rage mage, when they prepare to cast a massive spell, spells of others with little effort. Breaking a spell is more
initially use all remaining charges of arcane empowerment. powerful than countering or dispelling it, it literally stops it
They then enter a spell rage. These are done as part of the from being cast again by that caster for 1 minute.
action of casting a massive spell. Using Spell Break is a reaction that can be triggered when
The rage mage then casts a single spell of any level they an enemy spellcaster begins casting. The spell breaker
have that has an area effect or multiple single targets. For expends their arcane empowerment usage, and casts a single
each arcane empowerment usage sacrificed in this manner, level 1 or lower spell. If the spell hits the caster, the caster
the area or number of targets doubles. Sacrificing all 3 uses reacts first to the spell (saves, concentration checks, damage,
of the day's arcane empowerment would yeld 8 times the etc), and then must make a charisma saving throw. Failure
area or number of targets in this instance. Sacrificing 2 indicates that the spellcaster's spell was inturrupted and
would yield 4 times. negated. It also temporarily removes the spell from that
Once this ability has been used, the rage mage loses access caster's spell list for 1 minute. After 1 minute, the spell
to arcane empowerment, spell rage and this feature for 3 returns as normal, and, if it was normally prepared by the
days. caster targeted, re-prepares itself.
The Spell Breaker Controller's Strike
Specializing in breaking enemy spellcasters by making it so At 8th level, the spell breaker's attacks become very adept at
that their spells fizzle before their onslaught, the spell inturrpting the spells of other spellcasters. When the
breaker initially is a master of the counterspell. Eventually, spellbreaker attacks, strikes and deals damage to an enemy
however, they gain the ability to stifle other abilities, setting spellcaster that's casting a spell, the concentration DC to
up counter strokes to end combat swiftly. keep the spell without losing it increases by the spell
breaker's charisma modifier.
Style Positions
Mage Knight Spell Sunder
Level Spells At 17th level, the spell breaker may use an empowered
1st command, ensnaring strike version of Spell Break. When they use arcane empowerment:
spell break, they may expend 2 uses instead of one to delete
3rd hold person, silence the spell from the target's spell list for the remainder of
5th dispel magic, counterspell combat. After using spell sunder, you must take a long rest
7th banishment, confusion
before using it again.
9th modify memory, wall of force

Arcane Empowerment: Stifle

11
Credit: Kyounghwan Kim

The Spell Blade

I
t is said that behind every good man is a great The Shadow Casters
woman. That behind every king a shadow behind the
throne. In this case, the phrase should go, behind A blade in the back. A well placed spell to the head or the
every shield is a sharp blade. The Spell Blade is the eyes. That is the spell blade's bread and butter. They stick to
blade behind the shield. It is the ray fired into the the shadows, casting spells silently and often to deadly effect.
fireball to mask it's presence. Normal arcane casters stick to the back lines, lobbing spell
The night is split with the scream of a woman after spell at opponents. Spell blades offer a different reason
who's husband has disintegrated before her eyes with no to stick to the back ranks... or the mid ranks... Or, with the
visible cause. Into the night, a halfling spell blade readies to right light or opportunity... even the front ranks... Unseen,
go back to his employer and collect his pay. unheard and often completely undetected, Spell Blades cast
With the last enemy down, the half dragon barbarian spells, and steal more than your wallet.
stands triumphant over... wait... wasn't there five puny
humans? Where did the sparkle stealer go? It is then that the Ready and Waiting
illusion vanishes, and the half dragon realizes his enemy is Though they prepare spells, the Spell Blade is a cunning
fully alive and well, hidden by their human spell blade's warrior and cagey. It isn't only by spell that it can bring you
magic. low. Weapons hidden, flashing steel and singing spells all
Blade in one hand, wand in another, this elven spell blade make up a deadly warrior of arcane might and dexterity.
allows others to think he's a bladesinger, though he hates While most that would be Spell Blades turn instead to the
singing, and has a terrible voice. When asked to sing for book or the dagger, and some even come back to arcana via
others, he merely replies "Only in combat do I sing..." the Arcane Trickster, they've lost something that they
wouldn't be able to get back coming to the spell blade.
The Spell Blade
Max Pilfer/Uses
Level Proficiency Bonus Features Per Pilfer Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Sight, Pilfer (1/rest), Examine 1st /2 2 — — — — —
2nd +2 Spellcasting, Spell Snipe (1d6) 1st /2 2 2 — — — —
3rd +2 Quirk Feature 1st /3 2 3 — — — —
4th +2 Ability Score Improvement 2nd /3 2 3 — — — —
5th +3 Pilfer (Breath) 2nd /3 3 4 2 — — —
6th +3 Spell Snipe (2d6) 2nd /3 3 4 2 — — —
7th +3 — 3rd /4 3 4 3 — — —
8th +3 Ability Score Improvement 3rd /4 3 4 3 — — —
9th +4 Pilfer (2/rest), Quirk Feature 3rd /4 3 4 3 2 — —
10th +4 Spell Snipe (3d6) 4th /4 4 4 3 2 — —
11th +4 — 4th /5 4 4 3 3 — —
12th +4 Ability Score Improvement 4th /5 4 4 3 3 — —
13th +5 Pilfer (Continuous), Quirk Feature 5th /5 4 4 3 3 1 —
14th +5 Spell Snipe (4d6) 5th /5 4 4 3 3 1 —
15th +5 — 6th /6 5 4 3 3 2 —
16th +5 Ability Score Improvement 6th /6 5 4 3 3 2 —
17th +6 Pilfer (3/rest), Quirk Feature 6th /6 5 4 3 3 3 1
18th +6 Spell Snipe (5d6) 7th /6 5 4 3 3 3 1
19th +6 Ability Score Improvement 7th /7 5 4 3 3 3 2
20th +6 Pilfer (Unlimited) 7th /7 6 4 3 3 3 2

Hit Dice: 1d8 per spell blade level (a


Creating a Spell Blade Hit Points at 1st Level: 8 + Constitution Modifier ex
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (a
As you create a Mage Knight the most important aspect you modifier per spell blade level after 1st Le
should consider is what is their quirk, that thing that makes di
them different than the other spell blades. Are they spell Proficiencies
casters first. Do they sneak through the shaddows with a Armor: Light armor
dagger? Are they master spies? Weapons: All simple weapons, hand crossbows, longswords,
rapiers, shortswords
Quick Build Tools: Thieves' Tools
You can make a spell blade quickly by following these
suggestions. First, Intelligence should be your highest Saving Throws: Dexterity, Intelligence
statistic followed by Dexterity or Wisdom. Second, choose Skills: Choose three from Acrobatics, Arcana, Athletics,
the Criminal, Charlaton or Enterainer backgrounds. Deception, Insight, Investigation, Perception, Performance,
Persuasion or Stealth.
Class Features
As a spell blade you gain the following class features Equipment
You start with the following equipment, in addition to the
Hit Points equipment granted by your background:
(a) a rapier or (b) a shortsword
(a) a shortbow and a quiver of 20 arrows or (b) an arcane
focus

13
Arcane Sight Spellcasting
At first level, the spell blade gains the ability to see magic and As a practictioner and pilferer of arcane magic, you have a
magical effects with more proficiency than others. Whenever resvoir of mystical tattoos containing spells that show the
the spell blade has to make a Perception (Spot) check to first glimmerings of your true power. S ee chapter 10 of the
detect a magical effect or a save to overcome an illusion players handbook for the general rules of spellcasting and
effect, the spell blade is treated as proficient in Perception below for the spell blade spell list.
and add twice your proficiency bonus to the roll.
Cantrips
Pilfer At 1st level, you know three cantrips of your choice from the
spell blade spell list. You learn additional spell blade cantrips
At first level the spell blade gains the beginnings of their of your choice at higher levels, as show n in the Cantrips
spellcasting potential. They just haven't learned the knack of Known column of the spell blade table.
casting from their own resevoir. Once per short or long rest,
the spell blade may attack an enemy as an action. If they deal Tattoo Resevoir
even 1 point of damage, they may copy one spell At 1st level, you have a resevoir of tattos containing six 1st-
known/prepared by the target and cast it for up to 1 minute a level spell blade spells of your choice.
maximum number of times equal to those listed on the usage
chart as if they were known and prepared. They may also
copy one of the spells that a monster may innately cast if they The Tattoo Resevoir
have Innate Spellcasting or Spellcasting. The spells that you add to your resevoir as you gain
The number of uses per short or long rest increases to two levels reflect the arcane research you conduct on
at 9th level and 3 at 17th level. At 20th level, the spell blade your own, spells you've stolen knowledge of, as
may use this feature an unlimited number of times per rest. well as intellectual breakthroughs you have had
The maximum level of spell that can be copied is listed in about the nature of the multiverse. You might find
the table: The Spell Blade under "Max Pilfer/Uses per Pilfer". other spells during your adventures. You could
If you do not know exactly what spells the target has, the DM discover a spell recorded on a scroll in an evil
selects one randomly of the levels you may copy. A spell blade wizard's chest, for example, or in a dusty tome in
may only have 1 spell (or ability) copied at one time until 13th an ancient library.
level. See "Pilfer (Continuous)" for more information
Pilfer (Breath)
A subfeature to Pilfer, Pilfer (Breath) allows a spell blade of Copying a Spell into your resevoir. When you find a
fifth level or higher to copy the breath of a monster who's spell of 1st level or higher that is on the spell blade
Challenge Rating does not exceed their own. They treat this spell list, you can add it to your resevoir if it is of a
as a spell of the maximum level they may pilfer, and it is level for which you have spell slots and if you can
beholden to the maximum number of uses and the 1 minute spare the time to decipher and copy it via tattoo
maximum hold. art.

Pilfer (Continuous)
Another subfeature to Pilfer, Pilfer (Continuous) allows a
spell blade of thirteenth level or higher to copy one Copying a spell into your resevoir involves
continuous ability possessed by a monster of their challenge reproducing the basic form of the spell, then
rating or lower. The ability lasts for 1 minute and is not lost to deciphering the unique system of notation used by
the creature copied from. You may have one continuous effect the wizard who wrote it. You must practice the
in place at one time and one pilfered spell or breath. spell until you understand the sounds or gestures
required, then transcribe it onto your body using a
Examine tattooing.
A spell blade of first level or higher may look at an opponent
as a bonus action and force them to make a Charisma saving
throw with a DC based on your spell save (See Spellcasting
below). If the target fails, the DM reveals spells possessed by For each level of the spell, the process takes 2
the opponent, including Innate Spellcasting of monsters. hours and costs 50 gp. The cost represents
At fifth level or higher examine detects the breaths of foes. material components you expend as you
At thirteenth level or higher exmaine detects the experiment with the spell to master it, as well as
continuous abilities of opponents. the fine inks you need to tattoo it and the mithril
pins needed to etch it to your skin. Once you have
spent this time and money, you can prepare the
spell just like your other spells.
For example, if you're a 3rd-level spell blade, you have four
When you go to prepare your spells for the day, 1st-level and two 2nd-level spell slots. With an Intelligence of
you may cycle through all your spells by touching 16, your list of prepared spells can include six spells of 1st or
part of your skin visible to you and concentrating 2nd level, in any combination, chosen from your spellbook. If
on the spells themselves. This changes the tattoo you prepare the 1st-level spell magic missile, you can cast it
to reflect the spells until that tattoo is settled on a using a 1st-level or a 2nd-level slot. Casting the spell doesn’t
prepared spell. This process is repeated until you remove it from your list of prepared spells.
have all possible spells you can prepare on your You can change your list of prepared spells when you finish
skin somewhere. When you cast a spell, the tattoo a long rest. Preparing a new list of spell blade spells requires
itself writhes slightly. Any spell caster that sees you
casting a spell may make a DC 30 Perception
time spent studying your spellbook and m em orizing the
(Spot) check to notice which spell is writhing, if
incantations and gestures you must make to cast the spell: at
the spell blade can be seen at all. Attempts to copy
least 1 minute per spell level for each spell on your list.
a spell by reading it from the spell blade's body
take a -5 penalty) Spellcasting Ability
Intelligence is your spellcasting ability for your spell blade
spells, since you learn your spells through dedicated study
and mem orization. You use your Intelligence whenever a
spell refers to your spellcasting ability. In addition, you use
The Tattoo Resevoir cont... your Intelligence m odifier when setting the saving throw DC
Replacing the Book. You can copy a spell from your for a spell blade spell you cast and when making an attack
own resevoir into a spellbook or tattoo it into roll with one.
another resevoir. This is just like copying a new
spell into your resevoir, but faster and easier, since
Spell save DC = 8 + your proficiency bonus + your
you understand your own notions and already know
how to cast the spell. You need spend only 1 hour
Intelligence modifier
and 10 gp for each level of the copied spell. Spell attack modifier = your proficiency bonus + your
intelligence modifier

