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TAP UNTAP BURN

5 COLOR MANA SPELL POINT VARIANT RULES

CORE MECHANICS

BY FIL KEARNEY
This book is a collection of modular variant rules that change magic and spellcasting in DUNGEONS & DRAGONS
to a 5 color magic paradigm that is inspired by Magic: The Gathering.

These variant rules can be used in any campaign and are ideal for use in Ravnica and other
upcoming settings inspired by Magic: The Gathering. Each group of variant rules is presented as a separate
chapter that can be added or omitted from your campaign.

Those that purchase this work through the DMsGuild HERE also receive:
- An editable list of all spells from the Player’s Handbook pre-sorted by color for each casting class
that you can use to customize each spell list for your own unique campaign
- A printer-friendly mana playmat to tap, untap, and burn mana during game
- Color mana tokens for optional use with the mana playmat

With sincere gratitude,

--Fil Kearney

Credits

Author: Fil Kearney

Design and Illustrations: Fil Kearney

Editing: Hiten Dave, Justyn Johnston, Ken Carcas

Layout Artist: B Simon Smith, Fil Kearney, Stephan Rubner

Special Thanks to: Lysa Penrose at OBS, Ken Carcas, Justyn Johnston and Luke Monroe for their work:
Advanced Arcana, Hiten Dave for excellent guidance, and the DMsGuild Creators’ Circle for raising the bar.

Magic: The Gathering Concepts used with permission from Wizards of the Coast
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Fil Kearney and published under the Community Content
Agreement for Dungeon Masters Guild
1 Spell Point Variant Rules Page 4
A new spell point variant different from the Dungeon Master’s Guide that simplifies using
spell points instead of spell slots per day as the foundation of 5 color mana.

2 5 Color Magic Paradigm Page 5


Instead of defining spells and magic throughout Dungeons & Dragons by eight schools of
magic, use the five colors that define Magic: The Gathering and Ravnica. White, Blue,
Black, Red, and Green. All the spells in the Player’s Handbook are sorted by level
between these five colors of mana.

3 5 Color Mana Mechanics Page 11


Additional variant rules converting the spell point variant rules in chapter 1 to color
mana spell points for casting spells of the same color.

4 5 Color Character Classes Page 13


New class features to integrate 5 color mana mechanics into building characters,
multiclassing, and the Magic Initiate feat.

5 1OTH-level spells and Epic Wish Page 26


New options for 19th-level and higher spellcasters

6 Simplified Durations Page 28


Variant rules for spell durations: (I)nstantaneous, (P)ersistent, and (C)oncentration
without a time limit of rounds, minutes, or hours.

7 Variant Concentration Rules Page 30


Tap Untap Mechanics and new rules for maintaining concentration on multiple spells.

8 Allied Unit Variant Rules Page 35


Simplifying rules to command allies and companions

9 Sources of Magic Page 36


Variant skills and ability scores for spellcasters

10 Magic Items Page 39


New magic items using the variant rules of this book

11 Implementing Variant Rules Page 43


Using Tap Untap Burn Core Mechanics in your campaign

Appendix A - Sample Color Mana Characters Page 48


Appendix B - Spells by Color for Each Class Page 55
Appendix C - Mana Flowchart – A Visual Summary of the Core Mechanics Page 74
Instead of gaining spell slots to cast your spells MANA PROGRESSION TABLE
from the Spellcasting feature, you gain a pool of
spell points (referred to as Mana). The amount of Full Half Third
Casting Casting Casting
mana you spend (referred to as Burn) is based on
the level of the spell being cast, and you can’t
Class Max Mana Max Mana Max Mana
reduce your mana pool to less than 0. You recover
Level Level Pool Level Pool Level Pool
all burned mana when you finish a long rest.

The amount of mana in the mana pool is based on 1 1 3


your level as a spellcaster, as shown in the Mana 2 5 1 3
Progression table. Your level also determines the
maximum level spell you can cast. Even though 3 2 8 5 1 3
you might have enough mana to cast a spell above
this maximum, you can’t do so. 4 12 6 4

You burn mana equal to the level of spell being 5 3 16 2 8 5


cast. Cantrips and Rituals don’t require mana.
6 20 9 6
Spells of 1st- to 5th-level (referred to as Common
Magic) can be cast repeatedly while enough mana 7 4 24 11 2 7
remains available to burn.
8 28 12 8
Spells of 6th-level and higher (referred to as High
9 5 32 3 14 9
Magic) are particularly powerful. The number of
high magic spells you can cast before finishing a 10 36 16 10
long rest is equal to your max spell level minus 5.
11 6 40 18 11
For example, a 13th-level Cleric has a max spell
level of 7. You can cast (max spell level 7 – 5 = 2) 12 44 20 12
two high magic spells before finishing a long rest.
These spells can be two 6th-level spells (burning a 13 7 48 4 22 3 13
total of 12 mana), two 7th-level spells (burning a 52 24 14
14
total of 14 mana), or one 6th- and one 7th-level
spell (burning a total of 13 mana). 15 8 56 26 15

MANA PROGRESSION 16 60 28 16

Mana progression by level varies depending on a 17 9 65 5 30 17


character’s class or subclass, as depicted in the
Mana Progression Table. Here are some key terms:
18 70 33 18

Full-Casting. classes include Bard, Cleric, Druid, 19 10 75 36 4 19


Sorcerer, and Wizard.
20 80 40 20
Half-Casting. classes include Paladin and Ranger.
Warlocks don’t use this Mana Progression table
Third-Casting. classes include Fighter (Eldritch
and are described separately in Chapter 4 below.
Knight), and Rogue (Arcane Trickster) subclasses.

Max Level. the maximum spell level you can cast.


This spell point progression replaces the variant
Mana Pool. the total amount of mana you have rules from the Dungeon Master’s Guide. Chapters
available to burn. 2, 3, and 4 below detail how to convert magic and
spell points to the color paradigm. If you wish to
use Universal Spell Points without color, those
rules are available through DmsGuild.com HERE.

4
5

A Magic Paradigm describes how magic and


spells are divided into categories (referred to as
facets), by assigning ideals, themes, and effects
in the game to each facet (referred to as aspects).
The magic paradigm in the Player’s Handbook is
the eight schools of magic. In that paradigm, only
one aspect is assigned to each facet. For example,
all the spells in the school of transmutation alter
the target of the spell in some manner.

The 5 Color Magic paradigm replaces the eight


schools of magic with a five-facet magic system,
described as the colors that define magic in Magic:
The Gathering: White, Blue, Black, Red, and Green

All spells are assigned to one color (referred to as


Devoted) based on the various aspects chosen to
define each color of magic:

White (W). Bind, Disrupt, Enhance, Light,


Protect, Radiance, Suppress
Blue (U). Communication, Dimensions,
Illusion, Knowledge, Reveal, Time, Voyages
Black (B). Acid, Coerce, Cold, Darkness,
Fear, Necrotic, Soul 5 COLOR SPELL CHART
Red (R). Alter, Creation, Fire, Force, On the following pages is the full list of spells from
Freedom, Kinetics, Lightning the Player’s Handbook sorted by level and color.
Dungeon Masters are encouraged to edit which
Green (G). Creatures, Earth, Healing, color each spell is devoted to as appropriate to the
Nature, Plants, Water, Wind campaign and players’ preferences. Those that
support this book through purchasing HERE
Many game mechanics from Magic: The Gathering receive an editable spreadsheet.
aren’t relevant to DUNGEONS & DRAGONS, so the
aspects chosen for each color are inspired by the DUR. refers to the spell duration as detailed in
aesthetics of Magic: The Gathering, while also Chapter 6:
devoting classic and important spells from the
Player’s Handbook among all five colors. (I)nstantaneous, (P)ersistent, or (C)oncentration

5
5 COLOR SPELL CHART

CANTRIPS

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Blade Ward I Dancing Lights C Acid Splash I Eldritch Blast I Druidcraft I
Light C Guidance C Chill Touch I Fire Bolt I Shillelagh C
Resistance C Message C Friends C Mage Hand C Spare the Dying I
Sacred Flame I Minor Illusion C Poison Spray I Mending I Thorn Whip I
Prestidigitation C Ray of Frost I Produce Flame C
Thaumaturgy C Vicious Mockery I Shocking Grasp I
True Strike I

1ST LEVEL
WHITE BLUE BLACK RED GREEN
DUR DUR DUR DUR DUR
Armor of Animal
Alarm P Color Spray I C Burning Hands I P
Agathy Friendship
Comprehend Create or
Bless C C Arms of Hadar I Chromatic Orb I I
Languages Destroy Water
Detect Evil and Expeditious
Divine Favor C C Bane C C Cure Wounds I
Good Retreat
Detect Poison
Guiding Bolt I Detect Magic C Charm Person C Grease C C
and Disease
Ensnaring
Heroism C Disguise Self C Command I Hellish Rebuke I C
Strike
Compelled
Mage Armor P Faerie Fire C C Jump C Entangle C
Duel
Protection from Dissonant
C Hunter's Mark C I Longstrider C Feather Fall I
Evil and Good Whispers
Sanctuary C Identify I False Life C Magic Missile I Find Familiar I
Shield I Illusory Script P Hex C Searing Smite C Fog Cloud C
Tenser's
Shield of Faith C Silent Image C Inflict Wounds I C Goodberry I
Floating Disk
Ray of Thunderous
I C Hail of Thorns C
Sickness Smite
Sleep I Thunderwave I Healing Word I
Tasha's
Purify Food
Hideous C Unseen Servant C I
and Drink
Laughter
Wrathful Speak with
C Witch Bolt C C
Smite Animals

6
2ND LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Crown of Animal
Aid C Augury I C Alter Self C P
Madness Messenger
Cloud of
Arcane Lock P Blur C Darkness C C Barkskin C
Daggers
Blindness/Deafness C Darkvision C Enthrall C Enlarge/Reduce C Beast Sense C
Detect
Branding Smite C C Gentle Repose P Flame Blade C Find Steed I
Thoughts
Melf's Acid
Calm Emotions C Find Traps I I Flaming Sphere C Gust of Wind C
Arrow
Locate
Ray of
Continual Flame P Invisibility C C Heat Metal C Animals or I
Enfeeblement
Plants
Locate Lesser
Cordon of Arrows P C Suggestion C Knock I I
Object Restoration
Enhance Ability C Magic Mouth P Zone of Truth C Levitate C Moonbeam C
Prayer of
Hold Person C Mirror Image C Scorching Ray I I
Healing
Pass without
Magic Weapon C Misty Step I Shatter I C
Trace
Protection from Nystul's
C P Spider Climb C
Poison Magic Aura
Phantasmal
Silence C C Spike Growth C
Force
Spiritual Weapon C Rope Trick C Web C
See
Warding Bond C C
Invisibility

3RD LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Animate Conjure
Beacon of Hope C Blink C I I Aura of Vitality C
Dead Barrage
Elemental
Bestow Curse C Clairvoyance C Fear C C Call Lightning C
Weapon
Hypnotic Conjure
Blinding Smite C C Feign Death P Fireball I C
Pattern Animals
Hunger of Create Food and
Counterspell I Major Image C C Fly C I
Hadar Water
Crusader's Phantom
C C Revivify I Haste C Gaseous Form C
Mantle Steed
Speak with Lightning Mass Healing
Daylight C Sending I C C I
Dead Arrow Word
Stinking
Dispel Magic I Slow C C Lightning Bolt I Meld into Stone C
Cloud
Vampiric
Glyph of Warding P Tongues C C Plant Growth I
Touch
Leomund's Tiny
P Nondetection C Sleet Storm C
Hut
Speak with
Magic Circle C C
Plants
Protection from
C Water Breathing P
Energy
Remove Curse I Water Walk C
Spirit Guardians C Wind Wall C

7
4TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Aura of Purity C Arcane Eye C Blight I Fabricate I Aura of Life C
Evard's Black Conjure Minor
C Banishment C Confusion C Fire Shield C C
Tentacles Elementals
Conjure
Freedom of
Guardian of Faith P Dimension Door I Compulsion C C Woodland C
Movement
Beings
Mordenkainen's
P Divination I Death Ward C Polymorph C Control Water C
Faithful Hound
Mordenkainen's Greater Phantasmal Dominate
P C C Stoneskin C C
Private Sanctum Invisibility Killer Beast
Otiluke's Hallucinatory
C P Wall of Fire C Giant Insect C
Resilient Sphere Terrain
Leomund's
Staggering Smite C
Secret Chest
I Grasping Vine C

Ice Storm I
Locate
C
Creature
Stone Shape I
5TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Animate
Antilife Shell C Banishing Smite C Cloudkill C C Awaken I
Objects
Commune
Circle of Power C Commune I Cone of Cold I Bigby's Hand C I
with Nature
Dispel Evil and Contact Other Conjure Conjure
C I Contagion I I C
Good Plane Volley Elemental
Dominate Destructive Greater
Flame Strike I Creation P C I I
Person Wave Restoration
Hallow P Dream C Geas P Swift Quiver C Insect Plague C
Modify Mass Cure
Hold Monster C Legend Lore I C Telekinesis C I
Memory Wounds
Planar Binding P Mislead C Raise Dead I Wall of Force C Passwall C
Rary's Telepathic
C Reincarnate I Wall of Stone C Tree Stride C
Bond
Scrying C
Seeming C
Teleportation
I
Circle

8
6TH LEVEL
WHITE BLUE BLACK RED GREEN
DUR DUR DUR DUR DUR
Chain
Blade Barrier C Arcane Gate C Circle of Death I I Conjure Fey C
Lightning
Drawmij's Instant
Contingency P P Create Undead I Disintegrate I Heal I
Summons
Flesh to
Forbiddance P Find the Path C Eyebite C C Heroes’ Feast P
Stone
Globe of
C Planar Ally I Harm I Move Earth C
Invulnerability
Guards and Programmed Transport via
P P Magic Jar C I
Wards Illusion Plants
Mass Wall of
Sunbeam C True Seeing C P C
Suggestion Thorns
Otiluke's
Word of Recall I I Wind Walk C
Freezing Sphere
Otto's
Irresistible C
Dance
Wall of Ice C

7TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Conjure Finger of Delayed Blast
C Etherealness P I C Fire Storm I
Celestial Death Fireball
Divine Mordenkainen's
I Mirage Arcane P Resurrection I C Regenerate C
Word Arcane Sword
Mordenkainen's
Forcecage C P Symbol P Prismatic Spray I
Magnificent Mansion
Sequester P Plane Shift I Reverse Gravity C
Project Image C
Simulacrum P
Teleport I

8TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Antimagic Incendiary
C Demiplane C Antipathy/Sympathy P C Animal Shapes C
Field Cloud
Control
Holy Aura C Glibness C Clone P C
Weather
Mind Blank C Maze C Dominate Monster C Earthquake C
Power Word
I Telepathy C Feeblemind I Tsunami C
Stun
Sunburst I

9TH LEVEL
WHITE BLUE BLACK RED GREEN
DUR DUR DUR DUR DUR
Imprisonment P Foresight C Astral Projection P Meteor Swarm I Mass Heal I
Gate C Power Word Kill I Prismatic Wall C Power Word Heal I
Time True Storm of
C I Shapechange C C
Stop Resurrection Vengeance
True
Weird C C
Polymorph

9
5 COLOR MAGIC CAMPAIGNS
The 5 color magic paradigm has literal, visual cues
to identify magic devoted to a specific color that
can be used in narrative description to provide
technical game information through a structured,
vivid aesthetic.

For example, magic tethers of entwined white and


blue energies could be anchoring a demon inside a
white binding circle. The red and black flames
from the fiend flare with fury and hate as it
struggles against its bonds.

The color cues identify for the players that the spell
trapping the demon is White and Blue magic…
possibly a dimensional anchor that prevents the
creature from teleporting away, while also
physically confining it within the borders of the
circle. Players could discern this information with
an easy Intelligence (Arcana) check. The creature
emanates Red and Black magic-- likely fire,
necrotic energy, mind control-- which is all being
suppressed by the tethers.