If your skin is totally removed from you (How this Spellcasting Focus
happens remains up to the GM) or you are You can use an arcane focus (found in chapter 5) as a
reincarnated, you may transcribe a new resevoir spellcasting focus for your spell blade spells.
just as if you were transcribing the old, being
allowed to scribe any spell you last had prepared Learning Spells of 1st Level or Higher
first, but having to find new spells to populate it. Each time you gain a spell blade level, you can add two spell
blade spells of your choice to your spellbook. Each of these
spells must be of a level for which you have spell slots, as
shown on the spell blade table. On your adventures, you
The Book’s Appearance. Your spellbook is a unique might find other spells that you can add to your spellbook
compilation of spells, with its own decorative (see the “Your Spellbook” sidebar).
flourishes and margin notes. It might be a plain,
functional leather volume that you received as a Spell Snipe
gift from your master, a finely bound gilt-edged
tome you found in an ancient library, or even a Beginning at 2nd level, the spell blade knows how to strike
loose collection of notes scrounged together after subtly and exploit a foe’s distraction when casting spells.
you lost your previous spellbook in a mishap. Once per turn, you can deal an extra 1d6 damage to one
creature you hit with a spell, if you have advantage on the
attack roll.
You don’t need advantage on the attack roll if another
Preparing and Casting Spells enemy of the target is within 5 feet of it, that enemy isn’t
The spell blade table shows how many spell slots you have to incapacitated, and you don’t have disadvantage on the attack
cast your spells of 1st level and higher. To cast one of these roll.
spells, you must expend a slot of the spell’s level or higher. The amount of the extra damage increases by 1d6 at 6th
You regain all expended spell slots when you finish a long level, 10th level, 14th level and 18th level as noted on The
rest. Spell Blade's table.
You prepare the list of spell blade spells that are available
for you to cast. To do so. choose a number of spell blade Quirk Feature
spells from your resevoir equal to your Intelligence modifier +
your spell blade level (minimum of one spell). The spells must At third level, choose one quirk that defines your role in the
be of a level for which you have spell slots. world: The Spell Shiv, The Arcane Agent or The Silencer.
Each quirk is detailed at the end of the class description.
Your choice grants you combat quirks and other features
when you choose it.
Combat Quirks At 17th level, the spell shiv has the ability to add one
Each quirk grants one or more abilities that stack on either condition to a ray spell fired by the spell shiv that deals
Pilfer or Spell Snipe. Combat Quirks are active as part of the damage to it's intended target. The target gets a constitution
action, but the Spell Blade may choose what and which saving throw at the spell shiv's spell DC to resist the new
combat quirk activates and in which order if there are more condition. Each condition reduces spell snipe damage on the
than one qualifying. following chart.
Dirty Spell Effects
Ability Score Improvement Spell Snipe
When you reach 4th level, and again at 8th, 12th, 16th, and Condition Damage Reduction Duration
19th level, you can increase one ability score of your choice Prone -2d6 1 round
by 2, or you can increase two ability scores of your choice by Blinded/Deafened -3d6 1 minute
1. As normal, you can’t increase an ability score above 20
using this feature. Frightened -4d6 1 minute
Stunned -5d6 1 round
Quirks Paralyzed -6d6 1 round
Just as every thief has a calling card, so do spell blades have
quirks that define them as that same calling card. Listed here
are three quirks. The Spell Shiv, The Arcane Agent and The
Silencer. Each quirk offers abilities that aid the spell blade in The Arcane Agent
combat, and enhance their existing features From the beautiful woman that gets the general to spill his
secrets, to the court vizier that is was actually replaced long
The Spell Shiv ago, the arcane agent is a master spy and constant face
From the shadows, a being watches his target. Slowly, those changer. Most of the combat quirks of the arcane agent
with darkvision would see the black ink on his hand begin to revolve around trickery and guile.
writh as a blue beam lances from his hand and with pinpoint
accuracy freezes his target solid, only for it to shatter shortly Combat Quirk: Sneaky Flourish
after. Spell Shivs are long range spell snipers that strike from By making a flourish when they use pilfer, the arcane agent
shadows so deep that it's a wonder that they can even see. can hide the fact that they used pilfer. This is an opposed
check using the arcane agent's deception and the target's
Combat Quirk: Vicious Spell Snipe insight. The roll has advantage if the attack did more than 10
At 3rd level, the spell shiv gains a more deadly version of spell damage.
snipe. This variation of spell snipe grants 1d6 additional
damage to your spell snipe damage at 7th, 11th, 15th and One Thousand Faces
19th levels. The arcane agent of 3rd level may cast Alter Self once per
short or long rest as a bonus action. By expending a spell slot
Deep Shadows of 1st level or higher when you use this, as part of the action,
At 3rd level, the spell shiv is so adept at hiding in shadows, you may select a second function of alter self to use at the
that even if someone sees them, they might not have. While same time with the same casting.
the spell shiv is within 10ft of a shadow, anyone that makes a
Perception (Spot) check to notice them has disadvantage on Cover Personality
the roll. At 3rd level, the arcane agent gains the ability to shift their
In addition, the spell shiv may attempt to hide as a bonus thoughts as well as their body. The arcane agent may only use
action if they are within 10ft of a shadow. cover personality as a reaction when they use one thousand
faces. Once they use cover personality, their thoughts change
Combat Quirk: Ricochet Spell when detected to be what anyone that might view those
At 9th level, the spell shiv gains the ability to sacrifice some of thoughts, or sense their alignment expects to find, or the
their spell snipe bonus damage to ricochet a ray spell off of a most benign result possible within credulity granting the
flat surface to move in a different direction up to 90 degrees. arcane agent advantage on Deception checks to stay in
For each surface you ricochet a ray spell off of, you must character.
sacrifice 1d6 of your spell snipe damage.
Combat Quirk: Shifting Draw
Brutal Spell Snipe At 9th level, the arcane agent can manipulate the energy they
At 13th level, whenever a spell shiv rolls a 1 on a spell snipe steal from an opponent with Pilfer. When a spell is stolen
damage dice, that dice counts as a 2 instead. from an opponent, an arcane agent may make a constitution
check to alter the energy of the spell to various effects.
Combat Quirk: Dirty Spell If the spell copied uses an set energy type, the arcane agent
may select a different energy type to use when casting. Once
selected the new energy type is set for all castings of this
copy of the spell.
If the spell has an area of effect, the arcane agent may select The silencer knows that there is little time to get away once
a different area of a spell of the same level. they've ended their targets. The silencer of 9th level gains the
ability to use the run action while using a spell with the range
Myrid Temptation of touch. If they start and end their movement behind cover,
At 13th level the arcane agent can use a bonus action to gain those that make perception (spot) checks to notice the
advantage on Persuasion or Deception checks to seduce a silencer have disadvantage on the roll.
target. The arcane agent chooses which skill they will gain
advantage on. Once they have successfully seduced a target, Combat Quirk: Deadly Draw
that target is considered charmed (No saving throw) until it is The silencer is deadly, but they are even more deadly when
revealed that the agent was duplicitous. fighting beings with spells or abilities. Whenever a silencer
copies a spell from a target, that target takes 1d4 force
Deep Cover damage per level of the spell taken.
At 17th level, the arcane agent can enter a state of deception This does not work on continuous abilities copied, but
called deep cover. To use deep cover, the arcane agent breaths count as a spell level of 1/2 the target's challenge
expends a 5th level spell slot when they use One Thousand rating minus 1.
Faces and Cover Personality at the same time as part of the
action of Cover Personality. They select a trinket in their Shadeform
possession. Their original personality is shifted to that object, Once per long rest, a silencer of 17th level or higher may
and they take on the personality, fully, of the cover personality. assume Shadeform. While in shadeform, the silencer may
While the item is in their possession, the arcane agent teleport between shadows within 100ft of each other. They
must use the item properly (IE: Open a pocket watch, make no sound, and do not require verbal components for
unsheathe a sword, etc) to regain their normal personality. their spells, and attacks versus them with non magical
weapons and attacks have disadvantage.
The drawback to deep cover is that the magic infusing their This form lasts for 1 minute before they return to normal.
personality into the object doesn't want to be undone, so the
object must be presented to the arcane agent by someone
else, or by dire circumstances for them to even realize it is on
their person much less that it should be used.
The Silencer
While some spell blades rely on ranged spells to do their
deadly work, the silencer is more hands on, using touch
attacks or area effects to do their job. They are most deadly at
close range, and even gain abilities with ranged spells in very
tight spaces.
Magic Smite
The silencer of 3rd level gains the ability to add paladin smite
spells to their personal class spell list. They must still
research, find and inscribe the smite spells normally, but they
become options.
Combat Quirk: Point Blank Spell
When the silencer uses a spell with a range, that deals
damage, within 10 feet of a target they add 1d6 to their spell
snipe damage.
This bonus damage increases by 1d6 at 11th and 17th
level.
Combat Quirk: Devastating Spell
Critical
When the silencer uses a touch spell, and rolls a natural 20
on the roll, the damage ignores resistances possessed by the
target, and the target becomes blinded or deafened (arcane
agent's choice) till the beignning of the arcane agent's next
turn.
Acrobatic Assault
The Death Knight
Beings of rot and decay, the death knights were once a
secluded order that raised the dead, and armed them. Not so
today, as they've learned to harness the power of necrotic The warrior with the broadsword in the corner, may just be a
energies themselves, and have suffused their bodies with it's death knight, or they might just be a passing fighter. You
esssence. never know till they start casting spells.
With a wave of their sword, the human death knight sends
a wave of necrotic energy to destroy her foes. Death Knights and Alignment
A quick word and a touch to her sword, the dragonborn Though it lists above that death knights use dark energies
death knight swings and after stabbing her opponent releases and are 'practitioners of the dark arts' this by no means says
her spell from her blade, causing them to explode. that they are evil by default.
Sword still sheathed, the elven death knight waits patiently A death knight can be lawful good if they wish to. It's their
as his opponent's charge, hand on hilt. Faster than the eye power source that uses necrotic and other energies thought
can see, the enemy is cut down, but the sword looks as if it to be evil. While they run the risk of falling, they are not
hasn't moved. initially fallen.
Sadly, death knights falling to vile behavior is not
Warriors of the dark arts uncommon, but isn't so common that every death knight is
expected to do.
Death knights are practitioners of dark magic. Users of There is a stigma attached to death knights that they are
necrotic, poison and psychic energies. Front line warriors vile necromancers bent on world domination. For moth, this
with magic as a back up option, Death Knights have the couldn't be further from the truth. A good number of death
unique ability to inscribe symbols on their weapons to store knights only wish to fight fire with fire.
spells within.
Other spellcasters are flashy, flamboyant characters that
show off, blow things up, and make sure everyone knows who
they are. Death Knights generally aren't, that that is by no
means absolute.
The Death Knight
Exitum Mundi
Level Proficiency Bonus Features Damage Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Runic Blade, Knight School — — — — — — —
2nd +2 Fighting Style, Exitum Mundi, Spellcasting 2d6 2 2 — — — —
3rd +2 Mors Novissium, School Feature 3d6 2 3 — — — —
4th +2 Ability Score Improvement 3d6 2 3 — — — —
5th +3 Extra Attack 3d6 3 4 2 — — —
6th +3 School Feature 3d6 3 4 2 — — —
7th +3 Locus Finim 4d6 3 4 3 — — —
8th +3 Ability Score Improvement 4d6 3 4 3 — — —
9th +4 — 4d6 3 4 3 2 — —
10th +4 School Feature 4d6 4 4 3 2 — —
11th +4 Vitale Zonam 5d6 4 4 3 3 — —
12th +4 Ability Score Improvement 5d6 4 4 3 3 — —
13th +5 Finis Mundi 5d6 4 4 3 3 1 —
14th +5 School Feature 5d6 4 4 3 3 1 —
15th +5 — 5d6 5 4 3 3 2 —
16th +5 Ability Score Improvement 6d6 5 4 3 3 2 —
17th +6 — 6d6 5 4 3 3 3 1
18th +6 Locus Finim Improvement 6d6 5 4 3 3 3 1
19th +6 Ability Score Improvement 6d6 5 4 3 3 3 2
20th +6 School Feature 7d6 6 4 3 3 3 2

As a death knight, you gain the follow ing class features. You s
Creating a Death Knight equip
When crafting your death knight character, it is important to (a
find, early on in character creation, what school your an
character is in. Each school teaches vastly different fighting (a
styles and ways to use their runic blade among other unique (a
abilities that are not replicated between schools. Ch
Hit Points
Quick Build Hit Dice: 1d10 per death knight level
You can make a death knight quickly by following these Hit Points at 1st Level: 10 + your Constitution modifier
suggestions. First, Strength should be your highest ability Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
score, followed by Intelligence. Second, choose the soldier modifier per death knight level after 1st
background.