Visual effects enhance player engagement with the


campaign narrative. Other examples include:

A faint aura of colors surrounding a


spellcaster maintaining concentration

Lines of arcane formulae circling around


affected targets For example, a locked box in a treasure trove
gleams white to the naked eye when tampered
Balls of color orbiting a spellcaster while with. When observed through detect magic, an easy
maintaining concentration Intelligence (Arcana) check will reveal an arcane
lock spell is the cause of the radiant discharge, but
Lines of energy stretching between a
a high enough result would reveal thin strings of
spellcaster and an affected target
Blue magic concealing deeper enchantments. A
A creature’s eyes flare the appropriate color medium Intelligence (Investigation) check confirms
when using an innate magic ability there is some form of trap at the end of the blue
strings, but the specifics are too-well concealed by
When a character discovers an illusion, it the deceptive Blue magic. A high enough result
appears slightly faded in a bluish aura, now would allow the characters to follow the blue
obvious to see strings to a knot of Black magic that triggers if the
This added visual component to magic provides arcane lock is broken. Further investigation can
more descriptive information about the campaign assure the knot is non-lethal, while a very high
world for the players to interact with. Some of result will reveal a sleep spell that persists until
these effects can be visible to anyone, or only the keyholder resets the lock.
through means such as detect magic or see To convert a campaign to the 5 color paradigm,
invisibility. The DM judges how easily various describe magic in the campaign world through the
magic effects can be detected. five colors of magic instead of eight schools.
Character classes impacted by the new paradigm,
such as wizard arcane traditions and spell
selections for fighter (Eldritch Knight) and rogue
(Arcane Trickster) are detailed in Chapter 4.

10
5

ADDING COLOR TO MANA


Starting when you gain a mana pool as a
spellcasting class feature and any time your mana
pool increases by gaining another level in a
THE MANA POOL spellcasting class, you choose which color you will
devote each new point of mana in your pool. This
Using this variant, each point of mana in the pool
choice is permanent. However, when a spellcaster
is devoted to one of the five colors. For example, a
gains a level, you may also change the devotion for
3rd-level cleric has 8 mana. You could choose to as many points of mana in the pool equal to as
devote those 8 points to 3 White, 2 Blue, 2 Black, many points gained that level.
and 1 Green mana, which is summarized as
3W2U2B1G.

For example, a 4th-level cleric has a pool of 12


To cast a spell, there must be mana in the pool mana. These could be devoted to 4W3U3B2G.
devoted to the color of the spell being cast. The Upon gaining 5th level, the cleric adds four more
amount of devoted mana in the pool required must mana to the pool, such as 3B and 1G.
equal or exceed the level of the spell. For example, The pool then has 16 mana, devoted
the 3rd-level cleric mentioned above has enough to 4W3U6B3G. You could change the devotion of
mana to cast 1st- and 2nd-level spells devoted to up to four points of mana to different colors as
White, Blue, and Black. Even though the cleric can well, such as devoting the 4W to 2B and 2R. The
cast 2nd-level spells, there’s only enough Green mana pool is now devoted to 3U8B2R3G. You can
mana in the pool to cast 1st-level Green spells. devote all mana to a one color if you choose,
Since no mana is devoted to Red, this cleric can’t though you would only be able to cast spells
cast any Red spells except cantrips or rituals. devoted to that one color.

11
BURNING MANA 5 COLOR MANA CAMPAIGNS
Chapter 1 describes a spell point system with As a spellcaster gains levels and more mana is
universal, colorless mana that can cast any spell. added to the mana pool, you can choose to focus
When adding color to the mana pool, burning on casting one specific color of magic as a
mana has additional considerations based on the specialized caster, or to diversify across many
level of spell being cast. colors as a generalist. This creates a new dynamic
in balancing the flexibility of spell points by
choosing how much of each color the mana pool is
COMMON MAGIC 1ST – 5TH-LEVEL
devoted to. This adds a level of character
optimization where the game mechanic choices
When casting a spell of 1st- to 5th-level, any color directly impact the style of spellcaster being
mana can be burned to pay the cost of casting. portrayed.
For example, a wizard devoted to White magic
For example, a 5th-level wizard with a pool of 16 casting spells like globe of invulnerability,
mana devoted to 3W3U3B4R3G casts fireball, a sequester, and imprisonment has a very different
3rd-level Red spell. While 3 Red mana remains in set of resources to solve challenges than a wizard
the pool, fireball can be cast repeatedly. The wizard devoted to Black magic casting spells like mass
can burn mana in any combination of color suggestion, Otto’s irresistible dance, and dominate
available in the pool to pay for each casting of the monster.
spell, such as 3G, 2U1R, 1W1U1B, but if
this wizard chooses to burn more than one Red The wizard of course can cast any of these spells if
mana, the wizard will have less than three Red there’s enough White and Black mana available,
mana in the pool and wouldn’t be able to cast but having a deep pool devoted to a single color
any additional 3rd-level Red spells. If instead allows for new character themes and combat
1W1U1B had been burned, three Red mana would tactics.
remain in the pool, and the wizard could continue For example, a 17th-level wizard with 45 Black
casting fireball, but there would be only mana in the pool can cast dominate monster up to
2W2U2B4R3G remaining in the pool and the four times before finishing a long rest. This
wizard wouldn’t be able to cast 3rd-level White, spellcaster can repeatedly turn enemies against
Blue or Black spells until the mana was recovered. each other in battle and bend the will of enemies
to act as allies, but with only 20 mana not devoted
to Black, other colors are likely limited to common
HIGH MAGIC 6TH - 10TH-LEVEL
magic—burning Black mana to do so or losing
When casting a spell of 6th-level or higher, the access to other colors.
mana burned must all be devoted to the color of Another 17th-level wizard with 13 mana devoted to
that spell. each color can cast up to 9th-level spell from all
five colors, allowing for a book full of spells for
every color at every level to tailor preparation to
For example, if a 15th-level sorcerer has a mana
meet the challenges of upcoming adventures.
pool including 20R, casting fireball and incendiary
cloud as 8th-level spells burns 8R each,
leaving only 4 mana devoted to Red in the These two wizards adventuring together as a
pool. Even though at 15th-level a sorcerer can cast team contribute their own style of heroics to the
three spells up to 8th-level before finishing a long success of the adventure.
rest, the sorcerer is limited to 4th-level or lower
Red spells until the mana is recovered.

CANTRIPS AND RITUALS


Cantrips don’t burn mana, though each
is devoted to a color. Spells cast as a ritual
don’t burn mana either. The act of casting
produces the mana during the ritual.

12
5

Converting a campaign to the 5 color magic


paradigm and using 5 color mana spell points
allows character classes in the Player’s
Handbook to gain class features that further
integrate the characters into this paradigm. All CLERIC
class features detailed below require using the
5 color magic paradigm as detailed in Chapter 2. A DIVINE DOMAINS
class feature will specify if it requires adding color
to mana as detailed in Chapter 3. Otherwise the SACRED DEVOTION
feature can also be used with universal spell points
as detailed in Chapter 1 or using standard spell Your chosen domain is devoted to a specific color.
slots from the Player’s Handbook. The list below indicates which color is affiliated
. with) each domain (referred to as sacred:

DOMAIN DEVOTION
Death Black
BARD
Knowledge Blue
COMPLIMENTARY COLORS Life Green
Light White
When adding color to mana, the bard discovers
hidden connections between the different colors of Nature Green
magic. Starting at 7th level, you can select one Tempest Green
spell color and a different color of mana. The spells Trickery Blue
you know from your selected color are now also
devoted to the color of mana you have chosen. For War White
example, you could choose to devote Black spells
to White mana. As a result, you could cast charm
person with either White or Black mana in the SACRED SPELLS
pool. You can select another spell and mana color
pairing at 13th level, and again at 19th level. When adding color to mana, your domain spells
are now also devoted to your sacred color of mana.
For example, a 7th-level War domain cleric adds
stoneskin permanently to your list of prepared
spells. Even though the spell is devoted to Red, you
could cast stoneskin with 4 White mana in the pool
instead of Red.
DRUID
DRUID CIRCLES
CIRCLE OF THE LAND
Natural Recovery. The amount of mana you
recover is equal to or less than half your druid
level (rounded up).

Sacred Spells. When adding color to mana, Green


mana is sacred to the druid. Your circle spells are
now also devoted to Green. For example, a 3rd-
level druid of the Land (swamp) adds darkness and
Melf’s acid arrow permanently to their list of
prepared spells. Even though both spells are
devoted to Black, you could cast either spell with 2
Green mana in the pool instead of Black.

CIRCLE OF THE MOON


Combat Wild Shape. When adding color to mana,
FIGHTER (ELDRITCH KNIGHT)
while you are transformed by Wild Shape, you can DEVOTED STUDIES
use a bonus action to burn Green mana in the pool
to regain 1d8 hit points for each mana burned. The Instead of being restricted to spells from particular
maximum amount of mana that can be burned at schools of magic for spellcasting (as outlined in the
once in this manner is equal to half your druid subclass’s Spellcasting feature), an eldritch knight
level (rounded up). v using the 5 color magic variant gains the following
feature:
At 3rd level, you select one color. All mana gained
is devoted to this color. When you learn spells at
3rd level, two are selected from your chosen color.
The third spell can be on the list of any color. This
spell becomes devoted to your chosen color if it is
not already so. Spells are selected from the full
spell list, not just from the wizard spell list. When
you learn additional spells, they are selected from
your chosen color, except at 8th, 14th, and 20th
levels. These spells can be selected from any color
list. For example, a 3rd-level eldritch knight
devoted to Red magic could choose hellish rebuke,
witch bolt, and armor of Agathy. Since the knight
has learned the spell as Red magic, the armor of
Agathy spell would be cast using Red mana
instead of black.

You may learn cantrips from any color.

Replacing spells you know remains as detailed in


the Players Handbook.

14
MONK
WAY OF THE FOUR ELEMENTS
MONASTIC TRADITION
DISCIPLINE OF THE ELEMENTS
ADDING COLOR KI
When adding color to mana, ki may remain Casting Elemental Spells. Monks of the Four
colorless until you gain 3rd level. When you Elements are devoted to Green magic.
choose a monastic tradition, your ki becomes
devoted to the color studied by that tradition. ELEMENTAL DISCIPLINES
Monastic traditions that are able to cast spells
have a very limited number available. The cost for Each discipline that burns ki is listed below in
casting spells with ki is the same as casting with alphabetical order, with the corresponding spell
mana: ki burned equals the level of the spell. and level, or ki cost:
Breath of Winter. Cone of Cold (5th)
Your Max spell level is equal to half your monk
level (rounded up), up to a maximum of 5th level. Clench of the North Wind. Hold Person (2nd)
You can cast spells at higher levels by burning
Eternal Mountain Defense. Stoneskin (4th)
additional ki, up to your max spell level.
Fist of Four Thunders. Thunderwave (1st)
Fist of Unbroken Air. (1 point of Ki)
WAY OF THE OPEN HAND
Flames of the Phoenix. Fireball (3rd)
Ki may be devoted to any color. Different
Gong of the Summit. Shatter (2nd)
traditions of the Open Hand may be devoted to
different colors, creating rivalries between them. Mist Stance. Gaseous Form (2nd)
Ride the Wind. Fly (3rd)

WAY OF THE SHADOW River of Hungry Flame. Wall of Fire (4th)


Rush of the Gale Spirits. Gust of Wind (2nd)
Shadow Arts. Monks of the Shadow Arts are
devoted to Black magic. You can cast the following Sweeping Cinder Strike. Burning Hands (1st)
spells by burning 2 ki points each; darkness, Water Whip. (1 point of ki)
darkvision, pass without trace, and silence.
Wave of Rolling Earth. Wall of Stone (4th)

15
(Color mana doesn’t change ranger class features.
See chapter 8 for variant Beast Master features.)

ROGUE (ARCANE TRICKSTER)


DEVOTED STUDIES
Instead of being restricted to spells from particular
schools of magic for spellcasting (as outlined in the
subclass’s Spellcasting feature), an eldritch knight
using the 5 color magic variant gains the following
feature:
At 3rd level, you select one color. All mana gained
is devoted to this color. When you learn spells at
3rd level, two are selected from your chosen color.
The third spell can be on the list of any color. This
spell becomes devoted to your chosen color if it is
not already so. Spells are selected from the full
spell list, not just from the wizard spell list. When
you learn additional spells, they are selected from
your chosen color, except at 8th, 14th, and 20th
levels. These spell may be selected from any color
list. For example, a 3rd-level arcane trickster
PALADIN devoted to Blue magic may choose disguise self
(1U), hunter’s mark (1U), and charm person (1B).
DIVINE SMITE Since the trickster has learned the spell as Blue
When you hit a creature with a melee weapon magic, the charm person spell would be cast would
attack, you can burn mana to deal extra damage to be cast using Blue mana instead of black.
the target in addition to the weapon’s damage. The You may learn cantrips from any color.
extra damage dealt is 1d8 for each point of mana
burned. You can burn mana this way equal to or Replacing spells you know remains as detailed in
less than your max spell level, to a maximum of 5. the Players Handbook.
The damage increases by 1d8 if the target is an
undead or a fiend. SPELL THIEF
When adding color to mana, the spell you have
DEVOTED SMITE
stolen can be cast using the color of your devoted
When adding color to mana, different color mana studies, disregarding the spell’s original color.
can be burned to deal different damage types when
using divine smite. Choose one color from the list
below. Whenever you burn mana of your chosen
color to use your Devoted Smite, your smite deals
damage of the type corresponding to the color
burned as shown on the table below:

COLOR DAMAGE
White Radiant
Blue Psychic
Black Cold
Black Necrotic
Red Fire
Red Lightning

The DM may allow more than one color or damage


type as appropriate for the campaign.

16
SORCERER WARLOCK
FONT OF MAGIC PACT MAGIC
FLEXIBLE CASTING Warlocks don’t have a mana pool. The patron
provides the mana when the spell is cast. Warlocks
As a bonus action, you can burn mana in your continue to use spell slots as described in the
pool and gain an equal number of sorcery points. Player’s Handbook.
The number of mana that can be converted in this
manner per round can’t exceed half your sorcerer MYSTIC ARCANUM
level (rounded up).
Using this variant, Mystic Arcanum become high
When adding color to mana, sorcery points can’t be magic spell slots. You can cast any spell you know
converted to mana. Instead, sorcery points may be as Mystic Arcanum up to your max spell level.
burned when casting a spell instead of mana. If For example, a 13th-level warlock has two 7th-level
you choose to do so, the sorcery points are Mystic Arcanum spell slots and knows one spell of
colorless and can’t be burned to cast high magic of 6th- and 7th-level.
6th level and higher.
DEVOTED PACT
For example, a 17th-level sorcerer with 3 Red
When adding color to magic, your Patron is
mana in the pool and 9 sorcery points casts
devoted to a specific color. The below list indicates
fireball. Instead of burning the 3 Red mana in the
which colors each Patron can be devoted to. Your
pool, the sorcerer may burn 3 sorcery points,
invocations and spells are devoted to this color.
leaving the 3 Red mana in the pool for further use.
If the sorcerer had wanted to cast fireball as a 9th- PATRON DEVOTION
level spell, the sorcerer would have to burn 9 Red Archfey Blue or Green
mana. The sorcery points couldn’t be used. Fiend Black or Red
Great Old One Blue or Black

DEVOTED SORCERY
When adding color to mana, sorcery points change
when you gain high magic. Starting at 11th-level,
select one color. You can choose to devote sorcery
points to that color.

Sorcery points are not part of the mana pool, so


there must be enough mana in the pool devoted to
the spell to cast it, even if sorcery points are
devoted to the spell’s color.

For example, a 12th-level sorcerer with 6 sorcery


points devoted to Red, but only 3 Red mana in the
pool, casts fireball. Even though there’s enough
sorcery points to burn for a 6th-level spell, there’s
only 3 Red mana in the pool, so the spell can’t be
cast above 3rd-level.

You can choose a second color at 15th level, and


a third at 19th. The sorcery points are devoted
to every color chosen this way.
WIZARD
ARCANE RECOVERY
Once per day when you complete a short rest you
can choose to recover burned mana equal to half
your wizard level (rounded up).

SPELL MASTERY
When adding color to mana, enough mana devoted
to these mastered spells’ color must remain in the
mana pool to cast the chosen spells, but otherwise
may be cast repeatedly without burning mana. If
you choose to cast either spell at a higher level, all
rules for burning mana apply as normal.

SIGNATURE SPELLS
When adding color to mana, enough mana devoted
to these spells’ color must remain in the mana pool
to cast the chosen spells, but otherwise may be
cast once each without burning mana.

ARCANE TRADITIONS
The study of wizardry is ancient, stretching back to
the earliest mortal discoveries of magic. The most
common arcane traditions in the multiverse revolve
around the five colors of magic: White, Blue, Black,
Red, and Green.