Class Features Proficiencies


Armor: All armor, shields Weapons: Simple weapons, martial
weapons Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Athletics, Insight,
Intimidation, Medicine and Persuasion
Equipment

19
At 7th 13th and 19th level one additional rune transforms
into a runic soul.
Runic Blade
Every death knight, when they enter their school is handed a Fighting Style
runic blade. This blade shifts to become the perfect weapon At 2nd level, you adopt a style of fighting as your specialty. C
for the death knight (Decided by the player, and normally the hoose one of the following options. You can’t take a Fighting
weapon they chose in their starting package). The blade Style option more than once, even if you later get to choose
begins with a single rune inscribed on it. At 4th, 8th, 12th and again.
16th level, an additional rune is inscribed on the blade.
Runic Blades allow the death knight to store and cast Defense
spells later using their sword as the casting medium. It is also While you are wearing armor, you gain a +1 bonus to AC.
used to channel the energies of the other features in this
class. Dueling
If the runic blade is lost or stolen, the death knight must When you are wielding a melee weapon in one hand and no
retrieve it before they may use the features that require it other weapons, you gain a +2 bonus to damage rolls with that
again. If the runic blade is uncrecoverable or lost for more weapon.
than 72 hours, they must use an 8 hour process to infuse a
new weapon of the same type (Light, Heavy or Twin) into a Great Weapon Fighting
runic blade. It then recovers all abilities gained so far, but if When you roll a 1 or 2 on a damage die for an attack you
the old blade had spells infused, they are lost. make with a melee weapon that you are wielding with two
Using a runic blade as a focus uses the action of the ability hands, you can reroll the die and must use the new roll. The
tied to it. weapon must have the two-handed or versatile property for
Using the runic blade to store spells for later, requires you to gain this benefit.
whatever action that is required for the spell to be cast, and
requires any components to be expended at that time. The Protection
spell is held, suspended in the rune until the death knight When a creature you can see attacks a target other than you
uses an action to release the stored energy, completing the that is within 5 feet of you, you can use your reaction to im
spell. The spell functions normally after it's released from the pose disadvantage on the attack roll. You must be wielding a
death knight's runic blade. Spells cast from a runic blade's shield.
rune do not require the verbal or somatic components of the
spell. They have already been used to imbue the spell into the Ravager
blade. When you strike a creature successfully and deal at least 1
Any spell with a target other than self can be stored in a point of damage, you may use a bonus action to attack a
runic blade, and regardless of level, only one rune is used for different adjacent creature.
each spell.
When the spell is cast, the rune goes dark and cannot be Exitum Mundi
used again for 12 hours. Each round however, the death The signiture ability of a death knight is to infuse a single
knight may roll 1d6. On a 5 or a 6, the rune refreshes early strike with dark energies and use it a a weapon. While
and may be used again. extremely effective, it is also one of the more dangerous
weapons in the death knight arsenal.
Knight School To use Exitum Mundi, the dath knight brews necrotic
At 1st level, all death knights are sorted into schools energies within themselves. Doing this deals one half the
according to combat style. There are three schools, sanguine, attempted damage back to the death knight. Using exitum
frozen and plague, each dealing with a different facet of mundi is an action. Once charged, there is two options for the
combat. death knight.
Sanguine School deals with life, and the knitting of The first is to use exitum mundi as a 15ft cone of necrotic
wounds using dark energies. It works to keep it's fighters energy.
pressing on through impossible conditions. The second option is to infuse their runic blade with the
Frozen school deals with the gripping chill of death and energy gaining 1 round of attacks infused with that energy.
massive damage. It works to freeze and break things, even The initial damage addition is 2d6 necrotic damage. The
figuratively. damage increass according to the death knight class table
Plague school deals with the inevitibility of illness and above.
diminished capacity. It works to make combat for an
opponent impossible through the application of status effects. Spellcasting
Runic Soul
By 2nd level, you have learned to draw on arcane magic
Once the death knight selects a school, one of their runes is through meditation and study to cast spells as a wizard does.
considered of that school (Sanguine school uses Blood See chapter 10 of the player's handbook for the general rules
Runes, Frozen School uses Ice Runes and Plague School of spellcasting and below for the death knight spell list.
uses Plague Runes). Each school receives at least one ability
tied to the use of runes of their school.

20
Preparing and Casting Spells Locus Finim
The death knight table shows how many spell slots you have Starting at 7th level, whenever a hostile creature within 10
to cast your spells. To cast one of your death knight spells of feet of you must make a saving throw, the creature takes a
1st level or higher, you must expend a slot of the spell’s level penalty to the saving throw equal to your Intelligence
or higher. You regain all expended spell slots when you finish modifier (with a minimum penalty of +1). You must be
a long rest.
You prepare the list of death knight spells that are available conscious to impose this penalty. At 18th level, the range of
for you to cast, choosing from the death knight spell list. this aura increases to 30 feet.
When you do so, choose a number of death knight spells
equal to your Intelligence modifier + half your death knight Vitale Zonam
level, rounded down (minimum of one spell). The spells must Starting at 11th level, whenever a creature dies within 30 feet
be of a level for which you have spell slots. of the death knight, the death knight regains 1 hit point. If the
For example, if you are a 5th-level death knight, you have creature was directly killed by the death knight or one of their
four 1st-level and two 2nd-level spell slots. With a Intelligence effects, the death knight instead gains back the creature's
of 14, your list of prepared spells can include four spells of challenge rating (minimum 2) hit points back.
1st or 2nd level, in any combination. If you prepare the 1st- This has a secondary effect. If a creature witnesses this
level spell magic missile, you can cast it using a 1st-level or a pros, and is an enemy of the death knight, they take
2nd-level slot. Casting the spell doesn’t remove it from your disadvantage on saving throws versus fear effects for 1 round.
list of prepared spells.
You can change your list of prepared spells when you finish Finis Mundi
a long rest. Preparing a new list of death knight spells
requires time spent in prayer and meditation: at least 1 At 13th level, the death knight gains an improvement on
minute per spell level for each spell on your list. Exitum Mundi, Finis Mundi that allows the death knight the
option of switching the damage type of Exitum Mundi from
Spellcasting Ability Necrotic to either Poison or Psychic as part of the action
Intelligence is your spellcasting ability for your death knight fousing it.
spells, since their power derives from the strength ofyour
convictions. You use your Intelligence whenever a spell refers Death Knight Schools
to your spellcasting ability. In addition, you use your
Intelligence m odifier when setting the saving throw DC for a The three current schools of the death knight are split down
death knight spell you cast and when making an attack roll the three facets of death. Sanguine, Frozen and Plague. Each
with one. offers a different favored style of fighting, and combat
options.
Spell save DC = 8 + your proficiency bonus + your Sanguine School
Intelligence modifier
Spell attack modifier = your proficiency bonus + your The school espousing blood either letting or clotting, the
Intelligence modifier sanguine school is a school made for those that have a high
pain tolerance. They gain the ability to take wounds upon
Spellcasting Focus themselves, and transfer them to others. And the ability to
You can use a runic blade as a spellcasting focus for your heal.
death knight spells.
Favored Style
Mors Novissium Students of the sanguine school are taught to fight with a
weapon in one hand and a shield on the other. At first level,
The death knight of 3rd level or higher has been rejected by students of the sanguine school may cast spells with a shield
death and becomes immune to diseases of all types. on their arm and a weapon in hand, substituting flourishes for
somatic components.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and Sanguis Ictus
19th level, you can increase one ability score of your choice The sanguine death knight of first level, learns the basics of
by 2, or you can increase two ability scores of your choice by blood control. While they have a blood rune without a spell
1. As normal, you can’t increase an ability score above 20 stored within it, you heal 2 points of damage every time you
using this feature. deal 3 or more damage to a creature with blood. You may use
this to heal from creatures without blood, but the required
damage becomes 6+.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

21
Semita Caedem Frozen School
Once per long rest, the sanguine death knight of 3rd level Those of the frozen school know that offense is fine, but
may empower one of their runes to grant them power in controlled offense, one that breaks the enemy on
combat as a bonus action. While the rune is so empowered overwhelming waves of cold and death.
the sanguine death knight increases their AC by +1 and their
runic blade's damage dice that rolls 1's become 2's. Favored Style
This ability lasts for 1 minute until the rune becomes used as Twin weapons are the style of choice for the frozen death
if you used it to cast a spell, but it cannot be recharged with a knight. They may cast spells while wielding one or two
d6. weapons substituting flourishes for the somatic components
of spells.
Sanguinem Percutiens
At 6th level, the sanguine death knight gains the ability to Cordis Gelita
cause wracking pain and bleeding when they strike with an The heart of a frozen death knight is a frozen ice ball. While
empowered blade. While using semita caedem any target that you have an ice rune without a spell stored within it, one of
takes hit point damage from the sanguine death knight's your successful attacks per turn force the target to make a
runic blade has disadvantage on reflex saves and dexterity constitution saving throw or suffer from "frost fever" taking a
based checks for 2 rounds thereafter the target's body is -2 penalty to AC and gaining disadvantage on Dexterity
wracked with pain. Targets without blood or some similar saving throws for 1 round. Creatures without blood or some
fluid are immune to this ability. equivilent internal liquid gain advantage on the constitution
saving throw to avoid frost fever.
Mors Pati
At 10th level, the sanguine death knight gains the abilty to Exitio Glacialis
endure the harshest of blows. When you have a spell imbued Once per long rest, the frozen death knight of 3rd level may
in a blood rune, you get advantage on death saving throws empower one of their runes to grant them power in combat.
and Constitution saving throws. While the rune is so empowered, the death knight may take
In addition. While all your blood runes have spells imbued, advantage on one strength based roll per round. This
you have a 33% chance to turn any critical hit against you into includes one attack roll.
normal damage (The DM rolls the percentage dice to figure This ability lasts for 1 minute until the rune becomes used
this out, not the player). as if you used it to cast a spell, but it cannot be recharged
with a d6.
Sanguis Ambula
At 14th level, the sanguine death knight gains the ability to Percute Glacians
travel through the blood of others. As an action, a sanguine At 6th level, the frozen death knight gains the ability to slow
death knight may make an attack roll against a target that is targets he's struck with an empowered blade. While using
suffering hit point damage. Should they succeed the attack exitio glacialis, any target that takes hit point damage from
roll, they may select another target that is suffering hit point the frozen death knight's runic blade becomes the target of a
damage. The sanguine death knight enters the first target, slow spell as normal for the casting for two rounds as they
and exits from the second target. In all other respects, this become partially frozen.
ability functions like the spell dimension door.
The sanguine death knight may use this ability twice per Gaudete Glacies
short or long rest. At 10th level, the frozen death knight gains the ability to make
At 18th level, this ability improves to allow a grusome exit. an area around them unbearably cold, and cause those
It functions as before, but both the initial target and the around them to take extra damage from their hits.
second target suffer the death knight's exitum mundi damage While the frozen death knight has active ice runes
without recoiling it at the death knight. (Meaning at least one is still able to either hold or is holding a
spell, or is empowering his blades), they exude an aura 20
Sanguis Domini feet around them of unrelenting cold. Any enemies within that
At 20th level, the true power of the sanguine death knight area must succeed a constitution saving throw or have their
school becomes apparent. Once per long rest, they may speeds reduced 10 feet while they remain in the aura.
transform themselves into the "Avatar of Blood" gaining the In addition, while they are so effected, they take extra
following abilities. damage equaling the frozen death knight's exitum mundi
damage once per round from any attack that hits them.
Resistance to all damage except acid and poison
The ability to regain 10 hit points at the beginning of each Et Sub Glacies
round as long as they have at least 1 hit point remaining. At 14th level, the frozen death knight has a thin layer of ice
The ability to refresh their blood runes at will for the coating them at all time. This grants them resistance to acid
duration as an action. and cold damage. In addition, any attack from the frozen
Advantage on all Constitution based checks, including death knight deals 1d8 additional cold damage on hit, plus
Constitution Saving throws. 1d10 cold damage on a critical hit (2d10 if the critical is from
The transformation lasts for 1 minute before the sanguine the second attack during a round of dual wielding).
death knight reverts back to normal.

22
Glacialem Rex Minion List
At 20th level, the power of ice courses through the frozen Plague Death
death knight like the icy chill of winter. Once per long rest, Knight Level Undead Type
they may become the avatar of winter gaining the following 1st-4th Skeleton, Zombie or Shadow
abilities:
5th-8th Ghoul, Ghast
Resistance to all damage except fire and psychic
Additional cold damage to all cold effects of 3d6 9th-12th Mummy, Wight
The ability to refresh their ice runes at will for the 13th-16th Banshee, Bone Naga or Ghost
duration as an action. 17th+ Revenant, Vampire Spawn or Wraith
Advantage on all Strength based checks, including
Strength saving throws The plague death knight does not have to choose the
The transformation lasts for 1 minute before the frozen maximum level undead that they have access to, they may
death knight reverts back to normal. choose from a lower set of levels.
Plague School Somnium Febricitantem
Once per long rest, the plague death knight of 3rd level may
Where ice and blood wade into melee combat, those of the empower one of their runes to grant them power in combat.
plague school are taught to be more patient. Weaken your foe While the rune is so empowered, spells that deal damage also
with plague and an unrelenting wave of minions.. Then... carry live rot.
when they're at their weakest... use your massive two handed This ability lasts for 1 minute until the rune becomes used
runic blade to end them swiftly. as if you used it to cast a spell, but it cannot be recharged
with a d6.
Favored Style
Those of the plauge school favor massive two handed Os Gaudete
weapons. As such, they may cast spells while double handing At 6th level, live rot evolves to make damage more effective
a weapon, substituting blade movements for somatic against infected targets. While a target is infected with live
components. rot, they gain a vulnerability to bludgeoning, slashing, poison
and necrotic damage.
Plaga Portarent While the plague death knight has rune empowered, they
Plague is the part and parcel of a plague death knight's may force a target to have disadvantage on their save versus
arsenal. As such, at first level, they learn that their blows have live rot once per short rest.
a chance to spark death and decay in their targets. Any target
struck by one of the plague death knight's melee weapon Coronam de Vermes
attacks must make a Constitution saving throw or contract At 10th level, the plague death knight may summon vermin
"live rot" an extremely virile disease with an incubation time and plauged critters around them that nip and bite at those in
of 30 seconds (5 rounds). the aura. The aura extends 20 feet, and any within the aura
Live Rot must make a Strength based saving throw at the beginning of
This extremely potent disease's strength doesn't come from the plague death knight's turn or take their Intelligence
the infection itself, it comes after the target dies while being Modifier in damage, and have disadvantage on attack rolls
infected. that turn.
When infected, the target makes a Constitution saving Percute Exarescet
throw at the plague death knight's spell save DC. Failure At 14th level, the plague death knight can attempt to purge a
indicates they have been infected. 5 rounds later the disease target of positive effects.This is done as an action, and is
begins taking effect usable once per short rest.
Infected targets only heal one half the normal hit points To use this, the plague death knight makes a touch attack
from expending hit dice and have disadvantage on Strength against a target, and if it hits, the target must make a spell
and Constitution based saving throws and have 1 level of saving throw DC constitution saving throw or have it's
exhaustion. positive effects reduced or suppressed.
Each round after infection begins, the target must make Immunities are reduced to Resistances, Resistances are
another Constitution based saving throw or suffer one level of suppressed. Magical effects such as Mage Armor or the like
exhaustion. To recover from the disease, a target must make are similarly suppressed. Regeneration is shut off. These
a successful Constitution based saving throw to stave this effects last for 1d6+1 rounds before they are restored. Spells
disease off while their exhaustion counter is 0. however have concentration ended when they are removed,
If the target dies while infected, they rise again as an only natural effects come back.
equivilent undead minion. See "Minions" for details.