In some places, these traditions are literally taught


in schools; a wizard might study at the School of
White Magic, while another studies across town at
the School of Blue Magic. In other institutions, the
traditions are more like academic departments,
with rival faculties competing for students and
funding. Even wizards who train apprentices in the
solitude of their own towers use the division of
magic into the 5 colors as a learning device, since
the spells of each color require mastery of different
techniques. When you reach 2nd level, you choose
an arcane tradition, shaping your practice of magic
through one of the five colors: White, Blue, Black,
Red, or Green. Your choice grants you features at
2nd level, and again at 6th, 10th, and 14th level.

18
TRADITION OF WHITE MAGIC PROJECTED WARD

The tradition of White Magic emphasizes binding, Starting at 6th level, when a creature that you can
disruption, protection, radiance, and suppression. see within 30 feet of you takes damage, you can
use your reaction to cause your Arcane Ward to
Members of this tradition are sought when absorb that damage. If this damage reduces the
important locations must be guarded against ward to 0 hit points, the warded creature takes any
magical spying, and when the prestigious demand remaining damage.
personal safety. More mundane vocations include
providing shelter, lighting dark streets at night,
UNWAVERING FOCUS
and securing valuables from theft.
Beginning at 10th level, maintaining concentration
on White spells can’t be disrupted as a result of
WHITE MAGIC SAVANT taking damage.

Beginning when you select this tradition at 2nd


level, the gold and time you must spend to copy a SPELL RESISTANCE
white spell into your spellbook is halved.
Starting at 14th level, you have advantage on
saving throws against spells.

ARCANE WARD Furthermore, you have resistance against the


damage of spells.
At 2nd level, you can weave magic around yourself
for protection. When you cast a White spell, you
can simultaneously use the spell’s energy to create
a magical ward on yourself that lasts until you
complete a long rest. The ward has hit points equal
to twice your wizard level + your Intelligence
modifier. Whenever you take damage, the ward
takes the damage instead. If this damage reduces
the ward to 0 hit points, you take any remaining
damage.

While the ward has 0 hit points, it can’t absorb


damage, but its magic remains. Whenever you
cast a White spell, the ward regains hit points
equal to twice the level of the spell.

Once you create the ward, you can't create it


again until you complete a
long rest.
TRADITION OF BLUE MAGIC THIRD EYE

Those practiced in the Devotion of Blue magic are Starting at 10th level, you can use your action to
masters of illusion, secrets, and hidden knowledge; increase your powers of perception. When you do
even discovering how to bend both time and space. so, choose one of the following benefits, which lasts
You focus your studies on discovering the hidden until you finish a short or long rest. You can then
truths of the multiverse and how to sculpt its choose to use this feature again.
appearance to those around you.
Darkvision. You gain darkvision out to a range of
Blue wizards are famous performers, renowned 60 feet.
sages, or shrouded in ambiguity, manipulating Ethereal Sight. You can see 60 feet into the
perceptions and information from the shadows. Ethereal Plane.
Nobles and commoners alike turn to Blue wizards Greater Comprehension. You can read any
when they want to know the truth of things, or language.
need their secrets hidden. See Invisibility. You can see invisible creatures
and objects within 10 feet of you that are within
line of sight.
BLUE MAGIC SAVANT
PORTENT
Beginning when you select this tradition at 2nd
level, the gold and time you must spend to copy a Starting at 14th level, glimpses of the future begin
Blue spell into your spellbook is halved. to press in on your awareness. After you complete
a long rest, roll two d20s and record the numbers
rolled. You can replace any attack roll, saving
KEEN OBSERVER throw, or ability check made by you or a creature
that you can see with one of these foretelling rolls.
Starting at 2nd level, you gain proficiency in the You must choose to do so before the roll, and you
following skills: Insight, Investigation, and can replace a roll in this way only once per turn.
Perception. Each foretelling roll can be used only once. When
you finish a long rest, you lose any unused
Furthermore, you have advantage when making foretelling rolls.
Intelligence (Investigation) checks to identify an
illusion.

BENIGN TRANSPOSITION

Starting at 6th level, you can use your action to


teleport up to 30 feet to an unoccupied space that
you can see. Alternatively, you can choose a space
within range that is occupied by a Small or
Medium creature. If that creature is willing, you
both teleport, swapping places. Once you use this
feature, you can’t use it again until you finish a
long rest
TRADITION OF BLACK MAGIC
Your studies of the darkest magics have honed
your ability to influence the emotions and actions
of others, and to manipulate the energy that
animates all living things. At the pinnacle of
power, you control life and death itself.

BLACK MAGIC SAVANT

Beginning when you select this tradition at 2nd


level, the gold and time you must spend to copy a
Black spell into your spellbook is halved.

HYPNOTIC GAZE

Starting at 2nd level when you become devoted to


Black magic, your resonance with others' life force
can magically enthrall another creature. As an
action, choose one creature that you can see
within 5 feet of you. If the target can see or hear
you, it must succeed on a Wisdom saving throw
against your wizard spell save DC or be charmed OTHERWORLDLY COHORT
by you until the end of your next turn. The
charmed creature’s speed drops to 0, and the Starting at 10th level, you compel an extraplanar
creature is incapacitated and visibly dazed. creature that shares your character's ideals and
bonds to serve you. Your otherworldly cohort may
On subsequent turns, you can use your action to be an angel, demon, elemental, or aberration, with
maintain this effect, extending its duration until a CR that must not exceed your wizard level. The
the end of your next turn. However, the effect ends creature provides any assistance it can without
if you move out of range of the target creature, if placing itself at direct risk of harm.
the creature can neither see nor hear you, or if the
creature takes damage. If you dismiss your cohort or it is slain, a new
cohort can be summoned after 30 days or upon
Once the effect ends, or if the creature succeeds on gaining a new level, whichever comes first.
its initial saving throw against this effect, you can’t
use this feature on that creature again until you
finish a long rest. ETERNAL THRALL

At 14th level when a target fails its saving throw


against your Hypnotic Gaze, you can choose to
SPLIT SPELL
make it your Eternal Thrall. The CR of the target
Beginning at 6th level, when you cast a Black spell creature must not exceed your wizard level. The
of 1st level or higher that targets only one creature, target is dominated by you until you dismiss the
you can have it target a second creature. effect as a bonus action, and it follows your
commands without considering its own safety. The
range of the effect is limitless, even across different
planes. It can repeat the saving throw after
finishing a long rest, ending the effect on a
success. The effect also ends if you use your
Hypnotic Gaze on a new target.

21
TRADITION OF RED MAGIC
Red magic is known for creation, innovation, raw
energy, and freedom of form. Through your studies
of this tradition you learn to manipulate raw
energy and shape it to suit your needs.

Red tradition wizards are most commonly found


working with military forces, strengthening
troops, blasting enemies from afar, or creating
siege machines. Some are tinkerers and craftsmen,
using their knowledge to create fantastic artifacts. ENERGETIC AFFINITY

Starting at 6th level, when memorizing a Red spell


RED MAGIC SAVANT that deals fire, lightning, or thunder
damage, you may choose which type of damage the
Beginning when you select this tradition at 2nd spell deals between these three options. You can
level, the gold and time you must spend to copy a memorize three separate versions of the same
Red spell into your spellbook is halved. spell, each dealing a different type of damage.

SPONTANEOUS FABRICATION
SCULPT SPELL
At 10th level, you add the spell fabricate to your
At 2nd level, you can create pockets of relative spellbook. Preparing this spell doesn’t count
safety within the effects of your hazardous spells. against the total number of spells you can prepare.
When you cast a Red spell that affects other Furthermore, the casting time for this spell is
creatures that you can see, you can choose a reduced to 1 action.
number of targets equal to 1 + the spell’s level. The
chosen creatures automatically succeed on their
saving throws against the spell, they automatically PERSISTENT SPELL
succeed at maintaining concentration, and they
Beginning at 14th level, when you cast a
take no damage if they would normally take half
Red concentration spell and choose yourself as the
damage on a successful save.
target, you can remove concentration from the
description of the spell. Furthermore, the
.
duration of the spell will persist until you finish a
long rest. You may end the spell at any time during
your turn as an act of will. You can’t use this
feature again until you finish a long rest.

22
TRADITION OF GREEN MAGIC COMMAND NATURE’S ALLIES

Those who study the tradition of Green magic seek When you reach 10th level, you can bring beasts,
to connect with the natural world. Some do so to elementals, and fey under your control, even those
find harmony within themselves, others with to conjured by other spellcasters.
bind the beasts, elementals, and spirits of the
world to serve them.
As an action, you can choose one beast or
elemental that you can see within 60 feet of you.
GREEN MAGIC SAVANT That creature must make a Charisma saving throw
against your wizard spell save DC. If it succeeds,
Beginning when you select this tradition at 2nd you can’t use this feature on it again until you
level, the gold and time you must spend to copy have completed a long rest. If it fails, it becomes
a Green spell into your spellbook is halved. friendly to you and obeys your commands until
you use this feature again.

WILD SHAPE
Intelligent elementals and fey are harder to control
Starting at 2nd level, you gain the Wild Shape in this way. If the target has an Intelligence of 8 or
class feature as per the druid class feature with higher, it has advantage on the saving throw. If it
the same name. Levels of druid and wizard are fails the saving throw and has an Intelligence of 12
combined when determining the duration of Wild or higher, it can repeat the saving throw at the end
Shape, size, movement, and challenge rating of of every hour, ending the effect on itself on a
beast available. success.

DURABLE SUMMONING If taking command of a summoned creature, the


summoning caster can dismiss the creature as
At 6th level, you add the spell conjure animals to described by the spell even after you have taken
your spellbook. Preparing this spell doesn’t count command. You can use this feature a number of
against the total number of spells you can prepare. times equal to your Intelligence modifier (a
Furthermore, any creature that you summon by minimum of once). You regain any expended uses
casting a Green spell has 5 temporary hit points when you finish a Long Rest.
for each level of the spell cast.

NATURE’S ALLY

Starting at 14th level, you add the spells conjure


elemental and conjure fey to your spellbook.
Preparing these spells don’t count against the total
number of spells you can prepare.

In addition, any beast, elemental, or fey summoned


benefit from the effects of the awaken spell while
under your control.

Furthermore, summoned creatures that become


hostile when you lose concentration will be
indifferent to you and won’t harm you unless you
are hostile towards them.
MULTICLASSING

The optional rule to multiclass remains unchanged as detailed in the Player’s Handbook. When using
universal spell points or adding color to mana, there are special considerations for when spellcasting
characters multiclass, as detailed below.

THE MULTICLASS MANA TABLE MULTICLASS MANA TABLE


When a character gains levels from multiple classes, the caster levels
of each class are added together to find the total caster level, listed on Mana
Class Level Max Spell
the Multiclass Mana table. Pool

Each class contributes levels depending on its caster level progression: 1 1 3

Bard, Cleric, Druid, Sorcerer, and Wizard contribute 1 mutliclass 2 5


caster level per class level.
3 2 8
Paladin and Ranger contribute half their class levels (rounded down).
4 12
Fighter (Eldritch Knight) and Rogue (Arcane Trickster) contribute
a third of their class levels (rounded down). 5 3 16

Barbarian and other subclasses of Fighter and Rogue don’t 6 20


contribute levels. 7 4 24
Monk contribute half their class levels (rounded down) for increasing
8 28
your max spell level limit, but don’t contribute any levels towards
increasing the mana in your pool. Furthermore, ki can be burned to 9 5 32
cast spells from other spellcasting classes. Likewise, mana from other
spellcasting classes may be burned to use the monk’s ki abilities. 10 36

Warlocks contribute their class levels as a full-casting class for 11 6 40


increasing your max spell level limit, but don’t contribute any levels 12 44
towards increasing the mana in your pool. Furthermore, multiclassing
with other spellcasting classes doesn’t increase the number of spell 13 7 48
slots a warlock gains or the level of the spell slot.
14 52
Warlocks can use their spell slots and Mystic Arcanum slots to cast 15 8 56
any spell known or prepared from another spellcasting class at the
level of the slot, and a multiclass warlock that has gained a mana 16 60
pool from another class can burn mana to cast any common magic
spells gained as a warlock. High magic spells gained from the Mystic 17 9 65
Arcanum class feature can’t be cast using mana, even if there is 18 70
enough mana in the pool to do so.
19 10 75
VARIANT FEAT - COLOR MAGIC INITIATE 20 80
When adding color to mana, the total mana in your pool increases by
one point, the mana gained may be devoted to any color you choose.
You may take this feat more than once and may choose the same (or different) color mana with each feat. The
two cantrips and the 1st-level spell learned with this feat must be devoted to the color of magic chosen. If you
don’t have a mana pool as a class feature, your max spell level remains 1, even if you have enough mana to
cast higher level spells. Warlocks that gain this feat and choose the color devoted to your patron can use spell
slots to cast the learned spell and can burn this mana to cast any 1st-level warlock spells known.

For example, an 8th-level eldritch knight devoted to Black magic with a pool of 8B chooses to gain the magic
Initiate feat devoted to Green magic. The cantrips, spare the dying and thorn whip are selected, as well as the
1st-level spell, cure wounds. The knight now has a mana pool of 8B1G and may burn any mana to cast cure
wounds while 1G remains in the pool. The Green mana can also be burned to cast other spells.

24
MULTICLASS EXAMPLES A 13th level warlock/2nd level sorcerer/5th level
monk contributes 13 levels from warlock, two from
sorcerer, and two from monk as a 17th-level
A 7th level eldritch knight/7th level paladin/6th spellcaster with a max spell level of 9.
level wizard would contribute two levels from As a warlock you gain six invocations, four
eldritch knight, three levels from paladin, cantrips, and know 12 spells up to 5th level.
and six levels from wizard as an 11th level You also gain four spell slots that are cast as 5th
multiclass spellcaster. Your mana pool has 40 level which can be recovered at the end of a short
mana and a max spell level of 6. You may prepare rest. Furthermore, you gain two Mystic arcanum
3rd level wizard spells, and you know eldritch slots that can cast any spell you know as 9th-
knight and paladin spells up to 2nd level. level spells. You know one 6th- and one 7th-
Furthermore, you can burn up to 2 spell points level warlock spell.
from the mana pool per attack using smite and can As a sorcerer you gain a mana pool with 5 mana
recover any three mana at the end of a short rest that can be recovered after a long
once per day through arcane recovery. rest. You know four cantrips and three spells of 1st
. level which can be cast up to 5th level (if all mana
is devoted to the same color). You also gain 2
sorcery points which can be recovered on a short
Rest.
As a monk you gain 5 ki which can be burned to
cast any common magic spell you
know, and they are recovered on a short Rest.

25
10

While DUNGEONS & DRAGONS doesn’t have


10th level spells in 5th edition, the Mana
Progression chart in chapter 1 provides the
option for full-casting classes to
attain this new level of spell mastery.

CASTING SPELLS AT 10TH LEVEL


If a spell has more powerful effects when cast at a
higher level, the effect can be scaled to 10th level.
For example, casting the fireball spell at 10th level
would deal 15d6 fire damage.

Other spells with less linear increases in power


through higher-level casting require more DM
discretion. For example, the spell planar
binding cast at 7th level binds a creature to your
service for 30 days. Casting it at 8th level makes it
last 180 days. Casting it at 9th level binds the
creature for a full year and a day. The DM may
WISH
decide casting the spell at 10th level would bind
the creature for 10 years, or perhaps indefinitely. 10th-level (undevoted)

A 10th-level spell burns 10 mana devoted to the Casting Time: 1 action


spell’s color.
Range: Self

Components: V

Duration: Instantaneous
10TH-LEVEL WISH VARIANT
Mana Cost: see below.
The Player’s Handbook describes wish as the
mightiest spell a mortal can cast. Using this The base use of this spell is to duplicate any other
variant rule, wish can be learned or researched by spell of 9th level or lower. You don’t need to meet
the bard, sorcerer, and wizard at 19th level. The any prerequisites, including material components.
spell is not devoted to any specific color. The DM The spell simply takes effect. The mana cost of the
determines which color mana is burned to cast the spell burns 10 mana devoted to the color of the
wish based on the desired effect of the spell spell being duplicated.

26
Alternatively, you can create one of the following
effects of your choice when burning mana, as listed
below:

10R. You create one object of up to 25,000 gp


in value that isn’t a magic item. The object can
be no more than 300 feet in any dimension, and
it appears in an unoccupied space you can see
on the ground.

10G. You allow up to twenty creatures that you


can see to regain all hit points, and you end all
effects on them as described in the greater
restoration spell.

10W. You grant up to ten creatures that you


can see resistance to a damage type you choose.

10W. You grant up to ten creatures that you


can see immunity to a single spell or other
magical effect for 24 hours. For instance, you
could make yourself and all your companions
immune to a lich’s life drain attack.

10U. You undo a single recent event by forcing


a reroll of any roll made within the last round
(including your last turn). Reality reshapes itself
to accommodate the new result. For example, a EPIC WISH SPELL VARIANT
wish spell could undo an opponent’s successful
save, a foe’s critical hit, or a friend’s failed save. At 20th level, your mastery of magic is so
You can force the reroll to be made with profound, your will becomes reality.
advantage or disadvantage, and you can choose
whether to use the reroll or the original roll. As an action, burn 10 mana of any color and
combination.
10B. with a word you can restore life to up to
ten creatures that died for any reason except State your wish to the DM, being as descriptive as
old age, even if the creature’s soul is bound or necessary to convey the intent.
unwilling. The creatures are restored to life with
all their hit points. This spell closes all wounds, If the DM rules the wish is appropriate for the
neutralizes any poison, cures all diseases, and campaign, the DM will assign a unique mana cost,
lifts any curses affecting the creatures when which includes the 10 mana already burned to
they died. The spell replaces damaged or cast the spell.
missing organs and limbs. The spell can even The DM is encouraged to inflate the cost of
provide new bodies if the originals no longer sacrifice for the wish to produce the results as
exist, in which case you must know the intended. Alternatively, the DM may choose to
creatures’ names. The creatures then appear minimize the cost of mana while introducing
in an unoccupied space you choose within 10 unintended results.
feet of you.
You aren’t obligated to accept the cost, but if you
10x. The DM may allow for similar spell like do, the mana is burned and removed from your
effects of any devotion to be created that are pool permanently, completing the magic of the epic
within a similar range of power. The DM has the wish. This sacrifice can’t be prevented by any
final say regarding which color the wish spell is means for the wish to take effect. If you decline
devoted to; the cost then becomes 10 mana the cost of the wish, the initial 10 mana burned to
devoted to the color of the desired effect. cast the spell can be recovered as normal.

27
Using this variant, spells have one of three PERSISTENT SPELLS
duration: Instantaneous, Persistent, or
Concentration. Consult the 5 Color Spell Chart for Persistent spells can be disrupted by targeting the
which duration each spell has, as described below: spell effect with dispel magic or other similar
Instantaneous. These spells have no sustained means. A Persistent spell can be detected by true
magic effects after casting the spell is completed. seeing, detect magic, and similar spells, as a faint
Cure wounds, fireball, and teleport are examples of magic aura of the color’s devotion around the
instantaneous spells. targets or area affected by the spell.
Persistent. These spells have sustained magic If a persistent spell, such as geas or clone, targets
effects that are active until finishing a long rest. a creature or object that is killed or destroyed, the
Any spell in the Player’s Handbook with magic spell effect ends immediately. Other persistent
effects lasting longer than 24 hours, retains the spells like cordon of arrows that instead target
longer duration. areas, aren’t affected as such.
Concentration. These spells have sustained magic BURN FOR DAYS
effects that continue while the caster maintains
concentration, unless dismissed or disrupted. If the caster chooses, Persistent spells that would
When using simplified durations, choosing to begin end after completing a long rest can remain in
a long rest dismisses any concentration spells, effect without having to cast the spells again. When
even if no sleep is required. you complete a long rest, you may burn mana
equal to the total levels of persistent spells
sustained. Spells that last longer than 24 hours
don’t require Burn for Days.
INSTANTANEOUS SPELLS
Some persistent spells have additional
Instantaneous spells listed in the Player’s
considerations when using Burn for Days, as noted
Handbook remain unchanged from their original
below:
description. Many spells in the Player’s Handbook
are now Instantaneous using simplified durations Contingency. When cast, all mana for both casting
as noted in the 5 Color Spell Chart. contingency and the contingent spell, burn
immediately and leave the contingency active
Some spells, such as teleportation circle, have a
indefinitely while the caster leaves the mana
duration of 1 round. With DM approval, the caster
burned. Multiple spells may be active by burning
may maintain concentration to extend the effects
both contingency and the contingent spell’s mana
as noted below:
with each spell.
Sending. The caster may choose to maintain Creation. All material remains until completing a
concentration to extend the time available for the long rest. When using Burn for Days, casting this
target to respond. spell at a higher level no longer increases the
spell’s duration.
Sleep. The caster may choose to maintain
concentration to extend the time the targets are
Alternatively, the spell’s level determines what type
affected by the spell.
of material created can remain burned for days:
Teleportation Circle. The caster may choose to
MATERIAL SPELL LEVEL
maintain concentration to extend the time
available for travelers to cross through the circle. vegetable matter 5
stone or crystal 6
Transport Via Plants. The caster may choose to precious metal 7
maintain concentration to extend the time gems 8
available for travelers to cross between trees.
adamantine or mithril 9

28
CONCENTRATION
All spells listed in the Player’s Handbook with a Light. While the caster maintains concentration,
duration of ‘concentration’ remove the time limit light can be activated or dismissed at will during
component of the spell’s duration. For example, your turn or as a reaction.
haste no longer lasts 1 minute. It remains active
until the caster dismisses the spell, loses Mage Hand. While the caster maintains
concentration or it is dispelled. Beginning a long concentration, mage hand can be activated or
rest dismisses concentration. dismissed at will during your turn or as a reaction.

Many spells in the Player’s Handbook are Message. While the caster maintains
reclassified as concentration using simplified concentration, there is ongoing communication
durations, as noted in the 5 Color Spell Chart. between the caster and target.
Some spells have additional considerations, as
noted below: Minor Illusion. While the caster maintains
concentration, illusions may be created or
Commune. The caster must maintain concentration dismissed at will during your turn or as a reaction.
until all three questions are answered. Only one illusion can be created or changed in this
manner per round.
Contact Other Plane. The caster must maintain
concentration until all five questions are answered. Phantom Steed. The DM may allow this spell to be
cast as a persistent spell.
Demiplane. Maintaining the open door requires
concentration; the demiplane itself is permanent. Prestidigitation. While the caster maintains
concentration, effects may be created or dismissed
Feather Fall. As a reaction, feather fall has a at will during your turn or as a reaction. Only one
duration of Instantaneous. The DM may allow effect can be created or changed in this manner
feather fall as a concentration spell. The target per round.
remains as light as a feather while concentration is
maintained. Produce Flame. While the caster maintains
concentration, the fire can be produced or
dismissed at will during your turn or as a reaction.
If used to attack, the spell ends as normal.

Thaumaturgy. While the caster maintains


concentration, effects may be created or dismissed
at will during your turn or as a reaction. Only one
effect can be created or changed in this manner
per round.

Eldritch Invocations. The duration of a warlock’s


eldritch invocation matches the spell that the
invocation produces. For example, Mire the Mind
produces the effects of the slow spell. This
invocation also requires concentration.

Metamagic. The sorcerer’s Extend Spell


metamagic and other, similar class features no
longer apply to concentration spells using this
variant duration for concentration.

29
The following collection of variant rules offer
options for maintaining concentration for multiple
spells. These variants can be used with both spell
slots and mana.

TAPPING MANA
Maintaining concentration for spells is referred to
as tapping. When using variant tap rules, COMBINED SPELL TAPPING
concentration spells don’t burn mana until the
spell has ended. For each level of spell maintained, This variant allows spellcasters to maintain
an equal amount of mana is tapped. The Mana multiple spells which have a combined spell level
Progression table lists the max spell level that can not exceeding their max spell level listed on the
be cast, which is also the maximum number of Mana Progression table. For example, a 5th-level
spell levels that can be maintained. When the spell bard can maintain concentration for spells that
ends, the tapped mana, spell slot, or sorcery total three levels: one 3rd-level spell, three 1st-level
points are burned as normal. spells, or one 2nd-level spell with one 1st-level
spell. Cantrips count as one level each, and
For example, a wizard casts charm person by Eldritch Invocations count as the level of the spell
expending 1 mana. That mana is considered effect duplicated. For instance, Mire the Mind
tapped while the spell is maintained. If the caster duplicates slow, and would count as a 3rd-level
loses concentration, the spell immediately ends, spell, effectively tapping 3 mana.
and the tapped mana is burned.
When maintaining multiple spells that can be
Cantrips and invocations don’t require mana, but controlled, such as moving a flaming sphere or
for those that require concentration, they would changing the appearance of an illusion, only one
also be considered tapped. spell can be affected with each action used.

30
MULTI-SPELL TAPPING SIMPLE SPELLS
This additional variant allows a caster to maintain The following spells are simple. Some effects are
a total number of spells equal to the number listed modified when using simple magic mechanics as
as the max spell level on the Mana Progression noted below:
table. Each spell is counted as 1 regardless of spell
Comprehend Languages
level, including Cantrips, Rituals, and Eldritch
Invocations. For example, a 5th-level druid has a Detect Good and Evil
max spell level of 3. The druid can maintain
concentration for up to three, 3rd-level spells for a Detect Magic
total of 9 tapped mana. Detect Poison and Disease

DUPLICATIVE CASTING Feather Fall. This spell may be cast as a


concentration spell and may be untapped at will
This variant allows spellcasters to maintain during your turn. While maintained, the effects of
concentration on multiple castings of the same the spell remain active. If concentration is
spell. Multiple targets can be affected by different disrupted, the mana is burned, and the spell ends
castings of the same spell if the target is not self immediately.
only, Furthermore, no target can be affected by
multiple castings of the same spell at once. For Find Familiar. This spell may be cast as a
example, if two grease spells’ areas of effect concentration spell and while tapped, the familiar
overlap, traveling through the area affected by both may be summoned or dismissed as a bonus action.
spells would only require one saving throw at the If concentration is disrupted while maintained, the
higher save DC. mana is burned, and the spell ends immediately.

Speak with Animals


UNTAPPING SIMPLE MAGIC
Tenser’s Floating Disk
Using this variant, a select number of
Unseen Servant
concentration spells (referred to as Simple spells)
can be cast and dismissed at no cost. If the caster
loses concentration while maintaining the spell,
the mana is burned, but if dismissed, it may be
untapped, and the mana is immediately recovered
to be used again.

When casting a spell as simple magic, the mana or


sorcery points tapped must be devoted to the color
of the spell. These spells may be cast as common
magic as normal by tapping any color, but the
mana will burn if dismissed or disrupted.

When using duration rules in the Player’s


Handbook, spells that expire at the end of the
spell’s duration are considered dismissed,
and untap without burning.

Thank you

- -Fil 😊

31
CLASS SPELL LISTS AS SIMPLE MAGIC SIMPLE MAGIC AT HIGHER LEVELS
Using this further variant rule, when a caster gains Using this further variant rule, when a caster gains
additional spells from 1st- to 5th-level as a class or 6th-level spells, all 1st-level concentration spells
subclass feature, those that are concentration become simple and may use the rules of simple
spells become simple magic as well. magic mechanics, tapping mana devoted to the
color of the spell.
Class features in the Player’s Handbook that add
spells in this manner include: A 19th-level caster with 10th-level spells is able to
cast all concentration spells 1st- through 5th-level
Cleric Domain Spells may tap their sacred color as simple magic. High magic can’t be simple spells.
For example, Blue mana is sacred to 5th-level They already tap devoted mana to maintain
Knowledge Domain clerics. When casting concentration.
nondetection or speak with dead, they may be cast
as simple magic, tapping 3U to do so.

Druid Circle Spells may tap Green mana

Paladin Oath Spells may tap their listed color

Warlock Otherworldly Patron spells on the


extended list that require concentration may be
cast as simple magic.

For example, a 9th-level warlock with a fiend


patron can cast firewall as simple magic, using one
5th-level spell slot. If the spell is dismissed without
being disrupted or dispelled, the spell slot is
immediately recovered.

CONCENTRATION CHECKS
Using this variant, the DC for maintaining concentration is 10 + total level of spells, rituals and invocations
tapped. For example, a 5th-level druid using multi-spell tapping that maintains concentration for three, 3rd-
level spells taps 9 mana. The concentration DC is 19.

Cantrips count as 1st-level for affecting the concentration DC.

If you must make a Constitution saving throw to maintain concentration as a result of taking damage, the
save DC isn’t modified by the amount of damage dealt. (instead of 10 or half the damage taken, as outlined in
the Player’s Handbook).

You also risk losing concentration whenever you make a saving throw. For example, if a 19th-level druid was
required to make a DC 18 Wisdom saving throw against a Death Knight’s command spell while the druid is
maintaining concentration on two 5th-level spells, if the result of the saving throw was below 20, the druid
would lose concentration on both spells even if you stave off the effects of the command spell.

By that same token, if that same druid had to make a DC 18 Dexterity saving throw against the Death
Knight’s Hellfire Orb to take only half damage, if the result of the Dexterity saving throw is 20 or higher, you
wouldn’t make a separate Constitution saving throw to maintain concentration from the damage dealt.

The DM may also decide that certain environmental phenomena, such as a wave crashing over you while
you’re on a storm-tossed ship, requires you to succeed on a Constitution (or other appropriate) saving throw
to maintain concentration.

The DM has the final say for when a saving throw is necessary, and what type of save is required

32
.ATTRITION CHECKS
When a spellcaster is maintaining concentration in difficult or hostile conditions, DMs are encouraged to
frequently challenge the caster’s concentration to put tapped mana at risk of being burned. This is referred to
as attrition.

The time between attrition checks depends on severity of conditions. The greater the severity, the more often
spellcasters experience attrition, as noted below:

FREQUENCY OF ATTRITION ENVIRONMENTS OF ATTRITION


SEVERITY ATTRITION Examples of environments warranting attrition
Mild 4 hours include:
Moderate 2 hours ENVIRONMENT SAVING THROW
Strong 1 hour hail, sand-, or snowstorm Constitution
Severe 10 minutes ship at sea in rough waters Dexterity
Extreme 1 minute alternate plane of existence Charisma
airborne during lightning
Unnatural 1 round Dexterity
storm
airborne during high
Strength
winds
CONDITIONS OF ATTRITION underwater Strength
Conditions that impose attrition checks include: ash- or smoke-filled air Constitution
extended climbs Strength
CONDITION SAVING THROW
standing very still Constitution Environments that may be ignored by ranger’s
holding your breath Constitution Natural Explorer class feature include:
enduring a detrimental
Wisdom
spell effect ENVIRONMENT SAVING THROW
loud or repetitive noise Wisdom uneven cavern floors Dexterity
blinding light or darkness Intelligence dense forest and jungle Strength
Maintaining scrying and heat and humidity Constitution
casting ability score
other divination magic freezing cold Constitution
research or crafting tools used (skill) ability score
When traversing hostile terrain or enduring a
hostile condition, make an ability (concentration)
saving throw at the frequency of the severity listed.
If the saving throw fails, concentration is
disrupted.

PAYING ATTRITION

To prevent a spellcaster from losing all maintained


spells and subsequently recasting them all again
under dangerous circumstances, the spellcaster
may choose to automatically succeed the attrition
check by burning the mana maintained. If there is
not enough mana remaining in the pool to pay
attrition, concentration is checked as normal.

When paying attrition to maintain concentration,


condition frequencies don’t stack. Mana is only
burned at the rate of the most frequent condition.

33
For example, a druid using multi-spell tapping The high waves throw the druid against the jagged
maintains water walk (3G) speak with plants (3G) coral, requiring a Strength saving throw every 10
and locate creature (4U) while chasing a sahuagan minutes spent tracking among them.
scout along jagged coral during a storm.
For each attrition saving throw failed, 10 mana is
burned and the druid risks drowning. Instead, you
Walking among the jagged coral is moderately may choose to burn 10 mana every 10 minutes to
difficult, requires a Dexterity saving throw every 2 automatically succeed to continue tracking the
hours spent tracking. sahuagan scout. Alternatively, you can dismiss
some of the spells to reduce the overall cost, such
The storm is strong, requiring a Constitution as dismissing speak with plants and water walk to
saving throw every hour spent tracking. reduce attrition to only 4 mana on failed checks,
but limiting the druid to walking atop the coral or
having to swim in the storm.