23
Caput Mors Est Scriptor
At 20th level, plague courses through the plague death
knight's blood. Once per long rest, they may become death's
head gaining the following abilities:
Resistance to all damage except electricity and radiant
Targets infected with live rot take the plague death
knight's constitution modifier in damage every round.
The ability to refresh their plague runes at will for the
duration as an action.
Advantage on saving throws versus poison, fear and mind
controll effects.
The transformation lasts for 1 minute before the frozen
death knight reverts back to normal.

24
The Demon Hunter

S
talking through the shadows, weaving arcane Beneath it all, demon hunters generally have a viceral
magics silently to strike foes that topple normal opinion of those that come from extraplaner locations.
mortals. The Demon Hunter is a stalker of Somehow they have been touched, for good or ill by outside
abominable targets. They hunt the demons, the forces. Perhaps they were tasked by a celestial to hunt evil.
devils, primordials and even rogue celestial Perhaps their parents were killed in a dark alley before them
beings. They do make time to hunt normal by a minor demon. Eitehr way, none can deny the talent this
creatures as well, as they are, after all, hunters by brings out.
nature. When the chips are down, they can assume the full
power of their enemies to survive against all odds. Casters of Hell and Fury
Stalking into the abyss unseen to take out a minor demon Demon hunters use the powers of those they fight to fight
general, the halfling demon hunter leaves no witnesses to back, syphoning magic directly from these places of evil and
their power. transforming it into positive change. As such, their casting
Backed into a wall, the dragonborn demon hunter lets
loose an infernal cry and sprouts demonic horns and wings, differs from sorcerers, wizards, mage knights and death
amplifying her power. Her targets don't stand a chance. knights.
With a mighty swing of his arms, the dwarven demon More akin to spell blades, a demon hunter can
hunter calls down a deluge of hellfire roasting his enemies spontaneously reform magics they've figured out the process
and fighting evil with fire. of, they can also draw magic from enemies, and either store it
for later learning or fire it immediately back at the creature.
Stalkers of the Night At later levels, they learn to counter the special abilities of
their targets by setting up counter-draws, magical
The demon hunter is a creation of necessity. There is no such wavelengths that are the exact opposite of what's being cast.
thing as a born demon hunter. They are made. They choose The three covens of demon hunters, The Coven of the
to fight fire with fire. Demon with Demonic strength. Hidden Eye, The Morphic Coven and The Coven Vindicta all
They are the whisper in the armies of Baator, they are the focus on a different aspect of hunting vile creatures. The
scream in Pandemonium that can't be placed. Hidden Eye focuses on revealing the enemy and forcing it
As arcane caster sgo, they are very good casters, or they into the light. The Morphic Coven focuses on bringing the
are mediocre casters, depending on specialization. Each demon's own might to bear against them and the Vindicta
demonhunter is split into a coven. Depending on the coven, focuses on the magical might that will eventually banish the
the demonhunter specializes in different talents. evil back to the darkness it sprang from.

25
The Demon Hunter
Proficiency Max Cantrips Spells
Level Bonus Features Syphon Known Known 1st 2nd 3rd 4th 5th
1st +2 Syphon, First Sigil 1st — — — — — — —
2nd +2 Spellcasting, Coven 1st 3 2 2 — — — —
3rd +2 Daemonblood, Infernal Compass 2nd 3 3 3 — — — —
4th +2 Ability Score Improvement 2nd 4 4 3 — — — —
5th +3 — 3rd 4 4 4 2 — — —
6th +3 Coven Ability 3rd 4 5 4 2 — — —
7th +3 Second Sigil 4th 5 5 4 3 — — —
8th +3 Ability Score Improvement 4th 6 6 4 3 — — —
9th +4 — 5th 4 6 4 3 2 — —
10th +4 Coven Ability 5th 4 7 4 3 2 — —
11th +4 — 6th 5 7 4 3 3 — —
12th +4 Ability Score Improvement 6th 5 8 4 3 3 — —
13th +5 Third Sigil 7th 5 8 4 3 3 1 —
14th +5 Coven Ability 7th 5 9 4 3 3 1 —
15th +5 — 8th 5 9 4 3 3 2 —
16th +5 Ability Score Improvement 8th 6 10 4 3 3 2 —
17th +6 — 9th 6 10 4 3 3 3 1
18th +6 Eternal Hunt 9th 6 11 4 3 3 3 1
19th +6 Ability Score Improvement, Final 9th 6 11 4 3 3 3 2
Sigil
20th +6 Coven Ability 9th 6 12 4 3 3 3 2

You can make a demon hunter quickly by following these Armo


Creating a Demon Hunter suggestions. First, make Strength your highest ability score, Weap
When crafting a demon hunter, your focus and vicariously the followed by Charisma . (Demon hunters that focus on ranged Tools
coven that you choose. Your focus would be on one of three comabt should have a higher Dexterity) Second, choose the
areas. Hunting of evil through stealth, trickery and cunning, folk hero or soldier background. Savin
Skills
fighting evil with force of arms and demonic power or Insigh
hunting them down with the full fury of the arcane. Survi
Whatever your choice, remember that you have the tools
necessary to hunt those that espouse extraplaner power. Class Features
Whether you're good or evil, your roll remains the same. As a demon hunter you gain the following class features
You're a hunter, whatever your focus and style. You hunt
beings of great power, so you must too have great power. But Hit Points
remember, great power begets great responsibility. Hit Dice: 1d10 per ranger level
Quick Build
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per ranger level after 1st
Proficiencies

26
Equipment Sigil Insertion Abilities
You start with the following equipment, in addition to the Spell School Base Effect Elemental Effect
equipment granted by your background: Abjuration +2 AC/ +1 all Saves Resistance to Element
Conjuration 1 Temporary Hit +1 point of that
(a) scale mail or (b) leather armor Point per Level element's damage per
(a) two shortswords, (b) two simple melee weapons or (c) dice of damage dealt.
A hand crossbow with 20 bolts Divination Advantage on Advantage on
(a) one two handed martial weapon or (b) a shield Attack Rolls Elemental Damage
(a) a dungeoneer’s pack or (b) an explorer’s pack Rolls
A hand crossbow with 20 bolts
Enchantment Advantage on N/A
Syphon Charisma Skill
Checks
At 1st level, the demon hunter gains the ability to Evocation +1d6 Damage on That damage is of the
momentarily emulate one spell or innate spellcasting that attacks element produced
their target has.
Doing so is an action and requires a successful spell attack Illusion Gain 1d6 Sneak That damage is of the
roll. If successful they gain the ability to do one of three Attack element produced
things with the stolen spell. They may Necromancy Gain Resistance to Add Necrotic to
Piercing and Resistance
(a) cast it at a legal target within range or Slashing damage
(b) store it for later, forming it into a soul gem.
(c) place the gem into one of their "sigils" listed in a later Transmutation Cast "enhance
ability" on self
Choose twice
entry.
Soul Gems A piece of equipment can have no more than 1 sigil
A soul gem is a small, 3cm round marble that appears to attached. Once a sigil is attached, that item becomes unable
contain energies unknown, but in a color similar to the spell to be broken by anything but an artifact's power as the sigil
being syphoned. They act as a scroll of the syphoned spell, but protects it's own interest. A sigiled weapon counts as a +1
they are one use only. The magic within a soul gem remains weapon at 3rd level, a +2 weapon at 11th level, and a +3
active for up to your level in days after syphoning. weapon at 19th level. The same progression exists for armor
You may never have more than the total number of spells and shields. Sigiled weapons have their magic supressed for
per day in soul gems at one time. anyone but a demon hunter.
Ath 7th, 13th and 19th level, you may select another piece
Casting a Syphoned spell immediately of equipment to place a sigil in. Once a sigil is placed, it
If you choose to cast the spell immediately, it becomes cast cannot be moved, but if the item is somehow destroyed, it can
from the target, removing one daily use of it from them, it is be reconstructed as a ritual that takes 24 hours to cast and
then cast from you as the caster, at a legal target within costs 500g to purchase rare dusts, liquids and ungents.
range. The spell uses your saves, your level and your abilities
to determine success, effect and duration. Spellcasting
Once cast, the spell is gone from your memory unless you An event in your past, or in the life of a parent or ancestor, left
again draw a use. an indelible mark on you, forcing you to look at evil and take
it to kill it. This font of power manifests as magic and fuels
Opponent's Spell-lists your spells. See (chapter 10 of the player's handbook) for the
Unless the demon hunter has access to the scan spell (Listed general rules of spellcasting and below for the demon hunter
later in this book) they have no way of knowing what the spell list.
creature or opponent in question has for spells or innate
spellcasting. Ardent research can reveal this however, and if Cantrips
the player does his due diligence, the DM should reward him At 1st level, you know three cantrips of your choice from the
by revealing at least one useful spell they may syphon. demon hunter spell list. You learn additional demon hunter
A demon hunter may use syphon up to their Constitution cantrips of your choice at higher levels, as shown in the
modifier times per short or long rest. Cantrips Known column of the demon hunter table.
Sigils Spell Slots
At first level, the demon hunter gains the ability to place soul The demon hunter table show show many spell slots you
gems into their weapons and armor. At level one, they may have to cast your spells of 1st level and higher. To cast one of
choose one weapon or piece of armor they possess. That these demon hunter spells, you must expend a slot of the
weapon gains one "sigil" on it that may accept a soul gem. spell’s level or higher. You regain all expended spell slots
Once inserted into a sigil, the soul gem powers the abilities when you finish a long rest.
listed below. A soul gem, inserted into a sigil can last for up to
1 minute before they lose their magic.

27
For example, if you know the 1st-level spell burning hands The first ability that the demon hunter may copy is one
and have a 1st-level and a 2nd-level spell slot available, you resistance chosen from the following list (acid, cold, fire,
can cast burning hands using either slot. force, lightning, necrotic, poison, psychic, thunder)
At 9th level, you may either select two different resistances
Spells Known of 1st level or Higher or may select one resistance and to grow a wicked natural
You know two 1st-level spells of your choice from the demon weapon giving you the Multiattack quality for 2 attacks.
hunter spell list. At 15th level, you may select either three resistances or two
The Spells Known column of the demon hunter table resistances and to grow natural weapons to give you the
shows when you learn more demon hunter spells of your Multiattack Quality for 2 attacks, or may select one resistance
choice. Each of these spells must be of a level for which you and to have an extra natural weapon to gain Multiattack for
have spell slots. For instance, when you reach 5th level in this three attacks.
class, you can learn one new spell of 1st or 2nd level. At 19th level, you may select either three resistances and
Additionally, when you gain a level in this class, you can the multiattack quality for 2 attacks, or two resistances and
choose one of the demon hunter spells you know and replace the multiattack quality for three attacks, or one resistance
it with another spell from the demon hunter spell list, which and one immunity of a different element or condition from
also must be of a level for which you have spell slots. the following list (Elements: Poison, Fire, Acid or Electricity;
Conditions: Poisoned, Diseased)
Spellcasting Ability
Charisma is your spellcasting ability for your demon hunter Infernal Compass
spells, since the power of your magic relies on your ability to At 3rd level, the demon hunter gains the ability to see
overcome the vast will of the demonic entities you steal the extraplaner creatures with a sort of second sight. Activating
power of. You use your Charisma whenever a spell refers to this second sight is a bonus action and reveals all extraplaner
your spellcasting ability. In addition, you use your Charisma creatures in a 100ft area of the demon hunter to the demon
modifier when setting the saving throw DC for a demon
hunter spell you cast and when making an attack roll with hunter's sight.
one. Demons under non-detection abilities are not revealed by
this sight. The demon hunter may use this ability for up to
Spell save DC = 8 + your proficiency bonus + your Charisma one hour before it shuts off up to one half their level times per
modifier long rest.
Spell attack modifier = your proficiency bonus + your
Charisma modifier
Ability Score Improvement
Spellcasting Focus When you reach 4th level, and again at 8th, 12th, 16th, and
You can use an arcane focus (found in chapter 5 of the 19th level, you can increase one ability score of your choice
player's handbook) as a spellcasting focus for your demon by 2, or you can increase two ability scores of your choice by
hunter spells 1. As normal, you can’t increase an ability score above 20
using this feature.
Coven
Eternal Hunt
At 3rd level, you delve into the advanced techniques of a
demon hunter coven of your choice: "The Coven of the Starting at 18th level, the demonic magic that you wield
Hidden Eye", "The Morphic Coven" and "The Coven causes you to age more slowly. For every 10 years that pass,
Vindicta", both detailed at the end of the class description. your body ages only 1 year
Your choice grants you features at 3rd level and again at 6th,
10th, 14th and 20th level Covens
Daemonblood Not a traditional heiarchy, demon hunters congragate into
cell-like structures known as covens. Covens are generally
At 3rd level, the demon hunter gains the ability to take on free floating, but the names of the three below are the most
minor features of the very creatures he fights. When they first prevalent ones. Also all covens focus on one of the three
gain this ability, they may change their features to gain minor areas of the demon hunter, so can be renamed and fit into
abilities. one of them.
The demon hunter may use this ability twice before they
must complete a short or long rest. They may stay The Coven of the Hidden Eye
daemonized for up to one hour per 1/2 their demon hunter
level (rounded down) before they revert to their normal form. Hidden in the shadows of most layers of the abyss and baator
Regardless of level, the demon hunter gains the following are those that make the hunt their own. These hunters
benefits at the beginning of the transformation. believe that the war can be won with force of arms, and that
thse that rely on "parlor tricks" will eventually be rooted out
Temporary Hit Points and killed by the enemy.
Advantage on their next Strength, Dexterity or They do keep a small amount of magic at their disposal, as
Constitution saving throw even the most hardened Hidden Eye member will be
+10 ft land speed hardpressed to admit they need NO magic. But only the most
militant or damaging spells will do.

28
The Hidden, as they are called, gain abilities that allow them Censure Outsiders
to fight harder physically and stay in the fight longer than The hidden of 6th level, gains the ability to cause great
others unease in the actions of outsiders. This ability only effects
those of the outsider type. The hidden may use this ability
Fighting Style twice per short or long rest. Using censure outsiders is a
At second level, the very first thing a member of the hidden bonus action. The hidden expends a spell slot of a level they
learns, is a style of fighting optimized for them. Choose one can cast and creates a burst 10 feet around per spell level. All
of the following options. You can’t take a Fighting Style option outsiders within that area must make a Charisma save using
m ore than once, even if you later get to choose again. your spell save as the DC. Failure indicates that the outsider
has disadvantage on all attack rolls for 1 minute.
Archery
You gain a +2 bonus to attack rolls you make with ranged Improved Fighting Style
weapons. At 10th level, you have been through so much rigorous
training to destroy evil, that your fighting has improved
Defense noticibly. Your fighting styles change to the following
While you are wearing armor, you gain a +1 bonus to AC.
Archery
Dueling You gain a +3 bonus to attack rolls you make with ranged
When you are wielding a melee weapon in one hand and no weapons.
other weapons, you gain a +2 bonus to damage rolls with that
weapon. Defense
While you are wearing armor, you gain a +2 bonus to AC.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you Dueling
make with a melee weapon that you are wielding with two When you are wielding a melee weapon in one hand and no
hands, you can reroll the die and must use the new roll, even other weapons, you gain a +3 bonus to damage rolls with that
if the new roll is a 1 or a 2. The weapon must have the two- weapon.
handed or versatile property for you to gain this benefit. Great Weapon Fighting
Ravager When you roll a 1 or 2 on a damage die for an attack you
When you strike a creature successfully and deal at least 1 make with a melee weapon that you are wielding with two
point of damage, you may use a bonus action to attack a hands, you can reroll the die until they roll 3 or higher.
different adjacent creature. Ravager
Two-Weapon Fighting When you strike a creature successfully and deal at least 1
When you engage in two-weapon fighting, you can add your point of damage, you may use a bonus action to attack again
ability modifier to the damage of the second attack. either to the same creature or a different adjacent target.
Reduced Casting Two-Weapon Fighting
The hidden don't particularly believe in spellcasting for it's When you engage in two-weapon fighting, you can add your
own sake. For this, they remove several helpful but less ability modifier to the damage of the second attack with a +2
powerful spells from their spell list and don't cast nearly as bonus to those damage rolls.
many spells per day.
Remove any spell from the demon hunter spell list that Desperate Stand
doesn't deal damage or grant advantage on a dice roll. Even the most ardent hidden demon hunter knows that
In addition, remove 1 spell per day that the demon hunter someday will be their last. They know they will die fighting
casts per spell level, and 1 cantrip from their cantrips known. the unending hordes of outsiders and other extraplaners that
If this would result in a 0 spells per day, the demon hunter seek to "corrupt" or "enlighten" our world. In that, the last
must wait till the next level to gain their first spell. moment, they can unleash everything they have left in one
final flurry of desperation.
Extra Attack To use desperate stand, the demon hunter must have failed
Beginning at 6th level, you can attack twice, instead of once, at least one death save that day and must be below 1/2 hit
whenever you take the Attack action on your turn. points. Enacting desperate stand is a bonus action. Once
At 14th level, you may make three attacks instead of two enacted, the demon hunter's hit points are drained to 1 and
they gain the following.
Resistance to all damage
The ability to regain 10 hit points per round up to 1/2
their maximum
Temporary hit points equal to those drained
The ability lasts 1 minute, after which the demon hunter
falls unconscious and must make a death save.

29
The maximum challenge rating you may assume is 1/3
your demon hunter level +1. You may assume the form of any
Lord Slayer outsider (Celestial, Elemental or Fiend) within that set of
The final ability of the hidden demon hunter, learned at 20th challenge ratings. You can revert to your normal form earlier
level, is the culmanation of all the hidden demon hunter's by using a bonus action on your turn. You automatically
training. Each of these are tied to one of the hidden's fighting revert if you fall unconscious, drop to 0 hit points, or die.
styles, but must be activated as a bonus action. While you are transformed, the following rules apply:
These abilities stack onto, and do not replace "Improved
Fighting Style" This means that you gain the abilities, once Your game statistics are replaced by the statistics of the
activated, in addition to the "improved fighting style" feature outsider, but you retain your alignment, personality, and
The abilities last for 1 minute, and can be used once per Intelligence, Wisdom , and Charisma scores. You also
short or long rest. retain all of your skill and saving throw proficiencies, in
addition to gaining those of the outsider. If the outsider
Archery has the same proficiency as you and the bonus in its stat
You cast true strike, without expending an action or a spell block is higher than yours, use the outsider’s bonus
slot at the beginning of every round. You automatically retain instead of yours. If the outsider has any legendary or lair
concentration on the spell regardless of condition till it is actions, you can't use them.
expended or the time limit has been reached. When you transform, you assume the outsider’s hit points
and Hit Dice. When you revert to your normal form, you
Defense return to the number of hit points you had before you
While you are wearing armor, you gain resistance to all transformed. However, if you revert as a result of dropping
damage except electricity and acid to 0 hit points, any excess damage carries over to your
Dueling
norm al form. For example, if you take 10 damage in
animal form and have only 1 hit point left, you revert and
When you are wielding a melee weapon in one hand and no take 9 damage. A s long as the excess damage doesn’t
other weapons, your damage dice gain the benefits of reduce your norm al form to 0 hit points, you aren’t
Improved "Great Weapon Fighting" knocked unconscious.
Great Weapon Fighting You can’t cast spells, and your ability to speak or take any
When you roll a critical hit with your weapon, you roll your action that requires hands is limited to the capabilities of
damage three times instead of two. your outsider form. Transforming doesn’t break your
concentration on a spell you’ve already cast, however, or
Ravager prevent you from taking actions that are part of a spell,
When you strike a creature successfully and deal at least 1 such as call lightning, that you’ve already cast.
point of damage, you may use a bonus action to attack all You retain the benefit of any features from your class,
targets adjacent to you. race, or other source and can use them if the new form is
physically capable of doing so. However, you can’t use any
Two-Weapon Fighting of your special senses, such as darkvision, unless your
When you engage in two-weapon fighting, your bonus action new form also has that sense.
to gain an extra attack, gains the benefits of any "Extra You choose whether your equipment falls to the ground in
Attack" features you have. your space, merges into your new form, or is worn by it.
Worn equipment functions as normal, but the DM decides
The Morphic Coven whether it is practical for the new form to wear a piece of
equipment, based on the outsider’s shape and size. Your
While the Coven of the Hidden Eye relies solely on the equipment doesn’t change size or shape to match the new
strength of their arms, and very little magic, the morphic form, and any equipment that the new form can’t wear
coven relies on adapting and improving the strength they must either fall to the ground or merge with it. Equipment
steal from their enemies to battle them. Nothing makes a that merges with the form has no effect until you leave the
morphic happier than seeing an enemy fall to claws that form.
appear demonic.
They, unlike the hidden, retain their normal casting, relying Morphic Strike
on transformative effects to bolster strength. At 6th level, the morphic demon hunter learns to maximize
the combination of arcane might and physical brute strength.
Blood of the Ancients As a bonus action, the morphic demon hunter may expend a
The first ability that a morphic learns, at 2nd level, is the spell slot to gain a +1 bonus on their next attack and +1d4
basics of the Daemonblood set of transformations. They gain damage to their next damage roll per level of the spell.
the level 3 ability of daemonblood at 2nd level. They may use this once per short or long rest.
At 6th, 10th, and 14th levels, they gain the next three
abilities listed within daemonblood. At 20th level, they gain
the most powerful ability tied to daemonblood. True
Daemonic Metamorphosis
At 20th level, you gain the ability to transform into an
actual demon for a shorter period of time than their normal
transformation.

30
Morphic Survivability Once the minute has expired, the morphic demon hunter
At 10th level, the morphic demon hunter has refined his art of reverts to the strongest form they can normally acquire (CR
transformation to be able to rearrange their vital spots a bit, 1/3 level +1) for the remainder of the time and gain 1 level of
allowing them to avoid some serious harm. To use this, the exhaustion.
morphic demon hunter uses a bonus action and expends a
spell slot of 2nd level or higher. The Coven Vindicta
For 1 minute thereafter, attacks that deal extra damage to Vindicta was once a coven based solely around the
vital areas such as sneak attack, have disadvantage on the acquisition of knowledge and applying it for the other covens
attack rolls to use them. to use versus their targets. That all changed some time ago
The morphic demon hunter may use this once per long when an attack on their main store of knowledge, contained
rest. at the peak of Mt Celestia's vast plane.
At 14th level, the morphic demon hunter may expend a From there, Vindicta chose to go to war fully, using their
spell slot of 3rd level or higher to regain 10 hit points per knowledge to aid all covens, not just their brethren.
round for 1 minute. Casters without measure in the covens, the vindicta utilize
This ability may be used once per long rest. spells at their peak that baffle lesser demon hunters, some
are even rumored to have spells that reshape reality.
Final Morph
The ultimate ability of the morphic coven allows them to Enhanced Spellcasting
temporarily gain phenominal power for a short time. They The vindicta prides itself on casting far beyond the power of
may use final morph once per seven days and a use of this they're breathren. At second level, the vicdicta's spell list
ability lasts 1 minute. changes as follows:
Using final morph is an action and increases the 20th level
ability of Blood of the Ancients from 1/3 morphic demon
hunter level to 2/3 morphic demon hunter level

Coven Vindicta Spell Table


Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 2 2 — — — — — — — —
2 3 3 3 — — — — — — — —
3 3 4 4 2 — — — — — — —
4 4 5 4 3 — — — — — — —
5 4 6 4 3 2 — — — — — —
6 4 7 4 3 3 — — — — — —
7 4 8 4 3 3 1 — — — — —
8 4 9 4 3 3 2 — — — — —
9 4 10 4 3 3 3 1 — — — —
10 4 11 4 3 3 3 2 — — — —
11 5 12 4 3 3 3 2 1 — — —
12 5 12 4 3 3 3 2 1 — — —
13 5 13 4 3 3 3 2 1 1 — —
14 5 13 4 3 3 3 2 1 1 — —
15 5 14 4 3 3 3 2 1 1 1 —
16 5 14 4 3 3 3 2 1 1 1 —
17 5 15 4 3 3 3 2 1 1 1 1
18 5 15 4 3 3 3 3 1 1 1 1
19 5 15 4 3 3 3 3 2 1 1 1
20 5 15 4 3 3 3 3 2 2 1 1

31
Celestial Attestation
While demon hunters of most stripes dislike any sort of
extraplaner being, the vindicta and most celestials have a
truce that extends back to the foundation of the demon
hunters themselves.
Some say that it was the celestials own blood, placed into a
blessed chalace that granted the first demon hunter their
powers. Others say that the vindicta made the truce in order
to have their library somewhere they believed it safe.
Regardless of what is the truth, the fact is that, a celestial
creature will not willingly attack a vindicta demon hunter of
6th level or higher. The two caveats to this, is that they will
consider that particular vindicta beyond the truce if the
vindicta attacks them, and will defend themselves normally,
and the vindicta must identify themselves as a vindicta to the
celestial before the truce is upheld.
Radiant Bargain
The vindicta knows that the only thing that matters when
fighting demons, devils, yugloths, elementals, and other
extraplaner beings, is that he who stands up last wins. To this
end, the vindicta has learned to harness radiance, inherent in
all magic, to bolster themselves in combat.
At 10th level, whenever the vindicta casts a spell (Not a
cantrip), they heal the spell's level in hit points.
At 14th level, the healing increaes to one and a half times
the spell level (rounded down)
At 20th level, the healing increases to twice the spell level.