34
This variant rule offers alternate mechanics to
command NPC allies and companions during
combat.

ALLIES
Allies are any conjured creatures, followers, pets,
thralls, mounts, or created undead that are
controlled by characters.
VARIANT BEAST MASTER
COMMANDING ALLIED UNITS
When using Allied Unit variant rules, this variant
An allied unit is a minimum of one ally. Groups of changes the ranger (Beast Master) class features
creatures under a character’s control, such as for 3rd and 7th levels as detailed below:
hirelings, conjured creatures, or any portion of the
group is one allied unit. RANGER’S COMPANION
Characters that control allies’ actions are referred At 3rd level you gain a beast companion as
to as commanders. Commanders must spend a described in the Player’s Handbook. The beast
bonus action to command one allied unit, which obeys your commands, otherwise it acts
takes its turn immediately during your bonus independently. In combat, it shares your initiative,
action. Otherwise, allied units attack or defend acting during your turn and obeys any verbal
themselves to the best of their ability or follow the commands you give it to the best of its ability, with
last command they received. The DM has final no action required by you.
word on how many allies can be commanded with
one bonus action. Furthermore, you may now freely communicate
with beasts as though you are permanently
For example, a 4th-level druid has burned 6 mana affected by the speak with animals spell.
casting animal friendship to charm a pack of
wolves two at a time. The druid may use a bonus EXCEPTIONAL TRAINING
action to command up to two of the wolves. The
remaining four will attack or defend themselves to Beginning at 7th level, your beast companion can
the best of their ability. use a bonus action on its turn to take the Dash,
Disengage, Dodge, or Help action.
COMPANIONS
Furthermore, you can now use a single bonus
Companions are the cohorts, familiars, paladin action on your turn to command multiple allied
steeds, ranger (Beast Master) companions, and units as detailed in the Commanding Allied Units
sidekicks to the characters. Because companions rule variant. The number of allied units that can be
have a deeper bond to characters than allies, commanded at once is equal to half your ranger
they share your initiative and follow your level (rounded up).
command to the best of their ability during your
turn with no bonus action required.

35
Sources of magic are how and why magic
functions. Both arcane and divine magic as
described in the Player’s Handbook are two of
Harmful channeling, referred to as Defiling, steals
many possible sources.
life force from the environment, turning vegetation
Arcane. Quantifying and manipulating the hidden around you to ash, destroying a radius of 5 feet for
secrets of the multiverse is the core of arcane every level of spell cast.
magic. This can be secrets shared by otherworldly
Harmonics. Magic effects are created through
patrons, truths discovered through deep
resonance. Most common among bards during
meditation as monks, felt through instinct as
performance, the vibrations of sound trigger the
sorcerers or experimental formulae learned by
effects of the magic. Other harmonics can be
bards, wizards, and others.
achieved through subvocal chanting, resonating
Divine. Clerics, paladins, and similar classes crystals, ripples on the surfaces of liquid, even
access magic by dedicating themselves to a higher light passing through prisms when arranged
power, ideal, or cause. Faith in that higher precisely can trigger harmonics.
authority creates the link to mana for these
Ki. Monks and similar classes master their minds
spellcasters. This can be portrayed as a reward for
and bodies through meditation, esoteric body
that faith, or it can be portrayed as knowledge
posturing, and intricate mudra to harness the
similar to arcana, but instead of exacting formulae,
mana flowing within themselves to power the
the mastery is intuitive, and inspiration guides the
magics of their class features and spell-like effects.
actual spellcasting such as druids.
They rely on nothing outside of themselves.

Primal. Emotion and fury surge through you,


VARIANT SOURCES OF MAGIC
igniting your spells with raw, feral power. Some
This variant rule details new sources of magic casters can’t control this power, as though the
other than Arcana and Divine magic: magic is controlling the caster. While others
master the flood of energy, focusing it into desired
Binding. Spellcasters grant spirits partial magic effects.
possession of the caster’s body. Through this
possession, the caster creates spell effects through Spirit. Spellcasters like druids and rangers have a
the mana emanating from the binding spirit. natural connection to the surrounding world which
Druids binding to elemental and nature spirits pulses with magic. Their magic taps into this font
assume elemental, fey, or bestial characteristics of mana without faith or formula. The spirits of
during spellcasting. Sorcerers take on angelic, nature don’t bind the caster to serve a higher
demonic, draconic, or elemental characteristics. purpose in exchange for accessing power. It
Warlocks adopt the visage of their patrons, naturally flows from the caster like breath.
changing more in appearance as they gain power.
Shadow. Spells are literally complex patterns
Channeling. Spellcasters pull mana from an constructed from fibers of shadow substance
external source to power spells. Warlocks channel called, “Umbra”. Complex hand gestures and
their spells through their patron. Druids and tracing complicated runes during casting creates
rangers channel energy from the environment. knots of umbra that, when bound, create the spells
Wild magic sorcerers channel raw chaos. being cast.

36
GAME MECHANICS OF SOURCE SPELLCASTING ABILITY
The Player’s Handbook establishes how arcane and Spellcasting ability is a mechanic that determines
divine magic impacts game mechanics: a character’s spell attack bonus and spell save DC.
The Player’s Handbook creates relationships
Ability (Skill) Rolls. Arcana and Religion are skills between ability scores and sources of magic.
that provide information about magic rituals,
formulae, component effects, religious practices,
Memorizing Formula. Wizards, eldritch knights,
prayers, and general reference involving
and arcane tricksters (all arcane) use Intelligence
arcane or divine spellcasting.
as the spellcasting ability.
Attunement. Magic items may require the wielder
Intuition and Instinct. Clerics, druids, and
to be an arcane or divine caster to attune.
rangers (all divine) use Wisdom as the spellcasting
Spellcasting Ability Scores. All spellcasting ability.
checks are modified by the relevant ability score
Force of Will. Paladins (divine), bards, sorcerers,
modifier, Intelligence, Wisdom, or Charisma.
and warlocks (all arcane), use Charisma as the
spellcasting ability.

KNOWLEDGE SKILLS
Any source introduced into the campaign world Spellcasting doesn’t have to be limited to these
may have its own skill for any ability check abilities. Descriptions for other abilities can be
involving the source of magic similar to Arcana and introduced.
Religion, such as Harmonics, Spirit, or Shadow.
Rage and Fury. Use Strength as the spellcasting
Alternatively, all magic-related skills like Arcana ability.
and Religion can be combined into one skill:
Weaving and Mudra. Use Dexterity as the
Magic. This single skill blends both arcane and
spellcasting ability.
divine magic skill checks, as well as any rolls
involving new or unidentified sources or effects of Focused Emotions. Use Constitution as the
magic introduced during the campaign. spellcasting ability.

ATTUNEMENT
VARIANT SPELLCASTING ABILITIES
Requiring source as a prerequisite for attunement
either rewards characters using the source of When introducing new sources of magic, decide
magic or denies those who don’t. DMs introducing which abilities are associated with the source:
new sources of magic in a campaign can use this
item feature to highlight enemy abilities while SOURCE SPELLCASTING ABILITY
preventing the characters from immediately Arcane Intelligence or Charisma
accessing them through treasure. Binding Constitution or Charisma
Channeling Strength or Constitution
If a campaign has multiple sources of magic, Divine Wisdom or Charisma
creating items that allow attunement through Harmonics Dexterity or Intelligence
multiple sources, or don’t require source for Ki Dexterity or Wisdom
attunement at all, will allow magic items to be Primal Strength or Constitution
more universally available if the DM chooses to Shadow Dexterity or Intelligence
award new, exotic magic items to the game for the Spirit Strength or Wisdom
players to use.

37
Variant sources of magic present new options for EXAMPLES CHARACTERS
ability scores and skills that affect spellcasting. WITH VARIANT SOURCES:
More sources provide flexibility to how ability
scores are distributed for characters with either Eldritch knights devoted to Red mana, using
low ability score rolls, also for half- and third- Primal Magic as the source, and Strength for your
casting classes wishing to focus on improving one spellcasting ability. The ferocity of combat ignites
ability score, similar to full-casting classes with magic between attacks for these savage warriors.
one ability score affecting class features.
Arcane tricksters devoted to Black mana, using
The various source options provided here are only Shadow Magic as the source, and Dexterity
the more popular options that arise in fantasy for your spellcasting ability weave snares within
roleplaying games. the shadows of your victims, trapping their minds
There are as many variant sources of magic as the and controlling them like puppets on strings.
DM will allow, and the ability scores associated
with the presented sources are suggestions the DM Bards using Harmonic Magic as the
may choose to allow. source, using Intelligence for your spellcasting
ability. These performers compose songs in tones
All class features that are affected by an ability of power to affect those that hear.
that affect the spellcasting ability of the standard
class features are also converted to the new Warlocks using Binding Magic as the source, with
spellcasting ability. Charisma as the spellcasting ability. You become a
living avatar of your patrons over time, the magics
of another world palpable around you.

38
STAFFS
Rarity varies (Requires attunement)

A staff is crafted to hold multiple spells, and some


possess charges that may be expended to cast
these spells.
In addition, mana may be tapped and burned by
the wielder as though casting the spells held in the
staff following all the rules for spellcasting. All
spells held in a staff are cast at the level noted in
the description that may not be cast at a higher
level unless specified, and spells cast from the staff
that require concentration count towards the
Tap Untap Burn presents new spellcasting wielder’s concentration DC. Staffs may have other
mechanics that can be used to add unique magic abilities available that tap or burn mana as well.
items to the game. The following is a collection of
new magic items and rules to modify different MAGIC STAFFS
types of items in the Dungeon Master’s Guide.
EVEROOT
RODS
Staff, very rare (requires attunement by a
ROD OF SORCERY spellcaster with Green devotion)

Wondrous items, each is very rare (requires This staff can be wielded as a magic quarterstaff
attunement by a sorcerer or wizard) that is permanently under the effects of the
shillelagh spell.
These rods come in four different varieties. A
creature attuned to a rod of sorcery can tap and The staff has 10 charges that may be expended
burn mana when casting a spell to apply one of the instead of mana to cast the spells held in the staff
following metamagic effects to the spell, depending as noted below. The staff regains 1d6+4 expended
on the type of rod. Mana tapped using a rod charges daily at dawn.
counts towards concentration check DC when
Staff Spells. The staff holds a selection of spells
maintaining concentration.
that the wielder can cast:
SAMPLE RODS
Entangle cast as a 1st-level spell. (1 charge)
Rod of Careful Spells. Requires 1 extra mana
Spike Growth cast as a 2nd-level spell. (2 charges)
while casting the spell.
Wall of Thorns cast as a 6th-level spell. (6 charges)
Rod of Distant Spells. Requires 2 extra mana
while casting the spell. Ever Root. As an action, you may drive the tip of
the staff into the ground and select any spell you
Rod of Twinned Spells. Requires double the
are maintaining. The staff takes root immediately,
mana to cast the affected spell.
rapidly growing into a tree. While the tree remains
alive, the effects of the spell are permanent, and
can’t be dispelled. The spellcaster may untap
without burning the mana maintaining the spell.

39
GUARDIAN STAFF

Staff, legendary (requires attunement by a


spellcaster with White devotion)

This staff can be wielded as a magic club for


overcoming resistance to attacks.

Abjurant Resonance. As a bonus action, you may


tap White mana up to a maximum of 5. When you
do, you gain a +1 bonus to AC for every White
mana tapped using abjurant resonance. This is a
simple magic effect that counts towards your max
spell level. You may untap the mana to dismiss
the effect as an act of will during your turn. If your
concentration is disrupted, the abjurant resonance
ends and burns your mana.

The staff has 20 charges that may be expended


instead of mana to cast the spells held in the staff
as noted below. The staff regains 2d8+4 expended
charges daily at dawn.

Staff Spells. The staff holds a selection of spells


that the wielder can cast:

Shield cast as a 1st-level spell. (1 charge)

Wind Wall cast as a 3rd-level spell. (3 charges)

Globe of Invulnerability cast as a 6th- or higher MANATEC BLASTING STAFF


level spell, up to 10th-level. (6 to 10 charges)
Staff, uncommon (requires attunement by a
spellcaster)
Unwavering Resolve. When taking damage, the
staff wielder automatically succeeds on This staff can be wielded as a heavy crossbow that
concentration checks for White devoted spells. grants a +2 bonus to attack and damage rolls
made with it. While holding the staff, you gain the
benefit from the Crossbow Expert feat, even if not
attuned.

The damage dealt by the staff is different, based on


manufacturer’s specifications. Each staff deals
only one of the following types of damage: piercing,
fire, force, lightning, necrotic or radiant, chosen
when the staff is created.

Overcharge. When you hit a creature with a spell


attack from the manatec blasting staff, you may
burn mana of any color up to a maximum of 5
mana. Doing so increases the damage dealt by 1d6
for each point of mana burned in this way.

40
MIND SPIKE WONDROUS ITEMS & ARTIFACTS
Staff, very rare (requires attunement by a Miscellaneous magic items and eldritch machines
spellcaster with Black devotion) that defy the rules of magic.
This staff can be wielded as a magic spear that
grants a +2 bonus to attack and damage rolls
made with it. MANA RESONATOR
Necrotic Strike. As a bonus action, you may tap Wondrous item, very rare (requires attunement)
Black mana up to your max spell level. When you
do, every successful attack with mind spike deals This durable belt is adorned with a large crystal
+1 necrotic damage for every Black mana tapped that, when attuned, allows the belt wearer to
using necrotic strike. Double the damage on a maintain concentration for spells that target you.
critical hit. This is a simple magic effect that For example, if you are the target of a haste spell,
counts towards your concentration DC. You may your concentration DC becomes 13 to maintain the
untap the mana to dismiss the effect as an act of spell while wearing the mana resonator. Only one
will during your turn if your concentration is not spell can be maintained in this manner, and the
disrupted, which burns the mana. caster burns the mana when the spell takes effect.
This does not disrupt concentration of the target.
Trap the Soul. When using Necrotic Strike, as a
bonus action you may burn your tapped mana
during the attack. When you do, if the target is a
MOX CRYSTAL
creature with a soul, that creature must make a
Constitution saving throw (DC = 8 + number of Wondrous item, rarity varies (requires attunement
tapped Black mana burned), or their soul is by a spellcaster)
trapped in the staff as though affected by the magic
jar spell. A mox crystal is a precious stone that is crafted to
generate and store mana. Any kind of stone can be
The wielder can communicate with the soul used, and once the mox crystal is attuned to, it
telepathically and may allow the trapped soul to emits a faint light of the devoted mana color.
sense the world as though inside the staff’s crystal,
or through the wielder’s body. Mox crystals can be crafted to store and provide up
to 10 mana, as determined when created, and may
The wielder may use the Mind Spike to put the be tapped during the casting of a spell with the
trapped soul in a different body as the DM rules same devotion as when casting high magic.
appropriate. If the target body already has a soul, Enough mana must remain available in the mox
the wielder must succeed on an attack using crystal to pay the full cost of the spell.
Necrotic Strike to force the target creature’s soul to
swap places with the currently trapped soul. Multiple spells can tap the mana of a mox crystal.
For example, a mox crystal with 3 Red mana can
The targets of Trap the Soul may choose to fail be used to pay for the devotion of three 1st-level, a
their saving throw to forego taking damage. 1st- and 2nd-level, or a 3rd-level spell.

When Mind Spike is found, there is a 90% chance If the mox crystal leaves your possession, all spells
a soul is already held within the staff, trapped for tapping the mox crystal’s mana are disrupted.
unknown time.
Mox crystals that are attuned recover burned
mana after finishing a long rest.

41
LIFE TAP MANA GENERATOR
Wondrous item, varies (requires attunement) Wondrous item, varies

Living creatures bound to a Life Tap for at least Mana Generators are artifacts that provide a
one hour become attuned, and the tap begins to perpetual source of mana. From small, pocket-
siphon life force from the creature to produce sized devices powering cantrips, to massive
mana for fueling eldritch machines, complex constructs powering entire civilizations, the DM
rituals, or is stored for later use. The DM may may allow a mana generator to be any size and
allow Life Taps to impose degrees of exhaustion, produce any amount of mana as appropriate to the
drain hit points, ability points, or age from the user campaign. The Mana Generator can be bound to a
at a rapid rate. To function, the user can’t be specific magic item or be an open conduit that can
immune to the effects of Life Tap. For example, if a be connected to artifacts, magic items, or
Life Tap causes constitution damage, a construct spellcasters. These artifacts generally have no
can’t use that Life Tap. Fey, demons, angels, penalties, no curse, and no drawbacks. They
elementals, that are immortal, can’t use a Life Tap simply produce an unlimited pool of mana that can
that drains years of life. A fire elemental is immune be tapped for spellcasting, rituals, and magic item
to fire damage; a Life Tap that causes fire damage construction.
couldn’t be used by the elemental.