32
The Arcane Fist

U
narmed combat has always been the purview
of aesthetic monks and their divine teachings.
From their monestaries, they've mastered the
fist, and have an inkling what it means to use
the elements with simple tricks. The Arcane
Fist have taken the thought of the way of the
fist in a different direction, using arcane
energies to directly empower their abilities.
When the first school was created, it was deemed by the All arcane fists have a focus that becomes the medium in
headmaster that people had natural talent to a certain type of which they internalize their magic. Normally one of the four
empowerment, and thus, he had everyone evaluated, and core elements, Earth, Fire, Water or Wind, there are also
broken into teams. Team Celeri makes use of magic to speed Void and Radiant elements. How the arcane fist internalizes
up themselves and their strikes. Team Fortis uses magic to magic, tells what they will be able to accomplish, and what
harden their bodies and their fists and Team Callidus uses effects they will be able to unleash.
magic to enhance their minds to amazing potentials of
thought and battle strategy. Spontaneous Pugilists
All arcane fists have the potential for spontaneous magic.
Internalized Arcanists They would, in any other direction, be sorcerers, but they
Where a wizard might cast a fireball, or a monk may throw a chafed at the general weakness that they see in the sorcerer,
flurry of blows, the Arcane Fist simply internalizes the the "achelles heel" of those that use magic to lob fireballs at
fireball, throws one punch, and makes it a flurry of firey death opponents from their own inner wellspring.
around him. The arcane fist channels most magics to That flaw was no staying power. One or two good hits with
enhance themselves in battle, oftentime becoming unto living a sword and any wizard or sorcerer cornered will fold. Not so
spells of their own. for the arcane fist, as they are taught techniques to extend
All arcane fists have the basic ability to draw from the well their power to stay in a fight, and in some cases, even outlast
within themselves, and channel arcane energies and though their opponents by sheer force of fortitude and will.
all specialize in one focus or another, they all create awesome An arcane fist is taught to internalize their magic, forcing it
displays of power by simply willing their bodies to become to bubble in explosive effect during fist fights. Some have
more powerful. adapted techniques that further this power. That make them
faster, or stronger or tougher. But at the end of the day, they
are, in a way, the strangest caster in existance.

33
Creating an Arcane Fist
Creating an arcane fist is to tell a story of how you discovered
your internal wellspring. Each chapter a move along a very
The Arcane Fist unique path from discovery to loneliness to rejection to
Proficiency Internalized Fisticuffs
discover to acceptance. All arcane fists lead a lonely road
Level Bonus Features Resevoir/MP Damage until someone recognizes their proclivities for pugilism and
their talent at the arcane and send them towards the dojo
1st +2 Fisticuffs,
Unarmored
1st / 4 1d4 where most have received their training.
Defense,
How did you discover your magic? Did it use your focus
Internal Magic element? Did it use another and so traumatize you that you
focused differently when you knew what you were doing?
2nd +2 Team 1st / 5 1d4 How did you cope with learning you had magical potential?
Selection,
Manifest
Did your interalization of magic come from your denial of the
Adivism magic within you or perhaps through hard and ardent
training.
3rd +2 Internal 2nd / 6 1d4 The final thing you must think of when designing an
Reflexes arcane fist, is what your tretis on magical expression is? Are
4th +2 Ability Score 2nd / 8 1d4 you a tactician? A speed demon? Perhaps your a juggernaut
Improvement on the battlefield. Once you get your feet wet, you will be
5th +3 Unarmed Style, 2nd / 10 1d6 sorted into a team, and taught secret techniques to epitiomize
Extra Attack your chosen expression.
6th +3 Ability Score 3rd / 12 1d6
Improvement, Quick Build
Team Feature You can make a arcane fist quickly by following these
suggestions. First, Dexterity should be your highest ability
7th +3 Manifest 3rd / 14 1d6 score, followed by Chrisma or Constitution. Second, choose
Adivism the hermit or sage background. Third, choose the jade fist
8th +3 Ability Score 3rd / 16 1d6 and crackling strike internalized magics.
Improvement
9th +4 Internal
Fortitude
4th / 20 Class Features
10th +4 Team Feature 4th / 24 1d6
As a arcane fist, you gain the following class features.
11th +4 — 5th / 28 1d8 Hit Points
12th +4 Ability Score 5th / 32 1d8 Hit Dice: 1d8 per arcane fist level
Improvement, Hit Points at 1st Level: 8 + your Constitution modifier
Manifest Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
Adivism modifier per arcane fist level after 1st
13th +5 — 5th / 37 1d8
Proficiencies
14th +5 Ability Score 6th / 42 1d8 Armor: None
Improvement,
Team Feature
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools, one musical
15th +5 — 6th / 47 1d8 instrument or one game
16th +5 Ability Score 6th / 52 1d8
Improvement Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Acrobatics, Athletics,
17th +6 Internal Will 7th / 58 1d10 History, Insight and Stealth
18th +6 Manifest 7th / 64 1d10
Adivism Equipment
19th +6 Ability Score 7th / 70 1d10 You start with the follow ing equipment, in addition to the
Improvement equipment granted by your background:
20th +6 Eternal 8th / 76 1d10 (a) a shortsword or (b) any simple weapon
Wellspring (a) a dungeoneer’s pack or (b) an explorer’s pack
(a) artisan's tools, (b) one musical instrument or (c) one
game set
10 darts

34
Unarmored Defense Duration: Concentration, up to 1 minute
Beginning at 1st level, while you are wearing no armor and Choose one element from the following list (Fire, Cold, Acid,
not wielding a shield, your AC equals 10 + your Dexterity Lightning, Thunder, Poison, Force, Psychic, Radiant or
modifier + your Charisma modifier. Necrotic). This ability gains the name associated above.
At the beginning of combat, you may spend a bonus action
to activate this ability, empowering your fisticuffs with 1
Fisticuffs additional dice of the chosen element.
You may choose this ability multiple times. Each time
At 1st level, the teaching of fisticuffs gives you mastery of choose an a different element/ability name, and gain that
combat styles that use unarmed strikes as their main forte, ability. You may use up to 2 Energized Strikes at one time.
with gauntlets, and the occasional simple weapon or The damage your fists deal is the most advantageous of all
shortsword as that don’t have the two-handed or heavy damage types at the time. (IE: If you were using Flaming
property. Fists and Sonic Boom, and were fighting a Red Dragon, your
You gain the following benefits while you are unarmed or strikes would be considered thunder damage and wouldn't be
wielding only simple weapons or shortswords and you aren’t subject to the dragon's resistance).
wearing arm or or wielding a shield:
Ablative Shell
You can the higher of your Dexterity or Strength for the 1st level effect
attack and damage rolls of your unarmed strikes and
proficient weapons. School: Abjuration
You can roll a d4 in place of the normal damage of your Associated Spell: Mage Armor
unarmed strike or applicable weapon. This die changes as Alternative Names: None
you gain arcane fist levels, as shown in the Fistifuffs Duration: Concentration, up to 1 minute
column of the Arcane Fist table.
When you use the Attack action with an unarmed strike or You may use this ability to create a defensive barrier around
applicable weapon on your turn, you may use a bonus yourself. You gain a +2 bonus to your armor class and a
action to add 1 additional dice of damage to the damage translucent shield of force appears around you.
roll. In addition, you gain resistance to force damage during this
You may use a pair of gauntlets as a simple weapon. if you effect's duration
do, you are treated as an arcane fist 4 levels higher for
unarmed damage (1d10 becomes 1d12). Eyeshimmer
1st level effect
Internal Magic School: Evocation
You harness magic differently than any other caster. You do Associated Spell: Light
not prepare or actually cast spells, but have learned to draw Alternate Names: Shimmerview, Eye Light, My Light
from the innate magic within you to enhance your own body Duration: Concentration
and combat potential.
The most basic of these is your fistifuffs damage. There are Eyeshimmer allows you to generate steady light from your
a myriad of other applications, as noted below, and in your eyes, illuminating anything you're looking at in bright light.
Team entries. At first level you may select up to three first Body Temper
level effects. At each level thereafter, you gain one additional 1st level effect
effect of a level up to the highest effect you may use.
Most effects listed below are derived from a spell (This will School:
be noted in their entry). Associated Spell: Cure Wounds
At the start of each day you receive an amount of Magic Alternative Names: None
Points orMP based on your level. Using an effect requires you Duration: Instant
to expend 1 MP per Effect Level. You begin at level 1 with 4
MP. See the Arcane Fist chart for the number of point syou Using Body Temper, you may heal 1d8 + Constitution
get per level. Modifier hut points.
Regaining MP during a Short Rest Hare's Breath
You may, at your option, choose to expend a Hit Dice and gain 1st level effect
back MP instead of HP. School: Transmutation
Internalized Magics Associated Spell: Longstrider
Energized Strikes [Other names below]
Alternate Names: Speed Boost, Super Speed
Duration: Concentration, up to on hour
1st level effect
By using Hare's Breath, you can increase your speed to that
School: Evocation of a Monk of your level.
Associated Spell: Chromatic Orb
Alternative Names: [Flaming Fists, Icy Grasp, Acidic Touch,
Crackling Finger, Sonic Boom, Poisontouch, Forceful
Palm, Mindstrike, Radiant Thunder, Deathtouch]
35
Attractive Notion Alternate Names: None
1st level effect Duration: Concentration, Up to 1 minute (See Text)
School: Enchantment Using this ability the arcane fist can render themselves and
Associated Spell: Charm Person any worn gear/carried items invisible for the duration. This
Alternate names: Friendly Face effect ends if they attack or cast a spell.
Duration: Concentration, up to 1 hour per level
You make your body and facial features more physically Arcane Vision
attractive, receiving advantage on Interatction (Diplomacy) 2nd level effect
and Deception (Bluff) checks for the duration as long as the
target of those skills is attracted to the apparent gender of the School: Transmutation
user. Associated Spell: Darkvision, See Invisibility
Ifyou are in disguise as a member of the opposite gender, Alternate Names: The Sight
this works to enhance those traits that would be considered Duration: 8 Hours
attractive with that gender. Choose one of the following: Darkness, Blinding Light,
If you are in disguise as a member of another race. this Invisiblity, Underwater, Long Distance, Microscopic. For the
works to enhances those traits that would be considered duration of the ability, you may see in that way (Or that thing)
attrative to a member of that race. as follows
Body Hop Darkness: You may see in darkness up to 60 feet.
1st level effect Blinding Light: Light that would normally blind you does
not
School: Transmutation Invisibility: You see all invisible creatures and objects
Associated Spell: Jump within 60 feet.
Alternate Names: Leaper, Sky Step Underwater: You may see without difficulty underwater
Duration: Instant Long Distance: The maximum distance you may use the
Using this ability, you may multipy your Acrobatics (Jump) Perception (Spot) skill is multiplied by 10.
check by a factor of 3 or you may teleport a short distance Microscopic: Your Perception (Search) checks gain
(Up to 20 feet) that you can see clearly. Advantage for the duration.
Flurry Stance You choose when the vision you have gained is activated
1st level effect without expending an action, and can shut it off just as
quickly.
School: Evocation Paralyzing Fist
Associated Spell: None
Alternate Names: Monk Training, One Thousand Hits 2nd level effect
Duration: One minute School: Enchantment
This ability shifts your power for speed. Quality for quantity. Associated Spell: Hold Person, Hold Monster
Once you use this ability, you lose your ability to add 1 dice to Alternate Names: "Stay Boy", Stop
your damage as a bonus action. You instead gain the ability to Duration: See Text
make one additional unarmed attack as a bonus ation when When this effect is used, the arcane fist makes an unarmed
you successfully hit with an unarmed strike or a proficient strike. The target takes normal unarmed strike damage, and
instead. This effect lasts for the duration. is then paralized for 1 round per 2 damage dealt. Resistance
does not count towards the paralyzation effect, but a
2nd Level Effects successful Constitution Save staves it off.
Body Morph When this is first gained, it only works on humanoid
2nd level effect monsters. Every 2 levels thereafter, the arcane fist names
another type of monster and adds it to the list that this can
School: Transmutation effect. At 11th level, this effect may effect any type of creature
Associated Spell: Enlarge/Reduce Person that is not immune to it's effects.
Alternate Names: Shrinking/Growth, Body Expansion
Duration: Concentration, up to 1 minute.
Wit this ability, the arcane fist may either cause themselves
and all worn equipment to grow or shrink, one size category
(From Medium to Large or from Medium to Small, etc). This
has all the positive and negative effect of the associated spell.
Shadow Cloak
2nd level effect
School: Illusion
Associated Spell: Invisibility
36
Fist of the Heavens This effect has the arcane fist strike the ground, causing a
2nd level effect massive explosion that erupts in a sphere 20ft in diameter.
They deal their unarmed strike damage +5d6 +1d6 per 2
School: Evocation levels to all within the sphere. A Dexterity Saving throw
Associated Spell: Shatter halves this damage, and the arcane fist isn't effected by their
Alternate Names: Wallbreaker, Screaming Fist own shockwave smash.
Duration: Instant This may be taken multiple times to select additional
This effect is a resounding punch so powerful it can shatter elements.
objects with one hit, and deal massive damage to creatures. Bukujutsu
When this effect is used, a target hit by it takes the arcane 3rd level effect
fist's unarmed damage + 3d8 points of damage ignoring
resistances. It then must make a Constutiton saving throw or School: Transmutation
take an additional 2d8 points of damage on the next round, Associated Spell: Fly
and 1d8 damage on the following round. Alternate Names: Flight, Inner Wings
A roll of a natural 1 on the Constitution Saving Throw Duration: Concentration, up to 10 minutes
doubles all damage dealt by this effect. Crystalline objects
and creatures take double damage automatically, triple on a Using this effect, named for a far off technique meaning
natural 1. "Cloud Dance" the arcane fist gains the ability to fly at 60ft
per round. You may use this effect as a bonus action on the
3rd Level Effects turn the duration wears out to renew it.
Strike of Strahd
3rd level effect
Quicken Time
School: Necromancy 3rd level effect
Associated Spell: Vampiric Strike
Alternate Names: Fist of Hades, Darkstrike School: Transmutation
Duration: Concentration, up to 1 minute Associated Spell: Haste
This effect empowers the user's fists so that their unarmed Alternate Names: Adrenaline Rush
strike deals 3 dice of additional damage which is necrotic, Duration: Concentration, up to 1 minute
and they are healed that amount. When an arcane fist uses this ability, they literally quicken
Shockwave Smash
time relative to them, allowing them to move and react more
3rd level effect quickly. For the duration of this effect, the arcane fist receives
a +2 bonus on Dexterity Saving Throws and to AC. They also
School: Evocation gain an additional action on each of their turns that must be
Associated Spell: Fireball, Lightning Bolt used to Attack, Dash, Disengage, Hide or Use an Object
Alternate Names: Explosive Strike
Duration: Instant 4th Level Effects
Elemental Fundamentals
When this effect is gained, the arcane fist chooses an 4th level effect
element, or rolls on the chart below. That is the element that
their shockwave smash does. School: Transmutation
Associated Spell: Conjure Minor Elemental
Random Element Alternate Names: Planar Body
1d10 Element Duration: Concentration, up to 1 minute
1 Acid
Using this ability, the arcane fist can temporarily transmute
2 Cold part of their body to an elemental state, gaining abilities akin
3 Fire to an elemental. Firstly, for the duration, you are resistant to
poison damage. Secondly, choose one element from the
4 Force following list (Acid, Cold, Fire, Lightning or Thunder) for the
5 Lightning duration of the effect, your unarmed strikes deal this type of
6 Necrotic
damage.
7 Poison
8 Psychic
9 Radiant
10 Thunder