Generally, a Life Tap will produce mana at the


following ratios, subject to DM preferences: For example, a Manatec Blasting Staff mounted
with a Mark 3 Generator can burn 3 mana at the
DAMAGE MANA PRODUCED rate of once per minute for an attack that deals an
10 hit points 1 Black Mana increased 3d6 damage on hit.
1 ability point 3 Black Mana
1 level of exhaustion 5 Black Mana
1 year of age 10 Black Mana
Each of the chapters in this book are arranged to CHANGING DEVOTION OF SPELLS
progressively add new variant rules across magic
and spellcasting to reflect the flavor and mechanics Tap Untap Burn is designed to restrict devotion
of Magic: the Gathering inside the rules of each spell to only one color so the spell pool
must be diversified to have access to all the spells
for DUNGEONS & DRAGONS. The chapters are
on your class spell list.
modular so all, one, or some of the variant rules
can be implemented. This chapter offers thoughts The DM may change the color of any spell. For
about these various rules and how they work example, cure wounds could be devoted to White
together in a campaign. instead of Green. To remain balanced, be sure each
color has spells every casting class finds useful.
For example, making all healing and most creature
summoning spells Green creates interest in
5 COLOR MANA MECHANICS
devoting mana to Green across all classes.
The spell point to spell level ratio of 1:1 is
important because of how different color mana can The DM may allow spells to be devoted to multiple
be burned to cast common magic across all colors. colors instead. For example, cure wounds can be
both White and Green if desired. This creates far
Each point has the same value whether alone or
more flexibility in the narration of spells, but
used with other colored mana to cast spells. This if spells are devoted to all five colors, those colors
simplified ratio of points to casting is also lose their purpose of being separate pools of color
very intuitive, fast to understand and more spell points.
interactive than other spell point options. This
does, however, require some recalibration for other If adding color to mana is too limiting for your
class features that interact with spell slots, now campaign or player preferences, use the 5 Color
converted to spell points. Magic paradigm, but ignore the 5 Color Mana
variant, and instead use normal spell slots or
SORCERY POINTS AND RESOURCES universal spell point mechanics from Chapter 1.

Sorcery points and similar class feature resources


RESEARCHING SPELL DEVOTION
that can be converted to spell slots follow the same
design principle throughout Tap Untap Burn: all The DM is encouraged to allow spells to be
resources are exchanged at a one-to-one ratio researched as a new color for players to optimize
based on the level of spell or equivalent class spells and color mana choices. For example, a
features and abilities. As future class and subclass cleric may wish to research cure wounds and
options are created, when two points of anything the restoration spells as White magic so Green
can be exchanged for a 1st-level spell slot, and 3 mana can be exchanged for White when gaining
for 2nd-level, and so on, convert the cost to be one- new levels.
to-one, same as detailed for sorcery
points. The amount of resources gained each level The DM may choose to require researched spells to
aren’t reduced because the mechanics of five burn mana devoted to the color of research as an
separate pools of spell points creates new additional cost to bending the laws of magic. When
limitations that mitigate resources. implementing this rule, researched spells can’t be
simple even if the character would normally be
This does provide more flexibility and higher able to do so.
value to any class that has these mechanics such
as sorcery points and arcane recovery, The DM may decide High Magic can’t be
which is most pronounced during low levels. The researched as a different color at all or may
added resources allow spellcasters to do more drastically increase the cost of research to be
during adventures, so DMs should observe how successful.
well heroes overcome challenges until Tap Untap
Burn becomes intuitive to properly scale difficulty
for the characters’ levels.

43
VARIANT COLOR CLASSES 10TH-LEVEL SPELLS
While this book offers means for DMs to easily Even though 10th-level spells fit the progression of
restructure how spells are devoted to each color, full casting classes, there is no spell other
the aspects provided here place spells in the colors than wish that would justify a 10th-level spell slot
that are intuitive to the classes they belong to. For being present without significantly restructuring
example, Paladin spells are largely devoted to spell descriptions in the Player’s Handbook or
White and Red magic. Druids are devoted to Green. providing rules for 10th-level spells that notably
Bards to Blue and Black while rangers don’t have a
surpass 9th-level. The wish spell specifically states
single spell devoted to Black. The 5 color magic
it is the greatest of all spells, so it is fitting that it
paradigm adds another layer of mechanics that
reinforce the archetype roles of would be the only spell crafted as 10th-level.
the character classes. Adding 10th level also incentivizes players to gain
19 levels in your full-casting class.
Players and DMs can create new class variants by
changing what color of magic a class is primarily
devoted to. Here’s some examples:
EPIC WISHES
A paladin with a spell list devoted to White Epic wish creates a conversation between players
and Blue magic can be the foundation for a Planar and DM as a means of permanently sacrificing
Champion that takes an oath to protect the world mana to directly change the campaign world. This
from otherworldly creatures, focusing class can be a satisfying end to any campaign before
features around warding and banishing these retiring the character.
enemies from the material Plane
It is recommended that the players and the DM
A ranger with a spell list primarily devoted to Black agree whether the DM will be assisting or opposing
and Green magic can be the foundation for the the players during the epic wish. Generally,
Blight Ranger. The Blight Ranger poisons the assisting will cost more mana to have the
natural world to warp spirits into abominations advantage of the process being thorough and for
as thralls, using nature against itself. the DM to agree with the intent of the wish.
Opposing doesn’t need to be less expensive. In fact,
Sorcerers and warlocks devoted to Green magic it can be excessively expensive as a warning to
with similar class features and abilities can offer players that the DM plans on distorting your words
alternatives to the druid class, similar to the to the worst extreme.
Wizard Green Magic tradition.
Clerics already gain this ability for free at 20th
level. When adding epic wish to the
campaign, remove Divine Intervention and its
improvement from the cleric class features and
replace it with epic wish at 20th level. For clerics,
the DM is assumed to be assisting the intent of
the epic wish unless the god is a trickster or evil.

20th-level warlocks may gain epic wish with DM’s


approval by beseeching the otherworldly patron.
Whether the DM assists or opposes the intent of
the wish is strictly dictated by the relationship the
warlock has with the patron. The warlock burns
the 10th-level slot to cast, but any combination of
arcanum or 5th-level spell slots can be sacrificed to
complete the spell.

20th-level druids that are members of the Circle of


the Land can limit the epic wish to only affect the
lands which the druid is initiated, or the epic
wish can affect only lands that the druid
is not initiated.

44
SIMPLIFIED DURATIONS VARIANT CONCENTRATION
These variant duration mechanics evolved from This is a stepping progression of variant rules. A
tapping and untapping mana for simple magic. campaign can implement Combined Spell Tapping
Players can physically turn spells on and off by only. Other campaigns might also include Multi-
tapping, untapping and burning mana tokens. This Spell Tapping, and some might allow the use of
is a more tactile style of game play, and the origin Duplicative Casting and Simple Magic as well.
of the title, Tap Untap Burn.
Single-Spell Concentration. This is the default
VARIANT PERSISTENT DURATIONS concentration rule in the Player’s Handbook,
limiting concentration to a single spell. It’s fast and
While persistent spells are dismissed at the end of easy to implement, and all other Core Mechanics in
a long rest, there are other options. Tap Untap Burn work with single-spell
concentration.
24 Hour Duration. This generally provides more
time for persistent spells, but that time must be Combined Spell Tapping. This is an intuitive
monitored. Any spell with a duration listed as design change that suggests low-level spells
longer than 24 hours remain unchanged. shouldn’t be as difficult as higher-level spells to
maintain. By allowing multiple low-level spells to
At the End of Next Sundown. This is add up to a spellcaster’s max spell level, this
thematically interesting but in underground natural progression coincides with gaining higher
settings or other planes of existence, there may not spell powers. This variant can implement either
be any notable sundown. The DM could rule that standard concentration as detailed in the Player’s
these spells simply don’t end, or that the duration handbook or the variant presented in this book.
remains valid without any means of determining
when the sun sets using burn for days. Multi-Spell Tapping. This is a notable increase in
spellcasting power that is balanced by the variant
DMs may choose to mix these alternate base concentration checks described in this
durations among persistent spells or use different book to place more risk in choosing to maintain
base durations for different classes or subclasses. multiple spells beyond you max spell level. DMs
For instance, persistent spells may have a base may decide only common magic can use this
duration of 24 hours, except for druids, which concentration variant.
have persistent spells end at sundown.
Duplicative Casting. This can be used with
CHARACTER FEATURES WITH DURATIONS combined or multi-spell tapping. This allows for
new options such as casting multiple hold
Some races benefit from spellcasting such as a monster spells, multiple Bigby’s hand spells, etc. It
dark elf’s drow magic at 3rd-level casting faerie is very powerful and has the potential to create
fire once per day. These spells don’t require mana new character concepts. For example, a wizard
to cast, and similar to warlock invocations, benefit known for dual wielding two Bigby’s hand spells
from the same variant rules for duration and may be the current world wrestling champion— if
concentration as spells cast with mana. you can break the wizard’s concentration, you have
a chance at the belt.
Class features that grant abilities with timed
durations, such as a paladin’s 20th-level sacred Tap Untap mechanics. These variant rules can be
oath aura feature, may either retain the timed used with standard spell slots as detailed in
durations which can’t be disrupted, or you may the Player’s Handbook for spellcasting, A 19th-level
maintain concentration with no timed duration. If caster can tap a 5th-level spell slot to
choosing the latter, the concentration check DC is maintain dominate person. Even though it is the
10 + half the level of when the feature is gained. only concentration spell that can be maintained
For example, the paladin’s 20th-level sacred oath using Single-Spell Concentration, if the spell is not
aura may be maintained until beginning a long disrupted, the spell slot is untapped and can be
rest. Maintaining concentration is a DC of 20. used again to cast another spell.

45
VARIANT CONCENTRATION CHECK RAVNICA CAMPAIGNS
Both standard and variant concentration checks When adding color to mana, each guild in Ravnica
can be used together. Maintaining concentration is devoted to two colors:
on a single spell can use either version of
concentration checks. The spell tapping options GUILD DEVOTION
herein are balanced with more difficult and
frequent variant concentration checks. If the DM GUILD DEVOTIONS
allows the variant tapping and durations options
with standard concentration checks, spellcasters
Azorius Senate White and Blue
become significantly stronger, and the DM will Boros Legion White and Red
need to deal more area damage, employ traps more House Dimir Blue and Black
frequently and create hostile environments that Golgari Swarm Black and Green
deal at least 1hp of damage at the frequency of
severity described in chapter 7 during travel to Gruul Clans Red and Green
fatigue the mana pools of spellcasters. Izzet League Blue and Red
Orzhov Syndicate White and Black
SIMPLE MAGIC Cult of Rakdos Red and Black
The 1st-level simple spells are similar in utility to Selesnya Conclave White and Green
cantrips but are just useful and powerful enough Simic Combine Blue and Green
to be considered 1st level, which is why so many of
them can be cast as rituals. Simple magic tap
mechanics bridges the gap from cantrip to spell GUILD SPELLS
levels by only holding the mana while the spell is
active and risking that it may be burned. The Guildmasters’ Guide to Ravnica provides a list
of spells for each guild. When adding color to
Allowing class spell lists to be cast as simple magic mana, your guild spells are now also devoted to
is a strong advantage that is tempered by requiring your guild colors, and guild concentration spells
more mana be devoted to the color of the spells may be cast as simple magic. For example, the
cast. Furthermore, DMs are encouraged to Gruul clan is devoted to Red and Green mana.
implement attrition and to create encounters with One of the 1st-level spells Gruul clan spellcasters
added opportunities for disruptions such as minor learn is compelled duel, a Black spell. Gruul
areas of effect that require saving throws when spellcasters may cast this spell as simple magic by
encountered, or adversaries trained in cantrips tapping 1R, or 1G. The spell may instead be cast
that force saving throws or do minor damage that as common magic while 1B, 1R, or 1G remains in
will force concentration checks as well. the mana pool.

TRAPS AND ATTRITION


When using variant concentration rules, traps
become greater challenges to casters. A trap only
needs to force a saving throw to disrupt spells.
While sudden concussion might not cause any
damage, the startle caused can totally disarm an
invading spellcaster.

As characters gain levels and casting classes


become more reliant on maintaining spells through
adventures, traps don’t need to scale to incredible
damage to threaten concentration. Defenders will
understand what type of saving throws different
spellcasters are vulnerable to, and the traps will be
built accordingly. For example, temples may have
traps and puzzles designed to challenge Wisdom.
Clerics have high Wisdom, so a series of Wisdom
tests built into the temple defenses can be ignored
by the high priest but would disrupt an arcane
trickster foolish enough to steal from the gods.

46
NARRATING VARIANT RULES TRACKING MANA
The only information about 5 color mana that the Optimizing color mana is a fun game within
DM must provide to players is what color are spellcasting about adapting your strategies to
different magic effects or spells, and occasional compliment your mana pool. Tracking mana is no
attrition checks. NPCs and creatures don’t need to more difficult than spell slots, but it’s more
follow the same rules of max spell limit or mana interactive. See Appendix C for a mana flowchart.
gained per level as characters do, but these rules
should be part of the narrative for players to have a MANA TRACKING SHEET
sense of how powerful a spellcaster is compared to
The amount of mana devoted to each color remains
the characters. For example, if a druid is effectively
the same when recovered after finishing a long
tapping 9 mana to maintain three 3rd-level spells
rest. Write the amount of mana you have chosen to
during an encounter, a player will devote to each color in the mana pool under
sense that this is at least a 5th-level caster. DMs “TOTAL MANA”.
don’t need to track the specifics, but the players
relate to the game world by comparing it to their As spells are cast, the pool is reduced. Mark how
own abilities. Use mana costs and different color much mana remains in the pool to cast for each
spells to describe when encountering spellcasters color under “MANA POOL.” These numbers will
or locations with a strong devotion to a certain continue to decrease as more spells are cast.
color, like a cemetery to Black magic.
If the spell being cast is instantaneous or
persistent, the mana is burned for the day and is
removed from the game until recovered.

If maintaining concentration, mark how much


mana of each color is tapped under “TAPPED.” If
mana tapped to maintain a simple spell is
dismissed, move that mana from “TAPPED” back to
the “MANA POOL.”

If any tapped mana is burned, remove that mana


from “TAPPED” and from the game until recovered.

USING GAME PIECES, CHIPS, OR DICE

Instead of writing and erasing numbers from the


Mana Tracking Sheet, consider using playing
pieces such as poker chips, dice, meeples, stones,
cards, or the tokens colored White, Blue, Black,
Red, and Green that are included with the
purchase of this book HERE.

You can inquire about commissioning custom


painted playmats by emailing
FilKearneyCreations@GMail.com

Additional resources for use with Tap Untap Burn 5 Color Mana Spell Point Variant Rules.

APPENDIX A – Sample color mana characters for inspiration or to include in your game
APPENDIX B – Class Spell Lists by color for each class in the Player’s Handbook
APPENDIX C – Mana Playmat and visual directions to aid players using mana in game

47
Medium humanoid (Drow) any alignment
Armor Class 17 (spider hide armor and sheild)
Hit Points 35 (4d8+12)
Speed 30 ft. or as wildshape.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 08 (-1) 14 (+2) 07 (-2)
Saving Throws Intelligence (+1), Wisdom (+4)
Skills Nature (+4), Perception (+4), Survival (+4)
Senses darkvision 120 feet, passive Perception 14
Languages Drow, plus one additional language
Challenge 3 (700 XP)

Elf (Drow) and Circle of the Land (Underdark) Traits


Wildshape. (2/short rest) ½CR
Natural Recovery. May recover 4 mana upon completing a
short rest 1/day in underground terrain.