37
Elemental Warfare In addition, if an effect would instantly kill the arcane fist
4th level effect while this is in effect. This effect negates that effect and ends
itself. For the remaining duration (That would have had), you
School: Evocation gain advantage against that effect.
Associated Spell: Control Water, Fire Shield, Ice Storm,
Vitriolic Sphere, Fabricate 5th Level Effects
Alternate Names: [Insert Element] Bending Reciprical Splatter
Duration: Concentration, up to 1 minute 5th level effect
When this effect is chosen, you must choose one of the School: Evocation
following elements (Earth, Fire, Air or Water). This is your Associated Spell: Contagion
version of Elemental Warfare. You gain the ability to control Alternate Names: Acid Blood, Fire Heart
your element to attack and defend yourself in combat. Duration: Concentration, up to 1 minute
The effects available change based on elements.
Earth: Allows you to use the mold earth cantrip, as well as While this effect is active, whenever the arcane fist would be
dealt damage, their body erupts through the wound with
theearth treamor, earthbind, erupting earth and move either acid or liquid fire (Chosen by the arcane fist when this
earth spells effect is taken), dealing 6d6 of that element's damage to all
Fire: Allows you to use the control flames cantrip, the adjacent creatures.
scorching ray, fireball and fire shield spells.
Air: Allows you to use the wind effects of the control By expending 1 additional MP when you activate this ability,
weather spell. increase the damage by 2d6. You may do this up to 12d6.
Water: Allows you to use any of the effects of the control
water spell, but includes the ability to make a stream of Arcane Nova
water attack foes for your unarmed damage +3d6 per 5th level effect
attack.
School: Evocation
You may take this additional times to gain additional Associated Spell: Destructive Wave
elements. Alternate Names: Explosive Wave, Holy Nova
Farsight
Duration: Instant
4th level effect The arcane fist that uses this ability literally explodes in an
violent and crackling fury in a 30ft area and reforms just as
School: Divination fast.
Associated Spell: Arcane Eye
Alternate Names: Peekaboo, Peeping Tom This deals 5d6 Force damage and 5d6 Lightning damage to
Duration: Concentration, Up to 1 minute all creatures within the area with a Dexterity Save allowed
for half damage. All targets that take damage must make a
Using this effect, you gain a measure of clairvoyance into second Dexterity Save or fall prone.
your surrounding area. You gain tremorsense and darkvision
to a range of 30ft. By using a bonus action on each of your Twin Soul
turns, you may relocate the center of your abilities up to 30 5th level effect
feet away.
School: Illusion
This effect cannot move more than 300 feet from you, but it Associated Spell: Mislead
can see through non-magical barriers, natural fog, etc. Alternate Names: Mirror Image, Multiform
Magical effects of 4th level or higher obscure this vision if it Duration: Concentration, up to 1 minute per level, See Text
would obscure either of it's core abilities.
When this effect is used, the arcane soul seems to split off 3
Endure additional versions of themselves. These alternate versions
4th level effect are mostly illusionary, but the arcane fist can teleport
between them as part of the concetration for this effect.
School: Abjuration
Associated Spell: Death Ward Whenever a single target effect is used at the user of this
Alternate Names: Tenacity Ward, Don't Die.. effect, the DM secretly rolls 1d100. On a result of 26 or
Duration: 8 hours higher, the attack hits one of the duplicates if it would have
struck the user, destroying it.
If an effect would drop the arcane fist to 0 or lower hit points
while this is in effect, the effect ends, and the arcane fist is An area effect that catches any of the illusions in it's area, it's
reduced to 1 hit point instead. If the arcane fist was at full hit instantly destroyed in a puff of smoke.
points before this effect triggered, they regain 3 hit points per
round till they are at one half hit points.

38
Elemental Field School: Evocation
5th level effect Associated Spell: Chain Lightning
Alternate Names: Multistrike, Omnislash
School: Evocation Duration: Instantaneous, repeat twice more
Associated Spell: Immolation This is one of the defining abilities of the arcane fist. Partially
Alternate Names: Energy Aura transmuting their body to pure energy, they gain an intense
Duration: 1 minute amount of speed for a very short time.
When this effect is gained, choose an element, or use the
random element chart from shockwave smash. That is the When this is used, the arcane fist glows like the sun before
element that you use with elemental field. blurring out from their position and teleporting to one target
within 100ft. They make an unarmed strike on that target
While this is in effect, anything that strikes you takes 8d6 that deals their damage +5d8 lightning damage. They may
damage of your element. A successful Dexterity Saving throw then blurr out again, teleport to another target within 30ft
halves this damage. Once during this effect you can fully and another, and finally another (Up to 4 targets total). They
empower it adding a secondary effect to the next attack that may not go back to a previous target unless they run out of
hits you. targets to move to.
Fire, Acid or Lightning: The attacker takes 1/2 the damage For the next two rounds, they may use this attack again as an
they took this round, the next round. action.
Cold, Psychic or Poison: The attacker's speed is reduced
by 1/2 for the rest of this effect Primal Brace
Radiant, Necrotic or Force: The attacker has disadvantage 6th level effect
on their next attack roll, saving throw or skill check.
Thunder: The target is deafened for 1 round School: Abjuration
Associated Spell: Primal Ward
6th Level Effects Alternate Names: Energy Barrier
Black Hole Fist Duration: 1 Minute
6th level effect Using this grants the arcane fist benefits against elemental
School: Transmutation damage. While this is in effect, the arcane fist has resistance
Associated Spell: Disintegrate to acid, cold, fire, lightning, and thunder damage for the spell’s
Alternate Names: Five Finger Death Punch duration.
Duration: Concentration, up to 1 minute per level When you take damage of one of those types, you may use
This powerful effect is named because sometimes those hit your reaction to gain immunity to that type of damage,
never realize it, forever existing at the event horizon of the including against the triggering damage.
moments before death. If you do so, the resistances end, and you have the immunity
When this effect is used, the arcane fist's hands turn black until the end of your next turn, at which time this effect ends.
and starry, their unarmed strike deals an additional 4d6 + 16
Force Damage and any creature reduced to 0 hit points by 7th Level Effects
one of the arcane fists' unarmed strikes is disintegrated. Overdrive
7th level effect
Damning Rampart
6th level effect School: Transmutation
Associated Spell: Tenser's Transformation, Crown of Stars
School: Evocation Alternate Names: Super Form, Limit Breaker
Associated Spell: Blade Barrier Duration: Concentration, up to 10 minutes
Alternate Names: Thornskin, Immovable
Duration: Concentration, up to 1 minute per level With a primal scream you suffuse your body with arcane
power, forcing it into every muscle of your body, giving you a
While this effect is active, the arcane fists' movement speed is massive power boost.
halved, but they become an nigh immovable object. While this
is active, the arcane fist cannot be knocked prone or moved You gain 50 temporary hit points and 15 temporary MP. If
forcably from their position. any of these remain when the effect ends, they are lost.
You have advantage on attack rolls that you make with
Any creature that strikes them in melee or grappling them attacks you are proficient with.
takes 6d10 piercing damage, and any creature attempting to When you hit a target with weapon or unarmed attack,
move through a space within 10 feet of the arcane fist tkaes that target takes an extra 2d12 force damage.
3d10 damage as metal spines grow from the arcane fists' You have proficiency in Strength and Constitution saving
skin. throws.
You may attack one additional time per round.
Warp Strike Immediately after the effect ends, you must succeed on a
6th level effect DC 15 Constitution saving throw or suffer one level of
exhaustion

39
Flicker Step Alternate Names: None
7th level effect Duration: Instant, then 1 minute
School: Conjuration One of the most powerful effects an arcane fist has is to
Associated Spell: Teleport create seismic tremors around them with a single
Alternate Names: Shadow Step, Flash Step tremendous strike to the ground. Unlike other tremor
Duration: Concentration, up to 1 minute inducing effects, seismic strike even effects airborne targets,
waterborne targets and etheral targets.
While this effect is active, you gain the ability to use the spell
misty step once per round instead of taking a normal move. If It's instantaneous effect is that all within a 100ft area must
you do nothing else on your round you may use misty step make a Dexterity Saving throw or take 10d8 Bludgeoning
again that round (This supercedes the normal limitations on damage. A successful save halves this damage. They must
spellcasting) then make a Strength Saving throw or be knocked prone, or
if airborne, fall from the air, taking falling damage normally.
You may exhaust this effect (immediately ending it) to use the
spell teleport instead with a 1-100 on target accuracy as long After the initial effect, it continues as a normal earthquake
as you have a general description of the target destination. spell for the remaining duration.
Malberg's Mangling Manacles
7th level effect Ten Thousand Fists
8th level effect
School: Evocation
Associated Spell: Mordenkainen's Sword School: Evocation
Alternate Names: Force Gauntlets, I Cast Fist Associated Spell: Meteor Swarm
Duration: Concentration, up to 10 minutes Alternate Names: Omnislash 5.0, Gum Gum Jet Gatling
Bazooka
When this effect is activated, the arcane fists' limbs are Duration: Instantaneous
wrapped in a flexible field of force energy. They can still grip
and manipulate objects, but are clumsy while doing so, taking You, quite literally become a living engine of devastation.
disadvantage on dexterity checks that require fine hand Leaping into the air, you intone this effect as your fists glow
coordination. molten bright. With a mighty roar you, magically push off the
air and dive into your foes hitting every being withing a 40
While active, your unarmed strikes deal 3d10 additional foot radius of your landing zone. Each enemy that is hit takes
Force Damage. You may, as a bonus action, make a ranged 20d6 Bludgeoning damage and 20d6 damage chosen from
spell attack against one target within 30 feet by punching the the shockwave smash random elements chart.
air and extending the force field out. This attack does the
same as a melee attack. This repeats itself 3 more times before the effect ends.
Targets may be struck by multiple hits, but only from
While active, your limbs are immune to damage, even so far additional bursts. Each opponent is attacked only once per
as being able to cup lava in the arcane fists' hands, wade, burst.
ankle deep in acid, or walk over hot coals unharmed.
Teams
8th Level Effects The academy that began teaching arcane fists to harness the
Magekiller's Fists magical energies within them saw a trend amongst their
8th level effect students. Three types generally emerged. Those that were
School: Abjuration quick of body, quick of mind or quick of heart. The academy
Associated Spell: Anti-Magic Field instructors decided to split the students into three teams, to
Alternate Names: Stifling Strike, Shut off Button better teach each type of student in their own way.
Duration: Concentration, up to 1 minute These teams would become known as "Team Celeri", "Team
When activated, the arcane fists' hands become especially Fortis" and "Team Callidus". The first is for students quick of
deadly to magic users and magic item users of all stripes. Any body, the second are for those quick of heart, and the last is
target (Including another arcane fist!) struck by a proficent for those quick of mind. At 2nd level, you choose one of these
user of magekiller's fists while the effect is active must three teams to call your own.
succeed a charisma saving throw or be surrounded in a skin
tight anti-magic field.
The field lasts for the remaining duration of magekiller's fists
before dissipating.
Seismic Strike
8th level effect
School: Evocation
Associated Spell: Earthquake

40
Manifest Adivism The arcane fist can, as a bonus action, grant himself
advantage on one attack roll, by granting himself
At 2nd level, the arcane fist begins to change due to the raw disadvantage on another.
arcane energies being forced through their bodies instead of
being expelled like a sorcerer or wizard. They may choose Extra Attack
one effect now, and at 7th, 12th and 18th level gain an
additional choice. Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
+1 to Dexterity. Cannot go above 20
+1 to Charisma. Cannot go above 20 Internal Fortitude
+1 Hit Point per Level (Gained and Future) At 9th level, the arcane fists' body is so tempered by magic,
+1 bonus to one Saving Throw that they receive advantage on all Constitution and Strength
+1 bonus to one Skill saving throws.
+1 to AC
+1 to Melee Attack Rolls
Internal Will
You may choose the same effect up to twice. At 17th level, the arcane fists' mind is so attuned to the world
around them that they receive advantage on all Intelligence
Internal Reflexes and Wisdom saving throws.
Arcane fists of 3rd level have a unique ability to extend some
of their arcane energies out to their skin, turning blows that Eternal Wellspring
would fell normal people into glancing shots. While the At 20th level, the arcane fist becomes one with magic itself. If
arcane fist is conscious, he has a semi tangible field around the arcane fist has no MP at the start of their turn, they
him that allows them to focus arcane energy to the point of regain 4 MP.
an impact as a bonus action.
When this is used, it attempts to catch a single melee or
ranged attack directed at the arcane fist, reducing damage
dealt by 1d10 + Charisma Modifier + arcane fist level.
Because they are not using their hands to do this, they may
not catch projectiles as a Monk would. Teams
Seperated after a bit of basic training, arcane fists fall into
Ability Score Improvement one of three categories, Speed, Thought and Body. To that
When you reach 4th level, and again at 8th, 12th, 16th, and end, the instructors at the first academy of arcane fists began
the tradition of the Team. The created three teams, and are
19th level, you can increase one ability score of your choice trained further when they show which is their aptitude.
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20 Team Celeri
using this feature.
Those quick of body have a knack for effects that involve
Unarmed Style movement or transmuting their body. They have learned
techniques to further speed themselves, making themselves
At 5th level, the arcane fist is considered a first degree master near blurrs on the battlefield.
of a style of arcane fisticuffs. They gain one of the styles listed
below. Celerity
Technician At 2nd level, the team celeri member learns the basics of how
Whenever the arcane fist deals unarmed damage, add their to channel the arcane into their body. Whenever they use an
Charisma Modifier to damage. effect from the "Transmutation" school, they also cause their
body to blur out causing any opponent that hits them to roll
Combo Artist 1d8 along with the attack. On a roll of 1, the attack
Whenever the arcane fist critically hits an opponent, they may automatically misses regardless of the roll, unless that roll
use a bonus action to make another unarmed strike against was a critical hit, in which case, the roll's damage is treated
the same or another adjacent foe. normally, not critically.
Savage Fleet Foot
Whenever the arcane fist grabs an opponent, they At 2nd level, the team celeri member also learns to
immediately do their unarmed damage to them. permanently augment their bodies with arcane energies.
From now on, they gain the effects of hare's breath
Grappler permanently. If they chose it as one of their effects, they may
This arcane fist gains advantage on grab attacks, and is not reselect a different one.
restrained in return for success.
Gloryhound

41
Supersonic Strike Juggernaut's Ferocity
At 6th level, the team celeri member learns the following At 6th level, the arcane fist learns the following internal
internal magic. magic.
Supersonic Strike Juggernaut's Ferocity
3rd level effect 3rd level effect
School: Transmutation School: Transmutation
Associated Spell: None Associated Spell: None
Alternate Names: None Alternate Names: None
Duration: Concentration, up to 1 Minute Duration: Concentration, up to 1 Minute
The arcane fist gains an additional iternation of "Extra The arcane fist that uses this effect greatly enhances their
Attack" for the duration of this effect. They have advantage on staying power. Firstly, for the duration of the effect, they
all attack rolls, dexterity rolls and perception rolls. Attackers double the bonus of Fortified. Secondly, They instantly burst
have disadvantage on all attack rolls against the arcane fist. through barriers they run into based on their arcane fist level.
Lastly they gain an additional 2 hit points per level
At the end of this effect, the arcane fist must make a temporarily.
Constitution Check (That ignores Internal Fortitude), or
suffer 2 levels of exhaustion. Barrier Chart
Arcane Fist Level Barrier Type
Stance of 1,000 Feathers 6th Wood, Stone
This technique allows the arcane fist to leap off the most
small of things, retain their balance on the thinnest, smallest 8th Iron, Steel
ledges, and do things thought impossible. 11th Mithril
The arcane fist pays 4 MP to activate this effect. While active, 14th Adamantine
they may make jumps from anywhere, including in the air. 17th Wall of Force
They automatically pass all Dexterity (Balance) checks and
may run across liquids and walls as long as they start and Fortfified Resolve
stop their movement on a solid, horizontal surface. This The arcane fist of 10th level gains a bonus to all Charisma
ability lasts for up to 10 minutes. Saves equal to their Constitution Modifier. In addition, if they
fail a Charisma Save, they may attempt it again the next
Quiver Dance round.
At 14th level, the greatest ability of Team Celeri is activated.
The ability to use hyper fast successive strikes against a foe Immovable/Unstoppable
for greater damage. The arcane fist pays 6 MP to activate this At 14th level, the arcane fist gains a choice. They may either
ability. From then on, their attacks are so fast and blinding, become "Unstoppable" or "Immovable". They gain the
that resistances only stop 1/4 of the attempted damage, not associated bonus.
half. Unstoppable: Any creature in the path of an unstoppable
In addition, they may dash once per round without using an arcane fist's dash action must make a dexterity saving
action, and if they strike an opponent at the end of that dash, throw or be tossed out of the unstoppable arcane fist's
the attack deals critical damage. way to the nearest save 5ft square. If they cannot move to
a safe square, they take 1d10 + Strength Modifier
bludgeoning damage.
Team Fortis Immoveable: The immovable arcane fist cannot be
Arcane fists that epitomize body, are split into team fortis. forcably moved against their will, and gain advantage to
They are literal juggernauts on the battlefield, bulldozing past any roll against effect that would automatically do so if
enemies, and smashing things much harder than mortal skin. failed. In addition, they may make up to their Strength
Modifier additional targets equally Immoveable as long as
Fortified they remain in contact with the arcane fist.
Starting at 2nd level, Reduce all damage dealt to the arcane
fist by their Constitution Modifier. These effects are only active on conscious arcane fists.
Steamroll Team Celebri
When the arcane fist of 2nd level attacks after moving more Members of this team are more apt to use their minds in
than 10 feet first, a successful melee attack against an battle. Less hit it faster or hit it harder than their other teams,
opponent forces that opponent to make a strength saving the prefer to use more subtle meathods that leave their
throw versus a DC of 8 + proficiency bonus + the arcane fist's opponents wondering how they lost.
strength modifier or be knocked 5ft back and prone.

42
Strike a Nerve
At 2nd level, the arcane fist learns to use their Charisma Kata of the Undeniable Truth
Modifier to attack and damage instead of their Dexterity. An arcane fist of 10th level learns a secret kata that can
They may use either. potentially negate any attack thrown at them. They may enter
the kata as a bonus action or a reaction, and while it's active,
Cerebral Tactician they take damage from their MP first.
A member of team celebri learns to add their proficiency
bonus to their Unarmored Defense AC. Twin Reactionary Internal Magic
At 14th level, the arcane fist of team celebri learn to use their
Skitter Strike effects much quicker. They may use one effect as a bonus
At 6th level, the arcane fist learns the following internal action on their turn. It costs 2 additional MP +1 per time they
magic. have used this effect that day.
Skitter Strike
School: Transmutation
Associated Spell: None
Alternate Names: None
Duration: Concentration, up to 1 Minute
Using this effect, the arcane fist's melee attacks ignore
resistances and treat immunities as normal resistances (They
are not reduced twice) while they use their Charisma
Modifier to attack and damage rolls.
In addition, while this is in effect, they can see and react to
their opponent's movements before the opponent makes
them. Once the arcane fist declares what they are going to do
for the round, the DM tells the arcane fist what the nearest
Charisma Modifier number of opponents is going to do on
their turn, and the arcane fist may use that to react and
chance their action accordingly.

43
d
Chapter 2: Spellcasting

T
HIS CHAPTER DESCRIBES THE MOST Level 2
COMMON spells used by Military Spellcasters Advance Minion*
. The chapter begins with the spell lists of the Alter Self
spellcasting classes. The remainder contains Arcane Lock
spell descriptions of new spells, presented in Blindness/Deafness
alphabetical order by the name of the spell. Cloud of Daggers
An asterisk denotes a new spell detailed below Darkvision
Dragon's Breath
Dust Devil
Death Knight Earthbind
Cantrips Enlarge/Reduce
Blade Ward Flaming Sphere
Booming Blade Gentle Repose
Control Flames Knock
Create Bonfire Levitate
Dark Bolt* Magic Weapon
Fire Bolt Misty Step
Frostbite Pyrotechnics
Green-Flame Blade Ray of Enfeeblement
Light Rope Trick
Lightning Lure Rupture*
Mending Spider Climb
Mash* Web
Message Level 3
Poison Spray Animate Dead
Prestidigitation Bestow Curse
Ray of Frost Blink
Rotting Ground* Counterspell
Shocking Grasp Dispel Magic
Sword Burst Erupting Earth
Thunderclap Feign Death
Tenderizer* Flame Arrows
True Strike Fly
Level 1 Gaseous Form
Absorb Elements Glyph of Warding
Alarm Haste
Armor of Orcus* Life Transference
Arms of Hadar Magic Circle
Catapult Nondetection
Cause Fear Protection from Energy
Expeditious Retreat Remove Curse
False Life Sleet Storm
Fearful Coil* Slow
Feather Fall Stinking Cloud
Fog Cloud Summon Lesser Demons
Grease Thunder Step
Ice Knife Tidal Wave
Jump Advanced Servant*
Longstrider Vampiric Touch
Mage Armor Water Breathing
Protection from Evil and Good Level 4
Ray of Sickness Banishment
Shield Blight
Snare Conjure Minor Elementals
Summon Skeletal Minion* Control Water
Tenser's Floating Disk Dimension Door
Elemental Bane

45
Mage Knight
Evard's Black Tentacles Cantrips
Fabricate
Leomund's Secret Chest Blade Ward
Mordenkainen's Faithful Hound Bladeweave*
Mordenkainen's Private Sanctum Booming Blade
Polymorph Broken Blade*
Shadow of Moil Control Flames
Stone Shape Create Bonfire
Stoneskin Fire Bolt
Summon Greater Undead Minion Frostbite
Summon Greater Demon Green-Flame Blade
Watery Sphere Light
Lightning Lure
Level 5 Mending
Animate Objects Message
Cloudkill Misdirecting Sword*
Conjure Elemental Poison Spray
Control Winds Prestidigitation
Danse Macabre Ray of Frost
Enervation Rewinding Sword*
Far Step Shocking Grasp
Infernal Calling Sword Burst
Negative Energy Flood Thunderclap
Passwall True Strike
Planar Binding Level 1
Skill Empowerment
Steel Wind Strike Level 2
Telekinesis Level 3
Teleportation Circle Level 4
Transmute Rock
Level 5
Demon Hunter Level 6
Cantrips Level 7
Baleful Syphon* Level 8
Blade Ward Level 9
Booming Blade Spell Blade
Control Flames
Create Bonfire Cantrips
Fire Bolt Acrobatics*
Frostbite Alluring Veil*
Feed the Beast* Blade Ward
Green-Flame Blade Booming Blade
Light Control Flames
Lightning Lure Create Bonfire
Lag Behind* Destiny Draw*
Mending Fire Bolt
Message Frostbite
Poison Spray Gorging Draw*
Prestidigitation Green-Flame Blade
Ray of Frost Light
Shocking Grasp Lightning Lure
Sword Burst Mending
Thunderclap Message
True Strike Poison Spray
Veil of Night* Prestidigitation
Level 1 Ray of Frost
Level 2 Shocking Grasp
Level 3 Sword Burst
Level 4 True Strike
Level 5

46
Vicious Mockery
Level 1
Level 2
Level 3
Level 4
Level 5

47

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