ACTIONS
Spider Fang Short Sword. Melee Weapon Attack: +3 to hit,
reach 5 ft, one target. Hit: 4 (1d6+1) piercing damage
Spider Venom Poison. When Spider Fang Short Sword hits,
the target must make a Constitution saving throw DC 13
taking 9 (2d8) poison damage on a failed save, or half as
much if successful. If the poison damage reduces the
target to 0 hit points, the target is stable, but poisoned for 1
hour, and is paralyzed while poisoned in this way.
Spellcasting. The Drow Hermit is a 4th-level Primal magic
full-caster. Its spellcasting ability is Constitution (spell
save DC 13, +5 to hit with spell attacks).
Mana Pool. 12 / 2W2U1B2R5G Max Spell Level: 2
The Drow Hermit has the following druid spells prepared:
Cantrips: dancing lights, guidance, mending, produce flame
1st-level: faerie fire (drow), animal friendship (1G), cure
wounds (1G), speak with animals (1G simple), +1 more
2nd-level: hold person (2W), spider climb (2G simple), web
(2G simple), +1 more

TACTICS
When encountered, the Drow Hermit is accompanied by a
giant spider under the influence of the animal friendship
spell that will fight with the Drow Hermit.
The Drow Hermit will attempt to cast hold person or web
and allow the giant spider to attack any affected targets
before risking melee combat; preferring to flee than face
risk, abandoning the spider if necessary.
Medium humanoid (any race) any alignment
Armor Class 20 (plate mail armor and shield)
Hit Points 34 (5d10)
Speed 30 ft
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 10 (+0) 08 (-1) 13 (+1) 14 (+2)
Saving Throws Wisdom (+6), Charisma (+7)
Skills Intimidate (+5), Insight (+4)
Senses Divine Sense, passive Perception 11
Languages Common
Challenge 4 (1,100 XP)

Oath of Vengeance Traits


Channel Divinity 1/short or long rest
Channel: Abjure Enemy. Target DC 13 or fear 1 minute
Channel: Vow of Enmity. Advantage to hit target 1 minute
Lay on Hands. 25 Hit Points
Divine Health. Immune to disease
Aura of Protection. Allies receive +2 to saving throws

ACTIONS
Multiattack. The Punisher makes two longsword attacks.
Spear. Melee Weapon Attack: +6 to hit, reach 5 ft, one
target. Hit: 8 (1d6+5) slashing damage
Divine Smite. When dealing damage, the Punisher may
burn mana to deal an additional 1d8 radiant damage for
each mana burned, to a limit of 2 mana for +2d8 damage.
Spellcasting. The Punisher is a 5th-level Divine magic half-
caster. Its spellcasting ability is Charisma (spell save DC
13, +5 to hit with spell attacks).
Mana Pool. 8 / 3W2U2B1G Max Spell Level. 2
The Punisher has the following paladin spells prepared:
1st-level: bane (1B simple), command (1B), cure wounds
(1G), hunter’s mark (1U simple), +1 more
2nd-level: hold person (2W simple), magic weapon (2W),
misty step (2U )

TACTICS
If any player character is identified as a foe of the Punisher,
it will attempt to cast hold person while closing distance. It
will then multiattack while maintaining magic weapon, and
using smite, burning Blue then Black then Green before
White until the player character is defeated.
If any player character gets in the way of the Punisher while
pursuing its foes, it will cast command to order the target
to flee if simply pushing the character aside is ineffective.
If the Punisher is further obstructed, it will consider the
character to be a foe as above.

49
Medium humanoid (any race) any alignment
Armor Class 20 (plate mail armor and sheild)
Hit Points 38 (7d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 08 (-1) 10 (+0) 12 (+1) 16 (+3) 13 (+1)
Saving Throws Wisdom (+6), Charisma (+4)
Skills Medicine (+6), Religion (+4)
Senses passive Perception 13
Languages Common, Semaphore
Challenge 6 (2,300 XP)

Domain of War Traits


Channel Divinity 1/short or long rest
Channel: Turn Undead. DC 14. Destroys 1/2 CR
Channel: Guided Strike. Target self +10 attack / use
Channel: War God’s Blessing. Target other +10 attack / use

ACTIONS
Spiritual weapon. Bonus action. Melee spell Attack: +7 to
hit, reach 5 ft, one target. Hit: 7 (1d8+3) force damage
Warhammer. Melee Weapon Attack +5 to hit. Reach 5ft,
one target, Hit: 5 (1d10+2) bludgeoning damage.
Spellcasting. The Battle Priest is a 7th-level Divine magic
full-caster. Its spellcasting ability is Wisdom (spell save DC
15, +7 to hit with spell attacks).
Mana Pool. 24 / 11W4U4B5G Max Spell Level. 4
Sacred Devotion to White. All domain spells are devoted to
White mana.
The Battle Priest has the following Cleric spells prepared:
Cantrips: dancing lights, guidance, mending, produce flame
1st level: divine favor (1W simple), shield of faith (1W
simple), cure wounds (1G), detect magic (1U simple)
2nd level. Magic weapon (2W simple), spiritual weapon (2W
simple), hold person (2W), lesser restoration (2G), +1 more
3rd level. crusader’s mantle (3W simple), guardian spirits
(3W simple), dispel magic (3W), revivify (3B), +1 more
4th level. freedom of movement (4W simple), stoneskin (4W
simple), banishment (4U), +1 more

TACTICS
In combat the Battle Priest will maintain concentration for
spirit guardians, and spiritual hammer to leave actions free
for casting cure wounds, dispel magic, hold person, or
attack as needed.
If encountered with allies such as Punishers, the Battle
Priest will fall back to cast cure wounds, revivify, or other
spells from behind allies while maintaining concentration.

50
Medium humanoid (any race) any Evil
Armor Class 12 (studded leather armor)
Hit Points 53 (10d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 14 (+1) 14 (+2) 18 (+4)
Saving Throws Dexterity (+4), Charisma (+8)
Skills Arcana (+5), Intimidate (+12), Investigation (+9),
Perception (+10), Persuasion (+12), Survival (+6)
Senses Passive Perception 20
Languages Common, plus one additional language
Challenge 8 (3,900 XP)

College of Lore Traits


Bardic Inspiration 4/short or long rest. Target ally gains +1d10
to ability check, attack roll, or saving throw
Inspiration: Cutting Words. Reaction. Target creature reduces
1d10 attack roll, damage roll, or ability check

ACTIONS
Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft, one
target. Hit: 4 (1d6+1) piercing damage
Spellcasting. The Mindbender is a 10th-level Binding magic
full-caster. Its spellcasting ability is Charisma (spell save DC
16, +8 to hit with spell attacks).
Mana Pool. 36 / 4U25B4R3G Max Spell Level. 5
Complimentary Colors. White spells you cast are devoted to
Black mana.
The Mindbender knows the following spells:
Cantrips: friends, mending, message, vicious mockery
1st level: charm person (1B), cure wounds (1G), detect magic
(1U simple)
2nd level: detect thoughts (2U), find steed (2G), suggestion
(2B), hold person (2B)
3rd level: clairvoyance (3U), counterspell (3B), dispel magic
(3B), fear (3B)
4th level: dimension door (4U), greater invisibility (4U),
polymorph (4R)
5th level: dominate person (5B), hold monster (5B)

TACTICS
When encountered in a social setting, the Mindbender will be
surrounded by an entourage of wealthy and powerful
characters charmed and dominated to provide resources and
access to information available to the local community. The
Mindbender will try to lure individuals into private
conversations where similar charm magic can be used against
the player characters to acquire more information to exploit.
When encountered during combat, the Mindbender will use
greater invisibility while her entourage interpose to block
pursuit . The Mindbender will use counterspell, hold, and fear
spells to disrupt threats while the entourage coordinate
attacks as commanded.
The Mindbender will use dimension door to escape if needed

51
ACTIONS
Medium humanoid (any race) any alignment Multiattack. The Huntsman may make 2 attacks with its Magic
Armor Class 17 (magic breastplate armor +1) Longbow +1.
Hit Points 108 (13d10+26) Magic Longbow +1. Ranged Weapon Attack: +11 to hit, range
Speed 30 ft. 150/600 ft, one target. Hit: 9 (1d8+4) piercing damage
STR DEX CON INT WIS CHA Spellcasting. The Huntsman is a 13th-level Spirit magic half-
12 (+1) 17 (+3) 14 (+2) 10 (+0) 17(+3) 08 (-1) caster. Its spellcasting ability is Wisdom (spell save DC 16, +8
Saving Throws Strength (+6), Dexterity (+8) to hit with spell attacks).
Skills Nature (+7), Perception (+8), Survival (+7) Mana Pool. 22 / 11U11G Max Spell Level. 4
Senses Passive Perception 18
Languages Common, Elven The Huntsman knows the following spells:
Challenge 9 (5,000 XP) 1st level: animal friendship (1G), hunter’s mark (1U), cure
wounds (1G)
2nd level: darkvision (2U), locate animals or plants (2G)
Beast Master Traits. 3rd level: conjure animals (3G)
Favored Enemies. Humans, Beasts. Advantage to track, 4th level: locate creature (4U), conjure woodland beings (4G)
and Intelligence (knowledge) skill checks.
Natural Explorer. Woods and Caverns. TACTICS
Speak with Animals. No concentration required. When encountered the Huntsman is accompanied by 1 wolf
Ranger’s Companion. 2 attacks using attack action. Animal Companion and 4 more wolves from animal friendship.
Dash, Disengage, Dodge, or Help using bonus action. The huntsman rides one of 2 saber-toothed tigers under
Exceptional Training. Bonus Action. Command up to 7 command through conjure animals and is also accompanied
allied units. by 8 blink dogs through conjure woodland beings.
The Huntsman will be tracking a target creature of
considerable power and value if captured alive. The Huntsman
can be persuaded to recruit the player characters to aid in the
hunt.
If the target creature is one of the player characters, the
Huntsman will pounce with its entire entourage, supporting its
companions with archery and healing spells as needed.
TACTICS
When attacked, the Magister will use ray of enfeeblement, hold
person, and hold monster to disable any opponent. If necessary,
Medium humanoid (any race) any alignment the Magister will contain a target within Otiluke’s Resilient
Sphere and roll the target through the door of a slow demiplane
Armor Class 16 (mage armor) to remain imprisoned indefinitely.
Hit Points 93 (15d8+15)
Speed 30 ft. The Magister will use plane shift to escape if needed.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 12 (+1) 18 (+4) 14 (+2) 10 (+0)
Saving Throws Intelligence (+9), Wisdom (+7)
Skills Arcana (+9), Investigation (+9)
Senses Passive Perception 12
Languages Common
Challenge 16 (15,000 XP)

Tradition of White Magic Traits.


Arcane Ward. 34HP. Reaction may project to ally 30 ft.
Unwavering Focus. Damage can’t disrupt concentration.
Spell Resistance. Spell saving throws are at advantage
and is resistant to all spell damage.

ACTIONS
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft, one
target. Hit: 5 (1d6+1) or 7 (1d8+1) bludgeoning damage.
Spellcasting. The Magister is a 15th-level Arcane magic
full-caster. Its spellcasting ability is Intelligence
(spell save DC 17, +9 to hit with spell attacks).
Mana Pool. 56 / 30W26U Max Spell Level. 8
Simple Magic. Concentration spells up to 3rd level are simple
magic.
Arcane Recovery. Finishing a short rest recovers 8 mana.
The Magister knows the following spells:
Cantrips: blade ward, light, mending, message, true strike
1st level: mage armor (1W), detect magic (1U simple), shield
(1W)
2nd level: hold person (2W simple), misty step (2U),
ray of enfeeblement (2W simple)
3rd level: counterspell (3W), dispel magic (3W),
nondetection (3U simple)
4th level: Otiluke’s Resilient Sphere (4W)
5th level: hold monster (5W), scrying (5U)
6th level: globe of invulnerability (6W), true seeing (6U)
7th level: Mordenkainen’s magnificent mansion (7U),
plane shift (7U), teleport (7U)
8th level: antimagic field (8W), demiplane (8U),
mindblank (8W)
Medium humanoid (Gnome) any alignment
Armor Class 19 (magic studded leather armor +2)
Hit Points 116 (19d6+19)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 20(+5) 12 (+1) 18 (+4) 17 (+3) 14 (+2)
Saving Throws Dexterity (+11), Intelligence (+10), Wisdom
(+9)
Skills Investigation (+16), Perception (+9), Sleight of Hand
(+11), Stealth (+11), Thieves Tools (+17)
Senses Blindsense 10 ft, Passive Perception 19
Languages Common, Thieves’ Cant
Challenge 14 (11,500 XP)

Gnome (Rock) and Arcane Trickster Traits


Cunning Action. Bonus action to dash, disengage, or hide.
Uncanny Dodge. Half damage taken from an attack.
Evasion. Dexterity saving throws are half- or no- damage.
Elusive. No attack rolls have advantage against the
Gnomish Spell Thief.

ACTIONS
Magic Short Sword +2. Melee Weapon Attack: +13 to hit,
reach 5 ft, one target. Hit: 11 (1d6+7) piercing damage
Sneak Attack. +10d6 piercing damage when attacking at
advantage or ally is within 5 ft of the target.
Spell Thief. Reaction. 1/long rest DC 19 to steal any 4th
level or lower spell targeting the Gnome Spell Thief.
Spellcasting. The Gnome Spell Thief is a 19th-level
Shadow magic third-caster. Its spellcasting ability is
Dexterity (spell save DC 19, +11 to hit with spell attacks).
Mana Pool. 19 / 19U Max Spell Level. 4
The Gnome Spell Thief knows the following spells:
Cantrips: dancing lights, guidance, mage hand, message
1st level: detect magic (1U simple), identify (1U), find
familiar (1U )
2nd level: detect thoughts (2U), invisibility (2U), locate
object (2U), pass without trace (2U)
3rd level: clairvoyance (3U), tongues (3U), fly (3U)
4th level: arcane eye (4U), greater invisibility (4U)

TACTICS
When encountered, the Gnome Spell Thief will be seeking
an object the player characters possess. It will maintain
detect thoughts and locate object to spy on the player
characters and anyone else nearby while invisible. The
Gnome Spell Thief will attempt to use Mage Hand
Legerdemain to steal the target object when the
opportunity arises.
The Gnome Spell Thief will resort to attacking the player
characters only if trapped, preferring to use greater
invisibility and fly to escape if discovered and try again
another time.
S

BARD
CANTRIPS

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Blade Ward I Dancing Lights C Friends C Mending I
Vicious
Light C Message C I
Mockery
Minor Illusion C
Prestidigitation C
True Strike I

1ST LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Comprehend Animal
Heroism C C Bane C Longstrider C P
Languages Friendship
Charm Cure
Detect Magic C C Thunderwave I I
Person Wounds
Dissonant Feather
Disguise Self C I Unseen Servant C I
Whispers Fall
Healing
Faerie Fire C Sleep I I
Word
Tasha’s
Speak with
Identify I Hideous C C
Animals
Laughter
Illusory Script P
Silent Image C

2ND LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Detect Crown of Cloud of Animal
Blindness/Deafness C C C C P
Thoughts Madness Daggers Messenger
Lesser
Calm Emotions C Invisibility C Enthrall C Heat Metal C I
Restoration
Locate
Enhance Ability C Locate Object C Suggestion C Knock I Animals or I
Plants
Zone of
Hold Person C Magic Mouth P C Shatter I
Truth
Phantasmal
Silence C C
Force
See Invisibility C

55
3RD LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Plant
Bestow Curse C Clairvoyance C Fear C I
Growth
Hypnotic Speak with
Crusader's Mantle C C Feign Death P C
Pattern Plants
Speak with
Dispel Magic I Major Image C C
Dead
Stinking
Glyph of Warding P Nondetection C C
Cloud
Leomund’s Tiny
P Sending I
Hut
Tongues C

4TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Dimension Freedom of Locate
I Confusion C C C
Door Movement Creature
Greater
C Compulsion C Polymorph C
Invisibility
Hallucinatory
P
Terrain

5TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Dominate Animate
Hold Monster C Dream C C C Awaken I
Person Objects
Greater
Planar Binding P Legend Lore I Geas P I
Restoration
Modify Mass Cure
Mislead C C I
Memory Wounds
Scrying C Raise Dead I
Seeming C
Teleportation
I
Circle

6TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Guards and Wards P Find the Path C Eyebite C
Programmed Mass
P P
Illusion Suggestion
Otto’s
True Seeing C Irresistible C
Dance

56
7TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Mordenkainen's
Forcecage C Etherealness P Resurrection I C Regenerate C
Arcane Sword
Mirage Arcane P Symbol P
Mordenkainen's
Magnificent P
Mansion
Project Image C
Teleport I

8TH LEVEL

WHITE BLUE BLACK RED GREEN

DUR DUR DUR DUR DUR

Dominate
Mind Blank C Glibness C C
Monster
Power Word Stun I Feeblemind I

9TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Power Word True Power
Foresight C I C I
Kill Polymorph Word Heal
CLERIC
CANTRIPS

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Spare the
Light C Guidance C Mending I I
Dying
Resistance C Thaumaturgy C
Sacred Flame I

1ST LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Create or
Detect Evil
Bless C C Bane C Destroy I
and Good
Water
Cure
Guiding Bolt I Detect Magic C Command I I
Wounds
Detect
Protection from Evil
C Inflict Wounds I Poison and C
and Good
Disease
Healing
Sanctuary C I
Word
Purify Food
Shield of Faith C I
and Drink

2ND LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Lesser
Aid C Augury I Gentle Repose P I
Restoration
Prayer of
Blindness/Deafness C Find Traps I Zone of Truth C I
Healing
Calm Emotions C Locate Object C
Continual Flame P
Enhance Ability C
Hold Person C
Protection from
C
Poison
Silence C
Spiritual Weapon C
Warding Bond C

58
3RD LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Create
Beacon of Hope C Clairvoyance C Animate Dead I Food and I
Water
Mass
Bestow Curse C Sending I Feign Death P Healing I
Word
Meld into
Daylight C Tongues C Revivify I C
Stone
Dispel Magic I Speak with Dead C Water Walk C
Glyph of Warding P
Magic Circle C
Protection from
C
Energy
Remove Curse I
Spirit Guardians C

4TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Freedom
Control
Guardian of Faith P Banishment C Death Ward C of C C
Water
Movement
Locate
Divination I C
Creature
Stone
I
Shape

5TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Dispel Evil and Greater
C Commune I Contagion I I
Good Restoration
Insect
Flame Strike I Legend Lore I Geas P C
Plague
Mass Cure
Hallow P Scrying C Raise Dead I I
Wounds
Planar Binding P

6TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Blade Barrier C Find the Path C Create Undead I Heal I
Heroes’
Forbiddance P Planar Ally I Harm I P
Feast
True Seeing C
Word of
I
Recall

59
7TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Conjure Celestial C Etherealness P Resurrection I Fire Storm I
Divine Word I Plane Shift I Symbol P Regenerate C

8TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Control
Antimagic Field C C
Weather
Holy Aura C Earthquake C

9TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Gate C Astral Projection P Mass Heal I
True Resurrection I
DRUID
CANTRIPS

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Guidance C Poison Spray I Mending I Druidcraft I
Produce
Resistance C C Shillelagh C
Flame

1ST LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Animal
Detect Magic C Charm Person C Jump C P
Friendship
Create or
Faerie Fire C Longstrider C Destroy I
Water
Cure
Thunderwave I I
Wounds
Detect
Poison and C
Disease
Entangle C
Fog Cloud C
Goodberry I
Healing
I
Word
Purify Food
I
and Drink
Speak with
C
Animals

2ND LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Enhance Animal
C Darkvision C Flame Blade C P
Ability Messenger
Flaming
Hold Person C Find Traps I C Barkskin C
Sphere
Protection Beast
C Locate Object C Heat Metal C C
from Poison Sense
Gust of
C
Wind
Lesser
I
Restoration
Locate
Animals or I
Plants
Moonbeam C
Pass
without C
Trace
Spike
C
Growth
3RD LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Call
Daylight C Feign Death P C
Lightning
Conjure
Dispel Magic I C
Animals
Protection Meld into
C C
from Energy Stone
Plant
I
Growth
Sleet Storm C
Speak with
C
Plants
Water
P
Breathing
Water Walk C
Wind Wall C

4TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Conjure
Hallucinatory Freedom of
P Blight I C Minor C
Terrain Movement
Elementals
Conjure
Confusion C Polymorph C Woodland C
Beings
Control
Stoneskin C C
Water
Dominate
Wall of Fire C C
Beast
Giant
C
Insect
Grasping
C
Vine
Ice Storm I
Locate
C
Creature
Stone
I
Shape
5TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Antilife Shell C Scrying C Contagion I Wall of Stone C Awaken I
Planar Commune
P Geas P I
Binding with Nature
Conjure
Reincarnate I C
Elemental
Greater
I
Restoration
Insect
C
Plague
Mass Cure
I
Wounds
Tree Stride C

62
6TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Conjure
Sunbeam C Find the Path C C
Fey
Heal I
Heroes’
P
Feast
Move Earth C
Transport
I
via Plants
Wall of
C
Thorns
Wind Walk C

7TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Reverse
Mirage Arcane P C Fire Storm I
Gravity
Plane Shift I Regenerate C

8TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Animal
Sunburst I Antipathy/Sympathy P C
Shapes
Control
Feeblemind I C
Weather
Earthquake C
Tsunami C

9TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Storm of
Foresight C True Resurrection I Shapechange C C
Vengeance
PALADIN
1ST LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Detect Evil
Bless C C Command I Searing Smite C Cure Wounds I
and Good
Wrathful Detect Poison
Divine Favor C Detect Magic C C Thunderwave I C
Smite and Disease
Purify Food and
Heroism C I
Drink
Protection from
C
Evil and Good
Shield of Faith C
2ND LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Zone of
Aid C Locate Object C C Find Steed I
Truth
Lesser
Branding Smite C I
Restoration
Magic Weapon C
Protection from
C
Poison
3RD LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Elemental
Blinding Smite C Revivify I C Aura of Vitality C
Weapon
Crusader's Create Food
C I
Mantle and Water
Daylight C
Dispel Magic I
Magic Circle C
Remove Curse I
4TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Death
Aura of Purity C Banishment C C Aura of Life C
Ward
Staggering
C Locate Creature C
Smite

5TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Banishing Destructive
Circle of Power C C Geas P I
Smite Wave
Dispel Evil and
C Raise Dead I
Good

64
RANGER
1ST LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Alarm P Detect Magic C Jump C Animal Friendship P
Hunter's
C Longstrider C Cure Wounds I
Mark
Detect Poison and
C
Disease
Ensnaring Strike C
Fog Cloud C
Goodberry I
Hail of Thorns C
Speak with
2ND LEVEL Animals
C

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Cordon of
P Darkvision C Animal Messenger P
Arrows
Protection from
C Find Traps I Barkskin C
Poison
Silence C Locate Object C Beast Sense C
Lesser Restoration I
Locate Animals or
I
Plants
Pass without
C
Trace
3RD LEVEL Spike Growth C

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Conjure
Daylight C Nondetection C I Conjure Animals C
Barrage
Protection from Lightning
C C Plant Growth I
Energy Arrow
Speak with Plants C
Water Breathing P
Water Walk C
4TH LEVEL Wind Wall C

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Freedom of Conjure Woodland
C C
Movement Beings
Locate Creature C
Grasping Vine C
5TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Conjure Commune with
I I
Volley Nature
Swift Quiver C Tree Stride C

65
SORCERER
CANTRIPS

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Acid
Blade Ward I Dancing Lights C I Fire Bolt I
Splash
Chill
Light C Minor Illusion C I Mage Hand C
Touch
Prestidigitation C Friends C Mending I
Poison
True Strike I I Shocking Grasp I
Spray
Ray of
I
Frost

1ST LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR
Charm
Mage Armor P Color Spray I C Burning Hands I Fog Cloud C
Person
Comprehend
Shield I C False Life C Chromatic Orb I
Languages
Ray of Expeditious
Detect Magic C I C
Sickness Retreat
Disguise Self C Sleep I Jump C
Silent Image C Magic Missile I
Thunderwave I
Witch Bolt C

2ND LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Crown of Gust of
Blindness/Deafness C Blur C C Alter Self C C
Madness Wind
Detect Cloud of Spider
Enhance Ability C C Darkness C C C
Thoughts Daggers Climb
Hold Person C Invisibility C Suggestion C Enlarge/Reduce C Web C
Mirror Image C Knock I
Misty Step I Levitate C
Phantasmal
C Scorching Ray I
Force
See Invisibility C Shatter I

66
3RD LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Gaseous
Counterspell I Blink C Fear C Fireball I C
Form
Stinking
Daylight C Clairvoyance C C Fly C Sleet Storm C
Cloud
Hypnotic Water
Dispel Magic I C Haste C P
Pattern Breathing
Protection from
C Major Image C Lightning Bolt I Water Walk C
Energy
Slow C
Tongues C

4TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Dominate
Banishment C Blight I Polymorph C C
Beast
Dimension
I Confusion C Stoneskin C Ice Storm I
Door
Greater
C Wall of Fire C
Invisibility

5TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Animate Insect
Hold Monster C Creation P Cloudkill C C C
Objects Plague
Cone of
Seeming C I Telekinesis C
Cold
Teleportation Dominate
I C Wall of Stone C
Circle Person

6TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Globe of Circle of
C Arcane Gate C I Chain Lightning I Move Earth C
Invulnerability Death
Sunbeam C True Seeing C Eyebite C Disintegrate I
Mass
P
Suggestion

67
7TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Finger of Delayed Blast
Etherealness p I C Fire Storm I
Death Fireball
Plane Shift I Prismatic Spray I
Teleport I Reverse Gravity C

8 LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Dominate Incendiary
Power Word Stun I C C Earthquake C
Monster Cloud
Sunburst I

9TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Power
Gate C I
Word Kill
Time Stop C
WARLOCK
CANTRIPS

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Eldritch
Blade Ward I Minor Illusion C Chill Touch I I
Blast
Prestidigitation C Poison Spray I Mage Hand C
True Strike I

1ST LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Protection from Comprehend Armor of Expeditious
C C C C
Evil and Good Languages Agathy Retreat
Hellish
Illusory Script P Arms of Hadar I I
Rebuke
Unseen
Charm Person C C
Servant
Hex C Witch Bolt C

2ND LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Crown of Cloud of Spider
Hold Person C Invisibility C C C C
Madness Daggers Climb
Mirror Image C Darkness C Shatter I
Misty Step I Enthrall C
Ray of
C
Enfeeblement
Suggestion C

3RD LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Gaseous
Counterspell I Hypnotic Pattern C Fear C Fly C C
Form
Hunger of
Dispel Magic I Major Image C C
Hadar
Vampiric
Magic Circle C Tongues C C
Touch
Remove Curse I
4TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Banishment C Blight I
Dimension Door I
Hallucinatory
P
Terrain

69
5TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Contact Other
Hold Monster C I
Plane
Dream C
Scrying C

6TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Flesh to Conjure
Arcane Gate C Circle of Death I C C
Stone Fey
True Seeing C Create Undead I
Eyebite C
Mass
P
Suggestion

7TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Finger of
Forcecage C Etherealness P I
Death
Plane Shift I

8TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Dominate
Power Word Stun I Demiplane C C
Monster
Glibness C Feeblemind I

9TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Astral True
Imprisonment P Foresight C P C
Projection Polymorph
Power Word
I
Kill

70
WIZARD
CANTRIPS

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Blade Ward I Dancing Lights C Acid Splash I Fire Bolt I
Light C Message C Chill Touch I Mage Hand C
Minor Illusion C Friends C Mending I
Prestidigitation C Poison Spray I Shocking Grasp I
True Strike I Ray of Frost I

1ST LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Feather
Alarm P Color Spray I Charm Person C Burning Hands I I
Fall
Comprehend Find
Mage Armor P C False Life C Chromatic Orb I I
Languages Familiar
Protection from Ray of Expeditious
C Detect Magic C I C Fog Cloud C
Evil and Good Sickness Retreat
Shield I Disguise Self C Sleep I Grease C
Tasha's
Identify I Hideous C Jump C
Laughter
Illusory Script P Longstrider C
Silent Image C Magic Missile I
Tenser's
C
Floating Disk
Thunderwave I
Unseen Servant C
Witch Bolt C

2ND LEVEL
WHITE BLUE BLACK RED GREEN
DUR DUR DUR DUR DUR
Crown of Gust of
Arcane Lock P Blur C C Alter Self C C
Madness Wind
Cloud of Spider
Blindness/Deafness C Darkvision C Darkness C C C
Daggers Climb
Detect
Continual Flame P C Gentle Repose P Enlarge/Reduce C Web C
Thoughts
Melf's Acid
Hold Person C Invisibility C I Flaming Sphere C
Arrow
Ray of
Magic Weapon C Locate Object C C Knock I
Enfeeblement
Magic Mouth P Suggestion C Levitate C
Mirror Image C Scorching Ray I
Misty Step I Shatter I
Nystul's
P
Magic Aura
Phantasmal
C
Force
Rope Trick C
See
C
Invisibility

71
3RD LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Animate Gaseous
Bestow Curse C Blink C I Fireball I C
Dead Form
Counterspell I Clairvoyance C Fear C Fly C Sleet Storm C
Hypnotic Water
Dispel Magic I C Feign Death P Haste C P
Pattern Breathing
Stinking Lightning
Glyph of Warding P Major Image C C I
Cloud Bolt
Leomund's Tiny Vampiric
P Nondetection C C
Hut Touch
Magic Circle C Phantom Steed C
Protection from
C Sending I
Energy
Remove Curse I Slow C
Tongues C

4TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Evard's Black Conjure Minor
C Arcane Eye C Blight I Fabricate I C
Tentacles Elementals
Mordenkainen's
P Banishment C Confusion C Fire Shield C Control Water C
Faithful Hound
Mordenkainen's Dimension Phantasmal
P I C Polymorph C Ice Storm I
Private Sanctum Door Killer
Otiluke's Resilient Greater Locate
C C Stoneskin C C
Sphere Invisibility Creature
Hallucinatory Wall of
P C Stone Shape I
Terrain Fire
Leomund's
I
Secret Chest

5TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Contact Other Animate Conjure
Hold Monster C I Cloudkill C C C
Plane Objects Elemental
Planar Binding P Creation P Cone of Cold I Bigby's Hand C Passwall C
Dominate
Dream C C Telekinesis C
Person
Legend Lore I Geas P Wall of Force C
Modify
Mislead C C Wall of Stone C
Memory
Rary's Telepathic
C
Bond
Scrying C
Seeming C
Teleportation
I
Circle

72
6TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Circle of Chain
Contingency P Arcane Gate C I I Move Earth C
Death Lightning
Drawmij's
Globe of Create
C Instant P I Disintegrate I
Invulnerability Undead
Summons
Guards and Programmed Flesh to
P P Eyebite C C
Wards Illusion Stone
Sunbeam C True Seeing C Magic Jar C
Mass
P
Suggestion
Otiluke's
Freezing C
Sphere
Otto's
Irresistible C
Dance
Wall of Ice C

7TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Finger of Delayed Blast
Forcecage C Etherealness P I C
Death Fireball
Mordenkainen's
Sequester P Mirage Arcane P Symbol P C
Arcane Sword
Mordenkainen's
P Prismatic Spray I
Magnificent Mansion
Plane Shift I Reverse Gravity C
Project Image C
Simulacrum P
Teleport I

8TH LEVEL

WHITE BLUE BLACK RED GREEN


DUR DUR DUR DUR DUR
Incendiary
Antimagic Field C Demiplane C Antipathy/Sympathy P C
Cloud
Mind Blank C Maze C Clone P
Power Word
I Telepathy C Dominate Monster C
Stun
Sunburst I Feeblemind I

9TH LEVEL
WHITE BLUE BLACK RED GREEN
DUR DUR DUR DUR DUR
Imprisonment P Foresight C Astral Projection P Meteor Swarm I
Gate C Power Word Kill I Prismatic Wall C
Time Stop C Weird C Shapechange C
True Polymorph C

73
(max spell – 5)
TOTAL MANA
RECOVERED
SORCERY
AT END OF
POINTS
SHORT REST

v SPELLS REQUIRING INSTANTANEOUS AND


CONCENTRATION PERSISTENT SPELLS
TAP MANA BURN MANA

SIMPLE MAGIC
UNTAPS MANA
IF DISMISSED
IS REMOVED FROM THE
GAME UNTIL RECOVERED
SIMPLE MAGIC
BURNS MANA
IF DISRUPTED
OR DISPELLED

ALL OTHER
MAGIC BURNS MANA BURNED TO SUSTAIN
MANA WHEN PERSISTENT SPELLS MAY
DISMISSED REMAIN BURNED AFTER A
DISRUPTED LONG REST TO FURTHER
DISPELLED SUSTAIN THE EFFECTS UNTIL
DISMISSED OR DISPELLED

74

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